Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Escorts Enhanced 1.2.3Various enhancements to escort quest NPCs: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando Items Vault 1.3.0Donators/Buyers bonus! Adventurer Class Boost 1.3.1This mod is not intended to be balanced. For the majority of players, it will likely spoil/ruin the game. If you are one of those players, do not download or use the mod. This mod alters the Adventurer class to provide even more freedom in customizing your talents. A new elven subrace is also included which provides several talents (i.e. racial) which Adventurer does not pick up. Sufficient points and options are available to make character level the only limiting factor in your talent selections. You are not obligated to use all points provided. Given the boosts your character will receive while playing with this mod active, it is strongly recommended that you select the highest difficulty setting available to you. If you have not yet unlocked the Adventurer class, you will also need the Ignore Race/Class Locks mod. This mod was tested with TOME v1.3.1. Since it only edits the Adventurer-class-specific data and adds a sub-race, it should remain compatible with most other mods. For example, the Infinite 500 mod alters many parts of the game mechanics, but it doesn't make edits which affect Adventurers without affecting other characters, so the edits do not conflict. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Superhuman |
Class | Cursed |
Level / Exp | 200 / 22978% |
Size | big |
Lifes / Deaths | Killed by Hiramat the thalore at level 28 on the 28th Dusk 122nd year of Ascendancy at 03:34 2 / 5Killed by Cyroda the armoured skeleton warrior at level 141 on the 65th Regrowth 123rd year of Ascendancy at 16:07 Killed by Cyroda the armoured skeleton warrior at level 141 on the 65th Regrowth 123rd year of Ascendancy at 16:15 Killed by Gyrebeth the Guardian at level 166 on the 9th Pyre 123rd year of Ascendancy at 09:07 Killed by Layovea the icy orc wyrmic at level 200 on the 25th Dusk 123rd year of Ascendancy at 14:24 |
Antimagic | Follower |
Primary Stats
Strength | 253.90346702652 (base 100) |
Dexterity | 165.80693405302 (base 100) |
Constitution | 221.80693405301 (base 100) |
Magic | 115.90346702651 (base 100) |
Willpower | 219.80693405302 (base 100) |
Cunning | 213.80693405301 (base 100) |
Resources
Mana | 0/2343 |
Equilibrium | 0 |
Life | 28431/28431 |
Stamina | 1306/1306 |
Hate | 58/139 |
Healing Factor | 2.5 |
Regeneration | 250014 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +69% |
Spell | 0% |
Global | +220% |
Vision
Sight | 10 |
Lite | 33 |
Infravision | 14 |
See Invisible | 15.806934053014 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 1039 |
Accuracy | 137 |
Crit Chance | 162% |
APR | 142 |
Speed | 1.00 |
Offense: Spell
Spellpower | 19.544829669612 |
Crit Chance | 92% |
Speed | 1 |
Offense: Mind
Mindpower | 119.38989349526 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
All | -6% |
Offense: Damage Penetration
All | +144% |
Defense: Base
Armour (hardiness) | 110.22 (100%) |
Defense | 102.07558411085 |
Ranged Defense | 105.7261619486 |
Fatigue | 0 |
Physical Save | 91.529728075567 |
Spell Save | 90.729728075567 |
Mental Save | 94.582970767422 |
Defense: Resistances
All | + 93%( 70%) |
Defense: Immunities
Stun Resistance | 69% |
Confusion Resistance | 100% |
Fear Resistance | 69% |
Poison Resistance | 33% |
Silence Resistance | 10% |
Pinning Resistance | 20% |
Disarm Resistance | 70% |
Instadeath Resistance | 100% |
Knockback Resistance | 79% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 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 250 damage for 25 turns. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and poison effect. |
Class Talents
Cunning / Tactical | 1.70 |
| 18/5 |
| 18/5 |
| 18/5 |
| 18/5 |
Cursed / Predator | 1.00 |
| 15/5 |
| 15/5 |
| 11/5 |
| 8/5 |
Cursed / Rampage | 1.20 |
| 15/5 |
| 15/5 |
| 15/5 |
| 15/5 |
Cursed / Strife | 1.30 |
| 18/5 |
| 18/5 |
| 18/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 18/5 |
| 15/5 |
| 2/5 |
| 0/5 |
Cursed / Fears | 1.20 |
