Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.3 |
Addons | Everything is Unique 1.5.2Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Talent Point Planner 1.5.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Easy Map 1.4.0This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Possessor Bonus Class 1.5.3Donators/Buyers bonus! Tsedaka Safer Auto-explore and Rest 1.4.5Two small tweak on Dracos' Improved Auto-explore and Rest () to fit my gameplay better Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Adjustable Levelup 1.4.9Allows modification of gains for stats, resources, experience gain, category points, and prodigy points. If you would like to be able to modify other values post them in the comments. UPDATE: I've added the ability to modify stat and level maximums. I have also added the ability to customize which levels stats, talents, talent types, and prodigies are gained at. This allows for alternative leveling schemes such as gaining 2 class points on every even level and 2 generic points every odd level. For example, the max/milestone level could be set to 100, xp gain at 300, and all intervals doubled with alternating offsets for a faster early game, a slower late game, and increased potential for early game specialization. NOTE: All options are accessed after loading a character through the game options window under a new Levelup tab. They will only appear for characters created after the addon is enabled. UPDATE: I've added the ability to toggle unlearning of prodigies and stats. I've also reworked some of the internals to improve compatibility with future changes. Bonus Escorts 1.3.1Adds Wilder and Psion escorts. Items Vault 1.5.0Donators/Buyers bonus! Improved Auto-explore and Rest 1.4.9Quality 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. Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Male |
Race | Skeleton |
Class | Cursed |
Level / Exp | 50 / 1276818% |
Size | big |
Lifes / Deaths | Killed by Polath the mean looking elven guard at level 17 on the 6th Mirth 122nd year of Ascendancy at 19:12 / 38Killed by Polath the mean looking elven guard at level 17 on the 6th Mirth 122nd year of Ascendancy at 19:27 Killed by Polath the mean looking elven guard at level 17 on the 6th Mirth 122nd year of Ascendancy at 20:46 Killed by Polath the mean looking elven guard at level 17 on the 6th Mirth 122nd year of Ascendancy at 21:26 Killed by Shadow of Adoldath the elven guard at level 49 on the 1st Flare 122nd year of Ascendancy at 09:54 Killed by Adoldath the elven guard at level 49 on the 1st Flare 122nd year of Ascendancy at 11:00 Killed by Adoldath the elven guard at level 49 on the 1st Flare 122nd year of Ascendancy at 12:07 Killed by Xuremira the elven guard at level 50 on the 1st Flare 122nd year of Ascendancy at 12:38 Killed by Adoldath the elven guard at level 50 on the 1st Flare 122nd year of Ascendancy at 13:36 Killed by Adoldath the elven guard at level 50 on the 1st Flare 122nd year of Ascendancy at 14:19 Killed by Adoldath the elven guard at level 50 on the 1st Flare 122nd year of Ascendancy at 15:22 Killed by Adoldath the elven guard at level 50 on the 1st Flare 122nd year of Ascendancy at 16:39 Killed by Adoldath the elven guard at level 50 on the 1st Flare 122nd year of Ascendancy at 18:35 Killed by Aryriawe the ogre mauler at level 50 on the 1st Flare 122nd year of Ascendancy at 19:12 Killed by Adoldath the elven guard at level 50 on the 1st Flare 122nd year of Ascendancy at 21:23 Killed by elven corruptor at level 50 on the 1st Flare 122nd year of Ascendancy at 22:27 Killed by skeleton warrior at level 50 on the 2nd Flare 122nd year of Ascendancy at 00:06 Killed by Aryriawe the ogre mauler at level 50 on the 2nd Flare 122nd year of Ascendancy at 02:09 Killed by Aryriawe the ogre mauler at level 50 on the 2nd Flare 122nd year of Ascendancy at 03:15 Killed by skeleton warrior at level 50 on the 2nd Flare 122nd year of Ascendancy at 03:55 Killed by Cyrikira the elven mage at level 50 on the 2nd Flare 122nd year of Ascendancy at 04:23 Killed by skeleton warrior at level 50 on the 2nd Flare 122nd year of Ascendancy at 05:23 Killed by Cyrikira the elven mage at level 50 on the 2nd Flare 122nd year of Ascendancy at 06:59 Killed by Cyrikira the elven mage at level 50 on the 2nd Flare 122nd year of Ascendancy at 07:51 Killed by Cyrikira the elven mage at level 50 on the 2nd Flare 122nd year of Ascendancy at 08:52 Killed by elven corruptor at level 50 on the 2nd Flare 122nd year of Ascendancy at 10:10 Killed by elven corruptor at level 50 on the 2nd Flare 122nd year of Ascendancy at 11:23 Killed by Emelyseda the shadow claw at level 50 on the 6th Haze 122nd year of Ascendancy at 18:22 Killed by fire drake at level 50 on the 13rd Haze 122nd year of Ascendancy at 14:46 Killed by will o' the wisp at level 50 on the 15th Haze 122nd year of Ascendancy at 15:16 Killed by MArked at level 50 on the 73rd Haze 122nd year of Ascendancy at 17:18 Killed by Gekira the Guardian at level 50 on the 76th Haze 122nd year of Ascendancy at 12:01 Killed by Betyselaith the Guardian at level 50 on the 76th Haze 122nd year of Ascendancy at 21:49 Killed by MArked at level 50 on the 76th Haze 122nd year of Ascendancy at 22:44 Killed by Ivarima the gigantic corrosive tunneler at level 50 on the 6th Regrowth 123rd year of Ascendancy at 20:38 Killed by Mayumira the gigantic sandworm tunneler at level 50 on the 7th Regrowth 123rd year of Ascendancy at 07:51 Killed by Borius, Avatar of Bearness at level 50 on the 41st Regrowth 123rd year of Ascendancy at 17:27 Killed by MArked's temporal clone at level 50 on the 42nd Regrowth 123rd year of Ascendancy at 00:54 |
Primary Stats
Strength | 235 (base 78) |
Dexterity | 102 (base 10) |
Constitution | 98.340449927278 (base 32) |
Magic | 27 (base 10) |
Willpower | 156.34044992728 (base 89) |
Cunning | 87.340449927278 (base 10) |
Resources
Life | 2482/2482 |
Mana | 80608/80791 |
Hate | 92/118 |
Healing Factor | 1.3752259815843 |
Regeneration | 12.308272535179 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +64% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 39 |
See Stealth | 48 |
See Invisible | 67.340449927278 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 595 |
Accuracy | 88 |
Crit Chance | 70% |
APR | 38 |
Speed | 1.00 |
Offense: Spell
Spellpower | 26 |
Crit Chance | 56% |
Speed | 1 |
Offense: Mind
Mindpower | 107 |
Crit Chance | 38% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 96.256164875111 (87.964601769911%) |
Defense | 49 |
Ranged Defense | 54 |
Fatigue | 0 |
Physical Save | 69 |
Spell Save | 59 |
Mental Save | 73 |
Defense: Resistances
All | + 11%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 52% |
Silence Resistance | 30% |
Bleed Resistance | 100% |
Disarm Resistance | 42% |
Instadeath Resistance | 100% |
Knockback Resistance | 37% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 42.40 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
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 767 damage for 4 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Phase DoorUse 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 22. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 64%, your defense is increased by 64 and all your resistances by 64%. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 16. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 50%, your defense is increased by 50 and all your resistances by 50%. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 537 damage for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
Cursed / Gloom | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Cursed / Rampage | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Strife | 1.70 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Cursed / Endless hunt | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Fears | 1.00 |
| 2/5 |
| 3/5 |
| 3/5 |
| 2/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 3/5 |
| 2/5 |
Cursed / Cursed form | 1.00 |
| 5/5 |
| 3/5 |
| 5/5 |
| 3/5 |
Undead / Skeleton | 1.10 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.70 |
| 0/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Gloom |
talent | Premonition |
talent | Cleave |