| 18/5 |
| 16/5 |
| 14/5 |
| 0/5 |
Cursed / Gloom | 1.50 |
| 18/5 |
| 18/5 |
| 18/5 |
| 18/5 |
Cursed / Slaughter | 1.50 |
| 18/5 |
| 18/5 |
| 16/5 |
| 18/5 |
Generic Talents
Cursed / Cursed aura | 1.34 |
| 15/5 |
| 17/5 |
| 12/5 |
| 10/5 |
Cunning / Survival | 1.00 |
| 15/5 |
| 15/5 |
| 15/5 |
| 18/5 |
Chronomancy / Chronomancy | 0.90 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 17/5 |
| 14/5 |
| 18/5 |
| 18/5 |
| 11/5 |
Wild-gift / Harmony | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 6/5 |
Spell / Stone alchemy | 0.80 |
| 6/5 |
| 10/5 |
| 1/5 |
| 9/5 |
Wild-gift / Antimagic | 1.54 |
| 4/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Technique / Conditioning | 0.80 |
| 15/5 |
| 15/5 |
| 11/5 |
| 0/5 |
Cunning / Scoundrel | 0.90 |
| 18/5 |
| 18/5 |
| 3/5 |
| 18/5 |
Cursed / Cursed form | 1.00 |
| 11/5 |
| 11/5 |
| 18/5 |
| 18/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Mental Tyranny |
talent | Gloom |
talent | Lacerating Strikes |
talent | Stalk |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 6.9)Penalty : Fractured Sanity: -7% Mind Resistance, -9% Confusion Immunity Power 1+: Unleashed: +21% critical damage, +24% off-hand weapon damage Power 2+: -1 Luck, +13 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 9.5% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
beneficial effect | The target is hunting creatures of type / sub-type: humanoid / orc with 100% effectiveness. Kills: 56 / 241 kills, Damage: +25% / +58%, Attack: +14 / +34, Stun: -- / 11.6%, Outmaneuver: 12.9% / 30.7% Predator |
beneficial effect | Countering melee attacks: Has a 91% chance to get an automatic counter attack when avoiding a melee attack. (3.1 counters remaining) Counter Attacking |
detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Antimagic Disruption |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 10.9): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 13% when tested. Power 1+: Removed from Reality: +12 Physical Resistance, +9 Maximum Physical Resistance Power 2+: -1 Luck, +21 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 25 air and an additional 9 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 19 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 5.9)Penalty : Fear of Death: -4% resistance against damage from the undead. Power 1+: Power over Death: +14% damage against the undead. Power 2+: -1 Luck, +6 Strength, +6 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 6. Power 4+: Reprieve from Death: Humanoids you slay have a 42% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | The target is mimicking a previous victim. (+1 Strength, +14 Dexterity, +0 Magic, +1 Willpower, +15 Cunning, +0 Constitution) Mimic |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 6.9)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 6%) for 4 turns. Power 1+: Nightwalker: +28 Darkness Resistance, +14% Max Darkness Resistance, +16 See Invisible Power 2+: -1 Luck, +13 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 30% 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 30% for 3 turns. |
beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+30% resist all). Shroud of Passing |
detrimental effect | The target is enveloped in a shroud that seems to hang upon it like a heavy burden. (Reduces damage dealt by 6%). Shroud of Weakness |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 6.9)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +14 Defense, +7 Ranged Defense Power 2+: -1 Luck, +13 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+51% chance to avoid traps). Power 4+: Unfortunate End: There is a 38% chance that the damage you deal will increase by 38% if the increase would be enough to kill your opponent. |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. | active |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you gained talent category Spell / Divination (at mastery 0.80). | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 6 of Dreadfell. Escort: injured seer (level 6 of Dreadfell)As a reward you gained talent category Wild-gift / Call of the wild (at mastery 0.80). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved Strength by +2. | done |