talent | Stalk |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 1.2)Penalty : Fear of Death: -2% resistance against damage from the undead. Power 1+: Power over Death: +4% damage against the undead. Power 2+: -1 Luck, +2 Strength, +2 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 | Mayhem and destruction seem to follow you. Curse of Misfortune (power 2.2)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +4 Defense, +2 Ranged Defense Power 2+: -1 Luck, +3 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps). Power 4+: Unfortunate End: There is a 30% chance that the damage you deal will increase by 30% if the increase would be enough to kill your opponent. |
beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+11% resist all). Shroud of Passing |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 3.2)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 18% when tested. Power 1+: Removed from Reality: +4 Physical Resistance, +3 Maximum Physical Resistance Power 2+: -1 Luck, +5 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 11 air and an additional 6 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 5 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 3.2)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 10%) for 4 turns. Power 1+: Nightwalker: +13 Darkness Resistance, +9% Max Darkness Resistance, +8 See Invisible Power 2+: -1 Luck, +5 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 11% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Scintillating Caves. Escort: injured seer (level 3 of Scintillating Caves)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the injured wilder from death by Eloma the brown bear. Escort: injured wilder (level 4 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
A compliation of all your achievements earnt. Heroic AchievementsYou are 58% of the way to your next Rank. You have killed: 154 Uniques 80 Bosses 52 Elite Bosses 48 Veterans 0 Heroics 0 Legends 0 Destroyers 0 Epics 0 Elders 0 Ancients 0 Immortals 0 Demigods | active |
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 Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1002. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * You've found the needed length of troll intestine. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed vampire lord fang. * You've found the needed storm wyrm claw. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * You've found the needed sandworm tooth. | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
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 | Woestreak (Shrouds) (0 def, 5 armour) Woestreak (Shrouds) (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +5 Fatigue: -3% Effects on melee hit: * 30% chance to blind * 15% chance to daze at end of turn Damage when hit (Melee): 20 darkness Changes stats: +4 Str / +4 Dex / +5 Wil / +4 Cun / +8 Con Changes resistances: +12% fire / +6% darkness / +15% cold Changes resistances penetration: +10% physical / +15% darkness / +5% light Changes damage: +15% darkness / +3% light Stamina each turn: +0.90 Maximum life: +60.00 Mindpower: +9 (+2 eff.) Movement speed: +10% Curse of Shrouds It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | dwarven lantern 'Dawnpanic' dwarven lantern 'Dawnpanic'Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Changes stats: +9 Cun Changes resistances: +15% darkness / +6% lightning Changes damage: +22% light Damage affinity(heal): +5% light Mental save: +15 (+4 eff.) Blindness immunity: +47% Silence immunity: +10% Confusion immunity: +44% Only die when reaching: -60.00 life Maximum life: +75.00 Light radius: +5 Infravision radius: +8 See stealth: +48 See invisible: +44 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 46 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | voratun helm 'Eilinarilrassra' (Shrouds) (0 def, 5 armour) voratun helm 'Eilinarilrassra' (Shrouds) (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: +5 Fatigue: +5% Changes stats: +30 Str / +36 Dex / +1 Wil / +11 Con Changes resistances: +34% darkness / +15% light Changes resistances penetration: +20% arcane Changes damage: +9% arcane Reduces incoming crit damage: 10.00% Spell save: +6 (+2 eff.) Mana each turn: +0.12 Spell crit. chance: +2% Infravision radius: +9 See invisible: +3 Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | voratun pickaxe 'Kindlepain' (dig speed 5 turns) voratun pickaxe 'Kindlepain' (dig speed 5 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +19 (+4 eff.) Armour penetration: +7 Physical crit. chance: +14.0% Physical power: +17 (+3 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 16 light Changes stats: +12 Str / +5 Dex / +5 Mag / +9 Wil / +8 Cun Changes resistances penetration: +10% light / +10% temporal Critical mult.: +18.00% Maximum mana: +40.00 Spell crit. chance: +10% Mental crit. chance: +10% Light radius: +2 Infravision radius: +10 Movement speed: +10% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | voratun ring 'Thunderoracle' voratun ring 'Thunderoracle'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 32% chance to daze at end of turn Damage when hit (Melee): 4 arcane Changes stats: +14 Wil / +16 Cun / +6 Con Changes resistances: +12% lightning / +18% physical Changes resistances penetration: +27% lightning Changes damage: +18% lightning / +18% physical / +6% arcane Spell save: +20 (+5 eff.) Stun/Freeze immunity: +47% Life regen: +5.50 Maximum life: +100.00 Maximum stamina: +40.00 Mindpower: +28 (+5 eff.) Healing mod.: +23% Rings can have magical properties. |
On fingers | voratun ring 'Flashpall' voratun ring 'Flashpall'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +30 (+6 eff.) Armour: +18 Defense: +10 (+4 eff.) Effects on melee hit: * 30% chance to blind Changes stats: +9 Str / +10 Dex / +10 Wil / +20 Cun / +11 Con Changes resistances: +36% nature / +3% blight Changes damage: +18% nature Grants telepathy: Dragon Spell save: +20 (+5 eff.) Maximum stamina: +40.00 Mindpower: +9 (+2 eff.) Infravision radius: +1 See invisible: +12 Movement speed: +24% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 31% for 5 turns. Rings can have magical properties. |
Around waist | Relgarim the Obsidianoath (Nightmares) Relgarim the Obsidianoath (Nightmares)Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +5 (+1 eff.) Effects on melee hit: * 15% chance to daze at end of turn Damage when hit (Melee): 8 darkness Changes stats: +10 Dex / +11 Cun / +20 Lck Changes resistances: +15% darkness / +9% lightning Changes resistances penetration: +10% lightning / +5% darkness Changes damage: +9% lightning Reduced damage from: +32% Summoned Critical mult.: +14.00% Trap disarming bonus: +59 Stealth bonus: +30 Maximum life: +200.00 Maximum mana: +80.00 Maximum stamina: +57.00 Maximum hate: +18.00 Maximum psi: +40.00 Maximum vim: +40.00 Maximum pos.energy: +40.00 Maximum neg.energy: +40.00 Infravision radius: +11 Reduces paradox anomalies(equivalent to willpower): +20 Curse of Nightmares A belt that goes around your waist. |
In main hand | voratun greatsword 'Flowerwend' (Corpses) (97.5-156 power, 4 apr) voratun greatsword 'Flowerwend' (Corpses) (97.5-156 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. Base power: 97.5 - 156.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target * 20% chance to torment the target Damage (Melee): +17 light / +27 lightning Damage against: +41% Undead When wielded/worn: Physical power: +19 (+3 eff.) Changes stats: +10 Con Changes resistances: +6% acid / +9% fire / +6% nature / +3% temporal Changes resistances penetration: +16% physical / +20% mind / +19% darkness Mental save: +9 (+3 eff.) Disarm immunity: +42% Only die when reaching: -82.00 life Curse of Corpses Massive two-handed swords. |
On hands | Dakhtun's Gauntlets (Shrouds) (0 def, 6 armour) Dakhtun's Gauntlets (Shrouds) (0 def, 6 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% Curse of Shrouds Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Main armor | Strikemortal the voratun plate armour (Misfortune) (22 def, 34 armour) Strikemortal the voratun plate armour (Misfortune) (22 def, 34 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +34 Defense: +22 (+8 eff.) Fatigue: +16% Effects on melee hit: * 32% chance to daze at end of turn * 15% chance to corrode armour by 30% Changes stats: +6 Cun / +10 Str Changes resistances: +30% acid / +13% physical / +19% darkness / +33% lightning Changes resistances penetration: +10% lightning / +27% acid Changes damage: +6% acid Physical save: +15 (+3 eff.) Mental save: +25 (+7 eff.) Life regen: +3.20 Maximum life: +81.00 Light radius: +2 Healing mod.: +18% Curse of Misfortune It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 34 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Cloak | elven-silk cloak 'Kindleenvy' (Misfortune) (3 def, 6 armour) elven-silk cloak 'Kindleenvy' (Misfortune) (3 def, 6 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +14 Physical crit. chance: +2.0% Armour: +6 Defense: +3 (+1 eff.) Changes stats: +17 Str / +6 Dex / +15 Con Changes resistances: +9% blight / +6% darkness Talent mastery: +0.40 Technique / Combat training Critical mult.: +28.00% Stealth bonus: +15 Physical save: +22 (+5 eff.) Spell save: +7 (+2 eff.) Mental save: +29 (+7 eff.) Disease immunity: +5% Silence immunity: +20% Stamina each turn: +1.50 Mana each turn: -0.60 Maximum life: +207.00 Light radius: +3 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. |
Around neck | Arcmark the voratun amulet Arcmark the voratun amuletPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +9 Str / +10 Dex / +6 Mag / +25 Wil Changes resistances: +30% lightning / +1% physical / +6% light / +6% temporal / +6% darkness Changes damage: +8% acid / +6% fire / +7% cold / +17% lightning Talent mastery: +0.40 Cursed / Strife Mental save: +10 (+3 eff.) Blindness immunity: +5% Confusion immunity: +25% Stun/Freeze immunity: +65% Spellpower: +6 (+3 eff.) Spell crit. chance: +6% Mindpower: +15 (+3 eff.) Amulets can have magical properties. |
Inventory
healing infusion of the warrior (heal 586) healing infusion of the warrior (heal 586)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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 586 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 592 over 5 turns) regeneration infusion of the psychic (heal 592 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: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 592 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 928 over 5 turns) regeneration infusion of the warrior (heal 928 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: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 928 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. |
Blood of Life Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
heat beam rune of the titan (376 fire damage) heat beam rune of the titan (376 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: 8 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 376.31 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. 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 |
phase door rune of the psychic (range 22; power 64; dur 7) phase door rune of the psychic (range 22; power 64; dur 7)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 22. Afterwards you stay out of phase for 7 turns. In this state all new negative status effects duration is reduced by 64%, your defense is increased by 64 and all your resistances by 64%. 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 |
Aerylerenn the steel amulet Aerylerenn the steel amuletPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +2 Fatigue: -6% Changes stats: +9 Str / +7 Dex / +8 Wil Changes resistances: +3% blight / +6% acid Changes damage: +9% blight / +9% fire Talent masteries: +0.20 Cursed / Predator +0.20 Cursed / Fears Critical mult.: +14.00% Physical save: +15 (+3 eff.) Spell save: +14 (+4 eff.) Mental save: +53 (+12 eff.) Blindness immunity: +20% Silence immunity: +20% Confusion immunity: +14% Life regen: +1.50 Spellpower: +8 (+4 eff.) Mindpower: +9 (+2 eff.) Amulets can have magical properties. |
Glintwinnow the voratun amulet Glintwinnow the voratun amuletPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Damage (Melee): 15 light / 13 darkness Effects when hit in melee: * 15% chance to inflict 15% damage reduction * 15% chance to blind Changes stats: +10 Dex / +3 Mag / +16 Wil / +12 Cun / +13 Con Changes resistances: +6% light Changes damage: +15% light / +12% darkness Talent masteries: +0.38 Cursed / Cursed form +0.38 Cursed / Predator Critical mult.: +20.00% Reduces incoming crit damage: 5.00% Mental save: +15 (+4 eff.) Confusion immunity: +25% Teleport immunity: +50% Life regen: +1.50 Stamina each turn: +1.50 Mindpower: +15 (+3 eff.) Movement speed: +10% Heals friendly targets nearby when you use a nature summon: +30 It can be used to teleport you randomly (rad 49), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
Huradunandil the copper amulet Huradunandil the copper amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +8 (+2 eff.) Armour: +4 Defense: +14 (+5 eff.) Fatigue: -11% Damage when hit (Melee): 16 mind Changes stats: +5 Dex / +4 Cun / +5 Con / +8 Lck Changes resistances: +28% mind / +3% temporal Changes resistances cap: +3% all Changes damage: +6% temporal Physical save: +10 (+2 eff.) Mental save: +9 (+3 eff.) Confusion immunity: +52% Life regen: +1.90 Stamina each turn: +0.60 Maximum hate: +6.00 Mindpower: +2 (+1 eff.) Mental crit. chance: +5% Movement speed: +10% Reduce all damage from unseen attackers: 12% Amulets can have magical properties. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Aereldawyn AereldawynPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +21 (+3 eff.) Armour: +6 Damage when hit (Melee): 8 arcane Changes stats: +16 Str / +8 Dex / +9 Mag / +8 Cun / +16 Con Changes resistances: +26% acid / +18% fire / +23% lightning / +23% cold Changes resistances penetration: +5% temporal Changes damage: +6% physical Critical mult.: +9.00% Spell save: +14 (+4 eff.) Blindness immunity: +29% Spellpower on spell critical (stacks up to 3 times): +4 Infravision radius: +6 See stealth: +13 See invisible: +19 Rings can have magical properties. |
copper ring 'Emivena' copper ring 'Emivena'Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +16 (+4 eff.) Armour penetration: +2 Fatigue: -8% Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 9 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 9 bleed Changes stats: +4 Dex / +4 Wil / +3 Cun / +2 Con Changes resistances: +14% acid / +38% cold / +14% lightning / +14% fire Changes damage: +12% cold Critical mult.: +9.00% Spell save: +12 (+3 eff.) Mental save: +8 (+2 eff.) Hate when firing a critical mind attack: +2.00 Maximum stamina: +14.00 Maximum hate: +6.00 Light radius: +2 Infravision radius: +3 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. |
Scorpionrazor the voratun battleaxe (Madness) (76.5-114.75 power, 4 apr) Scorpionrazor the voratun battleaxe (Madness) (76.5-114.75 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 76.5 - 114.8 Uses stats: 40% Wil, 120% Str Damage type: Mind Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 30% chance to corrode armour by 30% * 20% chance to cause random gloom * 25% chance for lightning to arc to a second target Damage (Melee): +28 lightning / +16 fire Burst (radius 1) on hit: +4 nature / +8 fire Burst (radius 2) on crit: +4 fire When wielded/worn: Accuracy: +55 (+11 eff.) Armour penetration: +59 Damage when hit (Melee): 12 nature Changes resistances: +6% nature Changes resistances penetration: +20% acid / +58% physical Changes damage: +3% mind Life regen: +3.00 Curse of Madness Massive two-handed battleaxes. |
Xanyrin the Blazemistress (Nightmares) (57-85.5 power, 4 apr) Xanyrin the Blazemistress (Nightmares) (57-85.5 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.0 - 85.5 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 111% On weapon hit: * 27% chance to corrode armour by 30% On weapon crit: * cripple the target Damage (Melee): +16 lightning Burst (radius 2) on crit: +31 ice When wielded/worn: Accuracy: +19 (+4 eff.) Armour penetration: +34 Physical crit. chance: +39.0% Armour: +16 Changes stats: +3 Str / +10 Dex Changes resistances: +3% lightning Changes resistances penetration: +17% acid / +19% physical / +25% lightning / +20% cold Changes damage: +19% physical Grants telepathy: Dragon Critical mult.: +26.00% Life regen: +4.00 Infravision radius: +1 Curse of Nightmares Massive two-handed battleaxes. |
voratun battleaxe 'Forestbearer' (Shrouds) (98.5-147.75 power, 4 apr) voratun battleaxe 'Forestbearer' (Shrouds) (98.5-147.75 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 98.5 - 147.8 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * Slows global speed by 40% * 20% chance to disease * 25% chance for lightning to arc to a second target On weapon crit: * wounds the target for 7 turns: 27 bleeding, 78% reduced healing Damage (Melee): +26 lightning / +31 cold Burst (radius 1) on hit: +8 blight Burst (radius 2) on crit: +12 blight When wielded/worn: Accuracy: +19 (+4 eff.) Physical crit. chance: +17.0% Physical power: +21 (+3 eff.) Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 4 nature / 16 blight Changes stats: +10 Str Changes resistances: +6% blight Changes damage: +21% physical Stamina when hit: +4.00 Curse of Shrouds Massive two-handed battleaxes. |