You failed to protect the repented thief from death by Forgery of Haze (Glogalaith the forest wight). Escort: repented thief (level 1 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has defiled the iron acorn which now serves as a reminder of your vile nature. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have unlocked the training room. * You have 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: 862. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of explosive force. Agrimley the hermit has completed an elixir of focus without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. Ungrol of Last Hope has completed an elixir of foundations without your aid. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * You have destroyed Gorbat. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | Crackletrial the pair of drakeskin leather boots (Madness) (18 def, 15 armour) Crackletrial the pair of drakeskin leather boots (Madness) (18 def, 15 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +6 (+0 eff.) Armour: +15 Defense: +18 (+4 eff.) Ranged Defense: +15 (+2 eff.) Fatigue: -15% Changes stats: +17 Str / +12 Dex / +4 Cun / +17 Con / +13 Lck Changes resistances: +6% lightning / +9% temporal / +15% fire / +6% mind / +15% cold Changes damage: +10% physical Stealth bonus: +15 Maximum encumbrance: +44 Physical save: +30 (+6 eff.) Spell save: +14 (+3 eff.) Mental save: +54 (+10 eff.) Silence immunity: +10% Confusion immunity: +10% Pinning immunity: +10% Life regen: +4.80 Stamina each turn: +0.90 Only die when reaching: -40.00 life Maximum life: +60.00 Infravision radius: +3 Movement speed: +10% Healing mod.: +30% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Size category: +1 Curse of Madness It can be used to activate talent Rush, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Light source | Blazetrail (Nightmares) Blazetrail (Nightmares)Infused by nature Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +44 Physical crit. chance: +15.0% Physical power: +24 (+2 eff.) Changes stats: +2 Str / +24 Wil / +2 Cun / +16 Con Changes resistances: +33% blight / +9% fire / +6% light / +12% all Changes resistances penetration: +44% all Changes damage: +10% mind Critical mult.: +48.00% Physical save: +10 (+2 eff.) Spell save: +63 (+12 eff.) Mental save: +9 (+2 eff.) Poison immunity: +10% Pinning immunity: +10% Knockback immunity: +10% Life regen: +11.50 Maximum life: +64.00 Maximum stamina: +10.00 Mindpower: +9 (+1 eff.) Mental crit. chance: +9% Light radius: +23 Healing mod.: +21% Defense after a teleport: +25 Resist all after a teleport: +10% New effects duration reduction after a teleport: +43% Curse of Nightmares A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | thaloren voratun helm of the depths (Nightmares) (0 def, 5 armour) thaloren voratun helm of the depths (Nightmares) (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +10 Wil Changes resistances: +15% blight / +25% cold Allows you to breathe in: water Mental save: +15 (+3 eff.) Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Issuzilasta the dragonbone totem of thorny skin (Nightmares) [power 66] (7 cooldown) Issuzilasta the dragonbone totem of thorny skin (Nightmares) [power 66] (7 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 40% chance to gain 10% of a turn Changes resistances: +9% temporal Maximum wards: +6 acid / +4 nature / +8 light Changes resistances penetration: +5% temporal Changes damage: +15% arcane Talent cooldown: Invoke Tentacle (+5 turn) Talents granted: +1 Invoke Tentacle +7 Lay Web +2 Ward Curse of Nightmares It can be used to harden the skin for 7 turns increasing armour by 66 and armour hardiness by 70%, putting all charms on cooldown for 7 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | Velisemira the voratun ring (Nightmares) Velisemira the voratun ring (Nightmares)Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +16 (+2 eff.) Armour penetration: +17 Defense: +17 (+4 eff.) Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 12 mind / 4 acid Changes stats: +7 Wil / +8 Cun / +5 Con Changes resistances: +34% fire / +40% cold Changes resistances penetration: +5% acid / +5% mind Changes damage: +12% acid / +17% fire / +18% mind / +20% cold Spell save: +19 (+4 eff.) Life regen: +2.00 Maximum life: +83.00 Maximum stamina: +40.00 Mindpower: +15 (+2 eff.) Healing mod.: +24% Curse of Nightmares It can be used to activate talent Disengage, placing all other charms into a 4 cooldown : Effective talent level: 2.0 Power cost: 4 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