voratun dagger 'Flashsage' (Madness) (69.5-90.35 power, 9 apr) voratun dagger 'Flashsage' (Madness) (69.5-90.35 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 69.5 - 90.4 Uses stats: 40% Wil, 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 40% chance to blind * 12% chance to inflict 15% damage reduction * 20% chance to curse the target * 20% chance to torment the target On weapon crit: * splashes the target with acid Damage (Melee): +15 acid When wielded/worn: Changes stats: +3 Str / +2 Dex / +1 Cun / +3 Con Changes resistances: +6% light Changes resistances penetration: +9% mind / +8% darkness Light radius: +3 Curse of Madness Sharp, short and deadly. |
voratun dagger 'Mayarin' (Shrouds) (39.5-51.35 power, 9 apr) voratun dagger 'Mayarin' (Shrouds) (39.5-51.35 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 39.5 - 51.4 Uses stats: 40% Wil, 45% Str, 45% Dex Damage type: Blight Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +8 blight / +23 cold Burst (radius 1) on hit: +12 blight Burst (radius 2) on crit: +16 fire When wielded/worn: Accuracy: +21 (+5 eff.) Armour penetration: +24 Defense: +9 (+3 eff.) Effects on melee hit: * 10% chance to disease Changes stats: +6 Str Changes resistances: +15% mind / +6% temporal Changes resistances penetration: +15% temporal / +12% fire / +5% mind / +24% physical Changes damage: +32% physical Disarm immunity: +30% Stamina when hit: +2.00 Global speed: +5% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Curse of Shrouds Sharp, short and deadly. |
Beedumas the voratun greatmaul (Nightmares) (68.5-102.75 power, 5 apr) Beedumas the voratun greatmaul (Nightmares) (68.5-102.75 power, 5 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 68.5 - 102.8 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Random elemental explosion Damage (Melee): +52 darkness Burst (radius 1) on hit: +4 physical Burst (radius 2) on crit: +12 physical Damage against: +56% Living When wielded/worn: Armour penetration: +41 Physical crit. chance: +41.0% Physical power: +23 (+4 eff.) Armour: +2 Changes stats: +8 Con Changes resistances penetration: +24% acid / +36% physical / +24% fire / +24% cold / +19% lightning Critical mult.: +55.00% Reduces incoming crit damage: 16.00% Disarm immunity: +32% Maximum stamina: +25.00 Curse of Nightmares Massive two-handed mauls. |
blazebringer's dwarven-steel greatmaul of massacre (Nightmares) (53-79.5 power, 2 apr) blazebringer's dwarven-steel greatmaul of massacre (Nightmares) (53-79.5 power, 2 apr)Requires: - Strength 24 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 53.0 - 79.5 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% Burst (radius 2) on crit: +20 fire When wielded/worn: Changes resistances penetration: +16% fire Global speed: +6% Curse of Nightmares Massive two-handed mauls. |
steel greatmaul 'Eilinalrawe' (Shrouds) (52.5-78.75 power, 2 apr) steel greatmaul 'Eilinalrawe' (Shrouds) (52.5-78.75 power, 2 apr)Requires: - Strength 16 Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 52.5 - 78.8 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.0% 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): +8 blight Burst (radius 1) on hit: +4 blight When wielded/worn: Accuracy: +26 (+6 eff.) Armour penetration: +24 Effects on melee hit: * 10% chance to disease Changes stats: +6 Str / +1 Dex / +4 Mag / +4 Wil Changes resistances penetration: +26% physical Changes damage: +23% physical Grants telepathy: Dragon Reduces incoming crit damage: 5.00% Stamina when hit: +2.00 Infravision radius: +1 Curse of Shrouds Massive two-handed mauls. |
Aeruba the Shadowbone (Madness) (60-96 power, 4 apr) Aeruba the Shadowbone (Madness) (60-96 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery 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 * 25% chance for lightning to arc to a second target Damage (Melee): +28 blight / +8 temporal / +24 lightning Burst (radius 1) on hit: +16 darkness / +27 fire Burst (radius 2) on crit: +8 acid / +4 darkness When wielded/worn: Accuracy: +21 (+5 eff.) Armour penetration: +34 Physical crit. chance: +21.0% Defense: +21 (+7 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances penetration: +19% physical Changes damage: +21% physical / +3% darkness / +6% temporal Critical mult.: +24.00% Disease immunity: +48% Disarm immunity: +66% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Curse of Madness Massive two-handed swords. |
Balonarizilavon the Strikelash (Misfortune) (23-36.8 power, 2 apr) Balonarizilavon the Strikelash (Misfortune) (23-36.8 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 23.0 - 36.8 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +10 acid / +10 light / +4 lightning Damage against: +7% Undead When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +9 (+3 eff.) Changes damage: +9% arcane Disarm immunity: +28% Mana each turn: +0.08 Curse of Misfortune Massive two-handed swords. |
Champion's Will (Misfortune) (67-107.2 power, 22 apr) Champion's Will (Misfortune) (67-107.2 power, 22 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 67.0 - 107.2 Uses stats: 40% Wil, 115% Str, 20% Con Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 Crit. chance: +12.0% Attack speed: 100% On weapon hit: * releases a burst of light, dealing 32 light damage (based on Spellpower) in a radius 3 cone. When wielded/worn: Changes stats: +12 Str / +6 Mag / +7 Con Talent masteries: +0.20 Celestial / Sun +0.10 Celestial / Radiance +0.20 Celestial / Crusader Talents cooldown: Sun Ray (-1 turn) Absorption Strike (-1 turn) Flash of the Blade (-1 turn) Increases the damage of Sun Beam by 15%. Curse of Misfortune It can be used to attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt, costing 30 power out of 30/30. This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
truestriking voratun greatsword of shearing (Shrouds) (62-99.2 power, 4 apr) truestriking voratun greatsword of shearing (Shrouds) (62-99.2 power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.0 - 99.2 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +17 (+4 eff.) Armour penetration: +38 Changes resistances penetration: +34% physical Changes damage: +14% physical Curse of Shrouds Massive two-handed swords. |
Lightningmight (Madness) Lightningmight (Madness)Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Blight Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When this weapon hits: Arcane Vortex (10% chance level 3). Damage (Ranged): +30 acid / +38 lightning Burst (radius 1) on hit: +2 lightning / +4 blight Burst (radius 2) on crit: +6 mind When wielded/worn: Changes stats: +11 Dex / +11 Mag Changes resistances penetration: +23% physical / +20% temporal Changes damage: +30% acid / +62% physical / +32% lightning / +15% arcane / +18% temporal Talents cooldown: Pin Down (-1 turn) Arrow Stitching (-1 turn) Fragmentation Shot (-2 turns) Critical mult.: +10.00% Psi when hit: +0.04 Maximum hate: +6.00 Spellpower: +21 (+11 eff.) Heals friendly targets nearby when you use a nature summon: +10 Curse of Madness Longbows are used to shoot arrows at your foes. |
Singetyphoon (Nightmares) (44-61.6 power, 6 apr) Singetyphoon (Nightmares) (44-61.6 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 44.0 - 61.6 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to inflict 15% damage reduction * 20% chance to torment the target * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 25% chance for lightning to arc to a second target Damage (Melee): +17 lightning / +17 temporal Burst (radius 1) on hit: +4 fire Burst (radius 2) on crit: +8 fire When wielded/worn: Accuracy: +24 (+5 eff.) Armour penetration: +27 Damage when hit (Melee): 17 temporal Changes resistances: +17% temporal Changes resistances penetration: +20% fire / +28% physical / +11% darkness / +15% mind Changes damage: +9% darkness / +3% fire Curse of Nightmares Sharp, long, and deadly. |
voratun longsword 'Cloudglamour' (Nightmares) (55.5-77.7 power, 21 apr) voratun longsword 'Cloudglamour' (Nightmares) (55.5-77.7 power, 21 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 55.5 - 77.7 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +21 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 19% chance to inflict 15% damage reduction * Slows global speed by 40% * 25% chance to put talents on cooldown * 20% chance to curse the target Damage Shield penetration (this weapon only): +37% Damage (Melee): +4 lightning Burst (radius 1) on hit: +8 nature / +8 lightning When wielded/worn: Accuracy: +24 (+5 eff.) Armour penetration: +27 Effects on melee hit: * Slows global speed by 30% Changes resistances: +24% lightning Changes resistances penetration: +28% physical Curse of Nightmares Sharp, long, and deadly. |
Samychik the Ebonyripper (Shrouds) (76-106.4 power, 6 apr) Samychik the Ebonyripper (Shrouds) (76-106.4 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 76.0 - 106.4 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to inflict 15% damage reduction * Random elemental explosion * 20% chance to curse the target When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +30 Damage when hit (Melee): 21 darkness Changes stats: +2 Dex / +2 Con Changes resistances: +12% darkness Changes resistances penetration: +16% acid / +29% physical / +10% darkness / +17% cold / +16% lightning / +13% fire Changes damage: +6% darkness / +15% physical Reduces incoming crit damage: 10.00% Curse of Shrouds Blunt and deadly. |
Prismstun the living mindstar (Nightmares) (17-18.7 power, 40 apr, nature damage) Prismstun the living mindstar (Nightmares) (17-18.7 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. This natural mindstar calls for a summoner. This mindstar projects psionic energy if enough is absorbed. This natural frost should be returned to the wyrm. Base power: 17.0 - 18.7 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: * 43% chance to blind Damage (Melee): +8 light Burst (radius 2) on crit: +8 nature / +4 light When wielded/worn: Armour: +7 Effects on melee hit: * Slows global speed by 32% Damage when hit (Melee): 18 ice Changes resistances: +20% cold / +14% mind / +6% light Changes resistances penetration: +10% acid / +9% fire / +26% cold / +7% physical Changes damage: +25% lightning / +14% physical / +60% cold / +32% fire / +14% acid Talent masteries: +0.20 Psionic / Focus +0.10 Psionic / Projection Physical save: +9 (+2 eff.) Spell save: +9 (+3 eff.) Mental save: +16 (+4 eff.) Equilibrium when hit: +2.30 Maximum psi: +37.00 Mindpower: +22 (+4 eff.) Mental crit. chance: +5% Light radius: +2 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. |
Zulathagar the living mindstar (Shrouds) (17-18.7 power, 40 apr, mind damage) Zulathagar the living mindstar (Shrouds) (17-18.7 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This harmonious mindstar will complement other natural mindstars. This honing mindstar will focus other psionic mindstars. This psionic mindstar is wrathful to the hated. This natural mindstar summons a caller. Base power: 17.0 - 18.7 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% On weapon hit: * 20% chance to disease * 40% chance to corrode armour by 30% Burst (radius 2) on crit: +12 blight When wielded/worn: Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 16 acid Changes stats: +4 Cun / +4 Wil Changes resistances: +8% nature / +9% physical Changes resistances penetration: +5% blight / +10% physical / +7% nature Changes damage: +7% acid / +7% physical / +10% nature / +6% blight Talent mastery: +0.20 Wild-gift / Harmony Equilibrium when hit: +4.70 Hate when firing a critical mind attack: +6.00 Psi when firing a critical mind attack: +5.00 Mindpower: +20 (+4 eff.) Mental crit. chance: +18% Healing mod.: +21% Heals friendly targets nearby when you use a nature summon: +60 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. |
living mindstar 'Issydolar' (Corpses) (17.5-19.25 power, 40 apr, mind damage) living mindstar 'Issydolar' (Corpses) (17.5-19.25 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar dreams of an epiphany. This parasitic mindstar will draw strength from other psionic mindstars. This natural lightning should be returned to the wyrm. This natural mindstar summons a caller. Base power: 17.5 - 19.3 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% Damage (Melee): +16 mind Burst (radius 2) on crit: +8 mind When wielded/worn: Damage when hit (Melee): 15 lightning / 10 mind / 10 darkness Changes stats: +4 Str / +4 Dex / +4 Mag / +7 Wil / +3 Cun / +4 Con Changes resistances: +10% blight / +21% mind / +16% lightning Changes resistances penetration: +19% lightning Changes damage: +18% lightning / +9% mind / +9% darkness / +9% nature Grants telepathy: Dragon Demon/Major Demon/Minor Mental save: +10 (+3 eff.) Disease immunity: +17% Psi when hit: +0.04 Hate when firing a critical mind attack: +8.00 Maximum hate: +25.00 Maximum psi: +77.00 Mindpower: +22 (+4 eff.) Mental crit. chance: +11% Life leech chance: +17% Life leech: +17% 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. |
Stokevagrant the dragonbone magestaff (Madness) (42-50.4 power, 6 apr, arcane element) Stokevagrant the dragonbone magestaff (Madness) (42-50.4 power, 6 apr, arcane element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 42.0 - 50.4 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +12 Defense: +12 (+4 eff.) Damage (Melee): 35 fire Changes stats: +3 Str / +16 Mag / +5 Wil / +10 Cun / +10 Con Maximum wards: +3 arcane Changes damage: +42% arcane / +3% fire Grants telepathy: Dragon Talents granted: +4 Ward +1 Command Staff Critical mult.: +53.00% Reduces incoming crit damage: 15.00% Mental save: +20 (+5 eff.) Mana each turn: +0.40 Vim when firing critical spell: +7.00 Hate when firing a critical mind attack: +1.00 Maximum mana: +158.00 Maximum vim: +44.00 Maximum neg.energy: +41.00 Spellpower: +36 (+17 eff.) Spell crit. chance: +5% Light radius: +3 See invisible: +13 Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
Telos's Staff (Top Half) (Madness) (35-42 power, 0 apr, arcane element) Telos's Staff (Top Half) (Madness) (35-42 power, 0 apr, arcane element)Requires: - Magic 35 Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It is part of a set of items. Base power: 35.0 - 42.0 Uses stats: 100% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes damage: +35% arcane Talent granted: +1 Command Staff Mental save: +8 (+2 eff.) Spellpower: +30 (+15 eff.) Spell crit. chance: +15% Curse of Madness The top part of Telos' broken staff. |
Goruneg the voratun waraxe (Shrouds) (40.5-56.7 power, 6 apr) Goruneg the voratun waraxe (Shrouds) (40.5-56.7 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 40.5 - 56.7 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 20% chance to inflict 15% damage reduction * 32% chance to cause random gloom * 20% chance to curse the target On weapon crit: * wounds the target for 7 turns: 27 bleeding, 78% reduced healing Damage (Melee): +18 darkness / +19 mind Damage against: +19% Living When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +24 Physical crit. chance: +27.0% Physical power: +13 (+2 eff.) Armour: +2 Changes stats: +14 Cun / +5 Wil Changes resistances: +6% lightning Changes resistances penetration: +14% physical Critical mult.: +20.00% Blindness immunity: +15% Silence immunity: +10% Mental crit. chance: +4% Curse of Shrouds One-handed war axes. |
voratun waraxe 'Zubosessra' (Corpses) (52-72.8 power, 6 apr) voratun waraxe 'Zubosessra' (Corpses) (52-72.8 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 Base power: 52.0 - 72.8 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * Random elemental explosion On weapon crit: * wounds the target for 7 turns: 27 bleeding, 78% reduced healing When wielded/worn: Armour penetration: +13 Physical crit. chance: +32.0% Physical power: +32 (+5 eff.) Damage when hit (Melee): 12 physical Changes stats: +4 Mag / +8 Con Changes resistances: +10% all Changes resistances penetration: +12% acid / +9% physical / +14% lightning / +17% cold / +9% nature / +15% fire Critical mult.: +19.00% Disarm immunity: +30% Healing mod.: +25% Curse of Corpses One-handed war axes. |
Naturesever the drakeskin leather belt (Corpses) Naturesever the drakeskin leather belt (Corpses)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +12.0% Physical power: +12 (+2 eff.) Armour: +15 Defense: +15 (+5 eff.) Fatigue: -8% Effects on melee hit: * Slows global speed by 32% Changes stats: +2 Wil Reduced damage from: +43% Summoned Grants telepathy: Humanoid/Orc Critical mult.: +25.00% Maximum encumbrance: +60 Physical save: +20 (+5 eff.) Spell save: +9 (+3 eff.) Mental save: +14 (+4 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Hate when firing a critical mind attack: +1.00 Maximum mana: +80.00 Spellpower: +12 (+6 eff.) Spell crit. chance: +2% Curse of Corpses A belt that goes around your waist. |