On fingers | Plaguespiker the stralite ring (Madness) Plaguespiker the stralite ring (Madness)Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +68 (+9 eff.) Armour penetration: +15 Physical power: +51 (+4 eff.) Defense: +39 (+10 eff.) Fatigue: -2% Effects on melee hit: * 45% chance to corrode armour * 20 arcane resource burn * 50% chance to cause random gloom * 45% chance to inflict damage reduction Damage (Melee): 63 bleed Effects on ranged hit: * 52% chance to cause random gloom Damage (Ranged): 52 bleed Damage when hit (Melee): 12 nature Changes stats: +40 Str / +17 Dex / +16 Wil / +50 Cun / +41 Con Changes resistances: +6% light / +36% fire / +13% blight / +36% cold / +13% nature / +17% mind Changes resistances penetration: +10% nature Changes damage: +3% acid / +3% physical / +6% darkness / +17% mind / +18% cold / +9% nature / +18% fire Physical save: +20 (+4 eff.) Spell save: +23 (+5 eff.) Mental save: +26 (+5 eff.) Poison immunity: +23% Disease immunity: +26% Confusion immunity: +78% Hate when firing a critical mind attack: +9.00 Maximum stamina: +34.00 Maximum hate: +39.00 Mindpower: +26 (+4 eff.) Movement speed: +39% Healing mod.: +10% Activating this item is instant. Curse of Madness It can be used to activate talent Blinding Speed, placing all other charms into a 14 cooldown : Effective talent level: 3.0 Power cost: 14 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 | Girdle of the Calm Waters (Shrouds) Girdle of the Calm Waters (Shrouds)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% Curse of Shrouds A belt rumoured to have been worn by the Conclave healers. |
In main hand | Scorchspike (Nightmares) (78.5-117.75 power, 4 apr) Scorchspike (Nightmares) (78.5-117.75 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 78.5 - 117.8 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Blight Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 44% chance to gain 10% of a turn * 20% chance to disease On weapon crit: * wounds the target reducing their healing Damage (Melee): +4 temporal / +28 darkness / +16 fire Burst (radius 1) on hit: +8 fire Damage against: +28% Living When wielded/worn: Accuracy: +21 (+3 eff.) Armour penetration: +42 Physical crit. chance: +42.0% Physical power: +21 (+2 eff.) Defense: +19 (+5 eff.) Damage when hit (Melee): 12 blight Changes resistances: +3% blight / +13% all Changes resistances penetration: +21% nature / +21% physical Changes damage: +3% fire / +21% physical Critical mult.: +28.00% Disarm immunity: +70% Curse of Nightmares Massive two-handed battleaxes. |
Main armor | Blastflash the voratun mail armour (Nightmares) (5 def, 52 armour) Blastflash the voratun mail armour (Nightmares) (5 def, 52 armour)Requires: - Strength 48 - Talent Armour Training Infused by nature Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +52 Defense: +5 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 50 light / 8 lightning Changes stats: +34 Str / +24 Wil / +14 Con Changes resistances: +110% lightning / +172% darkness / +80% fire / +29% nature / +64% acid / +60% physical / +137% blight / +130% cold / +24% mind Changes damage: +9% lightning / +12% nature / +12% mind Allows you to breathe in: water Life regen: +7.10 Maximum life: +422.00 Light radius: +12 Healing mod.: +60% Curse of Nightmares It can be used to activate talent Track, placing all other charms into a 11 cooldown : Effective talent level: 2.0 Power cost: 11 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 51 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