Xasevea the Chargecast (Shrouds) Xasevea the Chargecast (Shrouds)Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+0 eff.) Armour: +16 Defense: +14 (+5 eff.) Changes stats: +2 Wil Changes resistances: +9% acid / +1% physical / +6% cold / +6% fire / +5% arcane / +15% lightning Changes resistances penetration: +5% blight Critical mult.: +6.00% Physical save: +33 (+8 eff.) Mental save: +6 (+2 eff.) Silence immunity: +20% Confusion immunity: +15% Stun/Freeze immunity: +10% Maximum life: +49.00 Mindpower: +4 (+1 eff.) Curse of Shrouds A belt that goes around your waist. |
insulating rough leather belt of the giants (Madness) insulating rough leather belt of the giants (Madness)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+0 eff.) Changes resistances: +6% fire / +6% cold Spell save: +5 (+2 eff.) Size category: +1 Curse of Madness A belt that goes around your waist. |
Cloak of Deception (Corpses) Cloak of Deception (Corpses)Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+3 eff.) Mindpower: +5 (+1 eff.) Curse of Corpses A black cloak, with subtle illusion enchantments woven into its very fabric. |
Gleamfoe (Madness) (2 def, 0 armour) Gleamfoe (Madness) (2 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: +2 (+1 eff.) Effects on melee hit: * 30% chance to blind Changes stats: +3 Str / +3 Dex / +9 Wil / +12 Cun / +3 Con Changes resistances: +6% light / +3% lightning Changes resistances penetration: +10% light Changes damage: +12% lightning Physical save: +17 (+4 eff.) Mental save: +21 (+6 eff.) Only die when reaching: -100.00 life Mental crit. chance: +12% Light radius: +3 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. |
Glitterriver (Madness) (25 def, 8 armour) Glitterriver (Madness) (25 def, 8 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +10 Armour: +8 Defense: +25 (+9 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +6 Dex / +4 Mag / +9 Wil / +10 Cun Changes resistances: +3% acid / +6% cold / +3% mind / +6% lightning Changes resistances penetration: +30% arcane / +5% light Changes damage: +30% arcane Critical mult.: +55.00% Physical save: +15 (+3 eff.) Spell save: +40 (+10 eff.) Mental save: +21 (+6 eff.) Pinning immunity: +10% Maximum mana: +135.00 Spellpower: +17 (+9 eff.) Spell crit. chance: +11% Mental crit. chance: +6% 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. |
Cuthadrakor the Starclamor (Misfortune) (13 def, 6 armour) Cuthadrakor the Starclamor (Misfortune) (13 def, 6 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +6 Defense: +13 (+5 eff.) Fatigue: +1% Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 4 arcane Changes stats: +2 Mag / +3 Wil / +3 Con Changes resistances: +5% arcane / +3% mind / +3% light Changes resistances penetration: +15% arcane / +6% physical / +10% light / +10% mind Changes damage: +9% arcane Spell save: +3 (+1 eff.) Lowers spell cool-downs by: 10% Mindpower: +5 (+1 eff.) Light radius: +1 Infravision radius: +2 Movement speed: +40% Curse of Misfortune It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 3.4 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 51% (at 0 Hate) to 169% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 61 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Gloomwrecker the pair of dwarven-steel boots (Misfortune) (12 def, 11 armour) Gloomwrecker the pair of dwarven-steel boots (Misfortune) (12 def, 11 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +11 Defense: +12 (+4 eff.) Fatigue: -4% Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 8 mind Changes stats: +4 Mag / +4 Wil Changes resistances: +9% mind Changes resistances penetration: +15% darkness / +25% mind Changes damage: +12% darkness Maximum encumbrance: +30 Physical save: +21 (+5 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Life regen: +3.90 Infravision radius: +3 Healing mod.: +21% Activating this item is instant. Curse of Misfortune It can be used to blink to a nearby random location (rad 9), putting all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of drakeskin leather boots 'Blindbore' (Madness) (20 def, 13 armour) pair of drakeskin leather boots 'Blindbore' (Madness) (20 def, 13 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +13 Defense: +20 (+7 eff.) Fatigue: -23% Damage when hit (Melee): 12 arcane Changes resistances: +3% fire Changes resistances penetration: +15% arcane / +27% light Changes damage: +15% light / +6% fire Maximum encumbrance: +50 Physical save: +15 (+3 eff.) Life regen: +5.50 Stamina each turn: +1.70 Maximum life: +91.00 Infravision radius: +3 Movement speed: +20% Healing mod.: +30% 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 37% chance to evade melee and ranged attacks and 47 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
pair of iron boots 'Offalwire' (Corpses) (13 def, 3 armour) pair of iron boots 'Offalwire' (Corpses) (13 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Physical crit. chance: +2.0% Physical power: +4 (+0 eff.) Armour: +3 Defense: +13 (+5 eff.) Fatigue: +2% Damage when hit (Melee): 4 nature / 12 physical Changes stats: +2 Dex Changes resistances penetration: +32% physical Physical save: +20 (+5 eff.) Stamina each turn: +0.50 Only die when reaching: -20.00 life Maximum life: +10.00 Maximum stamina: +15.00 Spellpower: +4 (+2 eff.) Movement speed: +20% Activating this item is instant. Curse of Corpses It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.0 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 35% chance to evade melee and ranged attacks and 28 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. |
pair of voratun boots 'Zanibar' (Nightmares) (6 def, 5 armour) pair of voratun boots 'Zanibar' (Nightmares) (6 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +16 Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +5 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: -5% Changes resistances: +3% mind / +2% physical Maximum encumbrance: +43 Physical save: +41 (+10 eff.) Spell save: +32 (+8 eff.) Mental save: +29 (+7 eff.) Poison immunity: +20% Cut immunity: +5% Silence immunity: +56% Confusion immunity: +50% Stun/Freeze immunity: +50% Stamina each turn: +0.40 Spellpower: +5 (+3 eff.) Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
drakeskin leather gloves 'Glavea' (Corpses) (0 def, 28 armour) drakeskin leather gloves 'Glavea' (Corpses) (0 def, 28 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +28 Armour Hardiness: +10% Damage (Melee): 10 acid / 10 lightning / 10 cold / 19 arcane / 8 fire Changes stats: +9 Mag / +13 Wil / +21 Con Changes resistances: +12% lightning / +9% physical / +9% darkness / +9% arcane / +6% temporal Physical save: +33 (+8 eff.) Spell save: +10 (+3 eff.) Mental save: +38 (+9 eff.) Blindness immunity: +10% Disease immunity: +15% Disarm immunity: +98% Maximum life: +71.00 Light radius: +1 Curse of Corpses 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. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets 'Polywe' (Misfortune) (0 def, 9 armour) iron gauntlets 'Polywe' (Misfortune) (0 def, 9 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 1 When wielded/worn: Accuracy: +12 (+3 eff.) Physical crit. chance: +11.0% Physical power: +2 (+0 eff.) Armour: +9 Damage (Melee): 5 acid / 5 fire / 5 cold / 5 lightning Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun Changes resistances: +1% physical Changes resistances penetration: +25% physical Talent cooldown: Double Strike (-1 turn) Critical mult.: +7.00% Physical save: +18 (+4 eff.) Mental save: +19 (+5 eff.) Disarm immunity: +51% Maximum life: +47.00 Spell crit. chance: +6% Mental crit. chance: +8% Healing mod.: +10% Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
Blazeobsidian the voratun helm (Corpses) (7 def, 5 armour) Blazeobsidian the voratun helm (Corpses) (7 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Armour: +5 Defense: +7 (+3 eff.) Fatigue: +5% Effects when hit in melee: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 12 lightning Changes stats: +9 Str / +9 Dex / +11 Wil / +8 Cun Changes resistances: +13% blight / +18% light / +18% darkness / +25% mind Changes resistances penetration: +5% mind Changes damage: +3% mind / +27% lightning Mental save: +41 (+10 eff.) Confusion immunity: +36% Mindpower: +5 (+1 eff.) Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Chamegodohell (Misfortune) (6 def, 1 armour) Chamegodohell (Misfortune) (6 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +1 Defense: +6 (+2 eff.) Fatigue: +1% Effects when hit in melee: * 11% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Cun / +5 Dex Changes resistances: +7% lightning / +7% temporal / +13% darkness / +7% cold / +2% physical Changes resistances penetration: +15% mind Changes damage: +9% mind Allows you to breathe in: water Physical save: +20 (+5 eff.) Spell save: +3 (+1 eff.) Pinning immunity: +10% Only die when reaching: -60.00 life Infravision radius: +3 Curse of Misfortune A cap made of leather. |
Dragonskull Helm (Corpses) (0 def, 2 armour) Dragonskull Helm (Corpses) (0 def, 2 armour)Requires: - Willpower 24 - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +2 Fatigue: +12% Changes resistances: +15% acid / +15% fire / +15% cold / +15% lightning Grants telepathy: Dragon Physical save: +12 (+3 eff.) Spell save: +12 (+3 eff.) Mental save: +12 (+3 eff.) Curse of Corpses Traces of a dragon's power still remain in this bleached and cracked skull. |
Obsidianstrike (Corpses) (0 def, 12 armour) Obsidianstrike (Corpses) (0 def, 12 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +20 (+3 eff.) Armour: +12 Fatigue: +4% Changes stats: +21 Str / +18 Wil / +9 Con Changes resistances: +11% blight / +22% physical Changes resistances penetration: +10% darkness Critical mult.: +9.00% Physical save: +56 (+13 eff.) Mental save: +22 (+6 eff.) Only die when reaching: -60.00 life Infravision radius: +3 Curse of Corpses It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steel Helm of Garkul (Misfortune) (0 def, 6 armour) Steel Helm of Garkul (Misfortune) (0 def, 6 armour)Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+3 eff.) Spell save: +12 (+3 eff.) Mental save: +12 (+3 eff.) Curse of Misfortune A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Zenarihad (Corpses) (20 def, 5 armour) Zenarihad (Corpses) (20 def, 5 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +1 Physical crit. chance: +4.0% Physical power: +4 (+0 eff.) Armour: +5 Defense: +20 (+7 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +5% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Effects when hit in melee: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Str / +15 Wil / +13 Cun / +15 Con Changes resistances: +15% blight / +6% temporal Changes resistances penetration: +10% physical Changes damage: +3% temporal Physical save: +23 (+5 eff.) Mental save: +11 (+3 eff.) Maximum stamina: +5.00 Mindpower: +6 (+1 eff.) Curse of Corpses A cap made of leather. |
linen wizard hat 'Glintshine' (Madness) (1 def, 0 armour) linen wizard hat 'Glintshine' (Madness) (1 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 8 arcane Changes stats: +4 Mag / +8 Wil / +4 Cun Changes resistances: +5% arcane / +7% fire / +12% light / +7% cold Changes resistances penetration: +20% arcane / +5% light Changes damage: +6% darkness / +5% temporal / +7% light / +5% physical Mana each turn: +0.15 Psi each turn: +0.13 Spellpower: +7 (+4 eff.) Spell crit. chance: +3% Mindpower: +7 (+1 eff.) Mental crit. chance: +3% Light radius: +3 Curse of Madness A pointy cloth hat, very wizardly... |
Chamirathad (Corpses) (9 def, 16 armour) Chamirathad (Corpses) (9 def, 16 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Physical power: +21 (+3 eff.) Armour: +16 Defense: +9 (+3 eff.) Fatigue: +26% Damage when hit (Melee): 8 blight / 18 physical Changes stats: +9 Str / +9 Mag / +11 Wil Changes resistances: +72% lightning / +57% temporal / +12% mind Changes resistances penetration: +5% arcane Critical mult.: +5.00% Spell save: +6 (+2 eff.) Mana each turn: +0.08 Spellpower: +20 (+10 eff.) Spell crit. chance: +8% Mindpower: +23 (+4 eff.) Mental crit. chance: +8% Curse of Corpses A suit of armour made of metal plates. |
Cuirass of the Dark Lord (Misfortune) (0 def, 30 armour) Cuirass of the Dark Lord (Misfortune) (0 def, 30 armour)Requires: - Strength 52 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +30 Fatigue: +25% Damage when hit (Melee): 30 physical Changes stats: +10 Str / +10 Con Changes resistances: +20% physical Physical save: +15 (+3 eff.) Life regen: +0.00 Blood Charges: 0 Curse of Misfortune It can be used to drain blood from all creatures within range 5, causing them to bleed for 466.20 physical damage over 4 turns (based on your Physicalpower). For each creature drained (up to 10), the armor gains strength, which fades over 10 turns if it is not fed, costing 25 power out of 25/25. Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only this cuirass remained, dying to finally taste fresh blood again. |
Elidathra (Madness) (39 def, 43 armour) Elidathra (Madness) (39 def, 43 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +43 Defense: +39 (+13 eff.) Fatigue: +16% Changes stats: +2 Str / +1 Dex / +2 Wil / +9 Cun Changes damage: +6% mind Grants telepathy: Demon/Minor Demon/Major Physical save: +15 (+3 eff.) Mental save: +44 (+10 eff.) Life regen: +7.90 Maximum life: +257.00 See invisible: +24 Healing mod.: +56% Curse of Madness A suit of armour made of metal plates. |
Blightstopper (Madness) (18 def, 12 armour, 240 block) Blightstopper (Madness) (18 def, 12 armour, 240 block)Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Infused by nature Infused by arcane disrupting forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +12 Defense: +18 (+6 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +22% Damage when hit (Melee): 15 nature Changes resistances: +35% blight / +15% nature Talent mastery: +0.20 Wild-gift / Antimagic Talent granted: +5 Block Spell save: +24 (+6 eff.) Disease immunity: +60% Curse of Madness It can be used to purge up to 5 diseases (based on Willpower) and gain disease immunity, 20% blight resistance, and 20 spell save for 5 turns, costing 24 power out of 40/40. This voratun shield, coated with thick vines, was imbued with nature's power long ago by the Halfling General Almadar Riul, who used it to stave off the magic and diseases of orcish corruptors during the peak of the Pyre Wars. |
Polamikira the voratun shield (Nightmares) (12 def, 13 armour, 201 block) Polamikira the voratun shield (Nightmares) (12 def, 13 armour, 201 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +13 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Effects when hit in melee: * 19% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 acid / 20 nature Changes resistances: +85% acid / +18% temporal / +20% light / +19% blight / +3% physical / +20% nature / +20% darkness Changes resistances penetration: +10% acid Talent granted: +5 Block Spell save: +9 (+3 eff.) Blindness immunity: +5% Disarm immunity: +5% Maximum life: +110.00 Curse of Nightmares Handheld deflection devices. |
coruscating voratun shield of lightning resistance (+28%) (Misfortune) (12 def, 3 armour, 212.5 block) coruscating voratun shield of lightning resistance (+28%) (Misfortune) (12 def, 3 armour, 212.5 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Damage when hit (Melee): 27 fire Changes stats: +4 Str Changes resistances: +28% lightning / +18% fire Talent granted: +5 Block Curse of Misfortune Handheld deflection devices. |
icy voratun shield of lightning resistance (+20%) (Nightmares) (12 def, 3 armour, 215 block) icy voratun shield of lightning resistance (+20%) (Nightmares) (12 def, 3 armour, 215 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Damage (Melee): 5 cold Damage when hit (Melee): 10 ice Changes resistances: +20% lightning Talent granted: +5 Block Curse of Nightmares Handheld deflection devices. |
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! |
Arctaint (24/24, 69-96.6 power, 35 apr) Arctaint (24/24, 69-96.6 power, 35 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 69.0 - 96.6 Uses stats: 40% Wil, 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +35 Crit. chance: +23.0% Capacity: 24 On weapon hit: * 20% chance to torment the target * 10% chance to stun, blind, pin, or confuse the target On weapon crit: * wounds the target for 7 turns: 24 bleeding, 74% reduced healing * splashes the target with acid Travel speed: +200% Damage (Ranged): +30 acid / +30 physical / +72 darkness / +4 lightning / +30 bleed / +27 mind / +30 temporal Burst (radius 1) on hit: +8 physical Damage against: +29% Living When wielded/worn: Ammo reloads per turn: +4 Arrows are used with bows to pierce your foes to death. |
9 agate 9 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
1021 alchemist agate 1021 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. |
4 onyx 4 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 aquamarine 3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz 5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Splendourjustice the iron pickaxe (dig speed 10 turns) Splendourjustice the iron pickaxe (dig speed 10 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 1 When wielded/worn: Physical crit. chance: +7.0% Armour: +3 Defense: +5 (+2 eff.) Effects on melee hit: * 15% chance to blind * 40% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Str / +4 Wil Changes resistances: +6% physical / +9% light / +3% temporal Changes resistances penetration: +5% light Lowers spell cool-downs by: 10% Mental crit. chance: +7% Light radius: +2 Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
17 spinel 17 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Gofast the brass lantern Gofast the brass lanternPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +14 Armour: +4 Damage when hit (Melee): 12 arcane Changes stats: +3 Str / +4 Mag Changes resistances: +7% darkness Changes resistances penetration: +13% all Changes damage: +7% light Damage affinity(heal): +5% light Physical save: +20 (+5 eff.) Blindness immunity: +26% Confusion immunity: +14% Life regen: +0.40 Maximum stamina: +25.00 Spellpower: +8 (+4 eff.) Light radius: +17 See stealth: +8 See invisible: +9 It can be used to activate talent Sun Flare, 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 Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 25.84 light damage within radius 3. The damage done will increase with your Spellpower. 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. |
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 (187 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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. |
nightwalker's brass lantern of the zealot nightwalker's brass lantern of the zealotInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +5 (+1 eff.) Changes stats: +3 Wil Changes resistances: +3% all Critical mult.: +10.00% Spell save: +6 (+2 eff.) 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. |
bloodstone bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
fire opal fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 garnet 5 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
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. |
Skull of the Rat Lich Skull of the Rat LichPowered by arcane forces 1.00 Encumbrance. [Unique] Type: tool / skull ; tier 3 When wielded/worn: Damage when hit (Melee): 12 darkness Spellpower: +10 (+5 eff.) Spell crit. chance: +4% It can be used to raise one or two undead rats to fight beside you, costing 70 power out of 70/70. This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
Tree of Life Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+1 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 10 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
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. |
2 amethyst 2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
moonstone moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+4 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+4 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 ametrine 10 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine 8 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon 2 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By MArked the Skeleton Cursed level 50
41st Regrowth 123rd year of Ascendancy at 18:40 see stats
By MArked the Skeleton Cursed level 50
19th Haze 122nd year of Ascendancy at 01:35 see stats
By MArked the Skeleton Cursed level 50
21st Haze 122nd year of Ascendancy at 16:43 see stats
By MArked the Skeleton Cursed level 50
13rd Haze 122nd year of Ascendancy at 22:53 see stats
By MArked the Skeleton Cursed level 50
19th Haze 122nd year of Ascendancy at 21:47 see stats
By MArked the Skeleton Cursed level 10
74th Pyre 122nd year of Ascendancy at 11:00 see stats
By MArked the Skeleton Cursed level 20
6th Mirth 122nd year of Ascendancy at 21:52 see stats
By MArked the Skeleton Cursed level 30
6th Mirth 122nd year of Ascendancy at 21:52 see stats
By MArked the Skeleton Cursed level 40
2nd Summertide 122nd year of Ascendancy at 01:42 see stats
By MArked the Skeleton Cursed level 50
1st Flare 122nd year of Ascendancy at 12:36 see stats
By MArked the Skeleton Cursed level 50
1st Flare 122nd year of Ascendancy at 20:29 see stats
By MArked the Skeleton Cursed level 50
4th Decay 122nd year of Ascendancy at 20:11 see stats
By MArked the Skeleton Cursed level 50
1st Flare 122nd year of Ascendancy at 20:29 see stats
By MArked the Skeleton Cursed level 35
2nd Summertide 122nd year of Ascendancy at 01:30 see stats
By MArked the Skeleton Cursed level 50
73rd Haze 122nd year of Ascendancy at 17:18 see stats
By MArked the Skeleton Cursed level 49
1st Flare 122nd year of Ascendancy at 12:06 see stats
By MArked the Skeleton Cursed level 50
13rd Haze 122nd year of Ascendancy at 16:24 see stats
By MArked the Skeleton Cursed level 50
22nd Haze 122nd year of Ascendancy at 15:45 see stats
By MArked the Skeleton Cursed level 50
1st Flare 122nd year of Ascendancy at 20:29 see stats
By MArked the Skeleton Cursed level 50
8th Haze 122nd year of Ascendancy at 12:40 see stats
By MArked the Skeleton Cursed level 50
22nd Haze 122nd year of Ascendancy at 09:17 see stats
By MArked the Skeleton Cursed level 50
1st Haze 122nd year of Ascendancy at 00:23 see stats
By MArked the Skeleton Cursed level 50
40th Dusk 122nd year of Ascendancy at 17:30 see stats
Log
You gain 25.00 gold from the transmogrification of Wildminister the voratun mace (Corpses) (56-78.4 power, 6 apr).
You gain 25.00 gold from the transmogrification of Adaldatira the stralite longsword (Madness) (46-64.4 power, 5 apr).
You gain 8.33 gold from the transmogrification of throat-seeking dragonbone longbow of dexterity (+6) (Madness).
You gain 25.00 gold from the transmogrification of Belygrim the dragonbone longbow (Nightmares).
You gain 13.30 gold from the transmogrification of thunderous dwarven-steel greatsword of ruin (Nightmares) (35.5-56.8 power, 2 apr).
You gain 8.83 gold from the transmogrification of plaguebringer's voratun greatsword of projection (Madness) (62-99.2 power, 4 apr).
You gain 6.33 gold from the transmogrification of hateful voratun greatsword of purging (Corpses) (63-100.8 power, 4 apr).
You gain 5.16 gold from the transmogrification of caustic dwarven-steel greatsword (Madness) (34-54.4 power, 2 apr).
You gain 9.34 gold from the transmogrification of blazebringer's stralite greatsword of ruin (Misfortune) (48-76.8 power, 3 apr).
You gain 4.72 gold from the transmogrification of balanced iron greatsword of erosion (Nightmares) (17-27.2 power, 1 apr).
You gain 25.00 gold from the transmogrification of Glintprophet (Nightmares) (50.5-80.8 power, 2 apr).
You gain 25.00 gold from the transmogrification of Cloudrend (Madness) (70.5-112.8 power, 17 apr).
You gain 7.57 gold from the transmogrification of plaguebringer's voratun greatmaul (Nightmares) (65-97.5 power, 4 apr).
You gain 8.51 gold from the transmogrification of warbringer's steel dagger of evisceration (Corpses) (12-15.6 power, 6 apr).
You gain 4.98 gold from the transmogrification of truestriking voratun dagger (Shrouds) (38-49.4 power, 9 apr).
You gain 3.67 gold from the transmogrification of truestriking dwarven-steel dagger (Nightmares) (19-24.7 power, 7 apr).
You gain 3.50 gold from the transmogrification of quick dwarven-steel dagger of massacre (Corpses) (26.5-34.45 power, 7 apr).
You gain 3.60 gold from the transmogrification of dwarven-steel battleaxe of torment (Misfortune) (32-48 power, 2 apr).
You gain 12.69 gold from the transmogrification of conjurer's stralite ring of speed.
You gain 1.81 gold from the transmogrification of lightning rune (235 lightning damage).
You gain 0.65 gold from the transmogrification of sun infusion (rad 8; power 21; turns 5; dispels darkness).
You gain 1.84 gold from the transmogrification of regeneration infusion (heal 449 over 5 turns).
There is a Portal to the Bearscape here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
There is a Entrance to some ancient elven ruins here (press '' or right click to use).
MArked deactivates Cleave.
MArked deactivates Premonition.
MArked deactivates Gloom.
MArked deactivates Stalk.