Cloak | elven-silk cloak of mindcraft (Corpses) (3 def, 0 armour) elven-silk cloak of mindcraft (Corpses) (3 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +6 Cun / +6 Wil Mental crit. chance: +8% Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | vitalizing stralite amulet of perfection (0.34 Cursed / Cursed aura,0.34 Wild-gift / Antimagic) (Shrouds) vitalizing stralite amulet of perfection (0.34 Cursed / Cursed aura,0.34 Wild-gift / Antimagic) (Shrouds)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +6 Con Talent masteries: +0.34 Cursed / Cursed aura +0.34 Wild-gift / Antimagic Physical save: +14 (+3 eff.) Life regen: +2.20 Maximum life: +58.00 Curse of Shrouds Amulets can have magical properties. |
Inventory
Elixir of Avoidance Elixir of AvoidanceInfused by nature 0.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to permanently increase your defense and ranged defense by six. A vial of opaque green fluid. |
Elixir of Precision Elixir of PrecisionInfused by nature 0.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to permanently increase your physical critical strike chance by 4%. A vial of chunky red fluid. |
Elixir of the Fox Elixir of the FoxInfused by nature 0.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to permanently increase your dexterity and cunning by three. A vial of pink, airy fluid. |
Rune of the Rift (1029.23 temporal damage, removed from time 4 turns) Rune of the Rift (1029.23 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 970.55 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
cleansing gold amulet of perfection (0.28 Cunning / Tactical,0.28 Technique / Conditioning) (Misfortune) cleansing gold amulet of perfection (0.28 Cunning / Tactical,0.28 Technique / Conditioning) (Misfortune)Infused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +22% nature / +22% blight Talent masteries: +0.28 Cunning / Tactical +0.28 Technique / Conditioning Poison immunity: +38% Disease immunity: +38% Curse of Misfortune Amulets can have magical properties. |
protective voratun amulet of the eclipse (Nightmares) protective voratun amulet of the eclipse (Nightmares)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +8 Defense: +9 (+2 eff.) Damage (Melee): 9 light / 15 darkness Effects when hit in melee: * 15% chance to inflict damage reduction * 15% chance to blind Changes resistances cap: +5% all Changes damage: +9% light / +12% darkness Physical save: +27 (+5 eff.) Curse of Nightmares Amulets can have magical properties. |
Bethitta (Madness) Bethitta (Madness)Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +15 (+2 eff.) Armour penetration: +15 Physical power: +13 (+1 eff.) Defense: +15 (+4 eff.) Damage when hit (Melee): 4 blight Changes stats: +14 Mag / +7 Wil / +7 Cun Changes resistances: +3% acid / +36% darkness / +3% blight Changes resistances penetration: +15% acid / +5% blight Changes damage: +27% acid / +18% darkness / +3% blight Stun/Freeze immunity: +30% Life regen: +3.20 Spellpower: +35 (+3 eff.) Mindpower: +9 (+1 eff.) Curse of Madness It can be used to activate talent Disengage, placing all other charms into a 4 cooldown : Effective talent level: 2.0 Power cost: 4 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Bloodcaller (Shrouds) Bloodcaller (Shrouds)Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-1 eff.) Life leech chance: +15% Life leech: +30% Curse of Shrouds You won the Ring of Blood trial, and this is your reward. |
Brightrune (Corpses) Brightrune (Corpses)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+1 eff.) Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 4 blight Changes stats: +10 Str / +21 Wil / +8 Cun / +15 Con Changes resistances: +40% darkness / +10% blight / +38% cold / +14% nature / +20% mind Changes resistances penetration: +5% fire Changes damage: +6% fire / +19% cold / +20% darkness / +20% mind Spell save: +50 (+10 eff.) Mental save: +20 (+4 eff.) Poison immunity: +30% Disease immunity: +29% Disarm immunity: +47% Pinning immunity: +50% Stun/Freeze immunity: +34% Knockback immunity: +41% Life regen: +4.80 Mana when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +2 Maximum life: +46.00 Maximum stamina: +40.00 Spellpower: +4 (+0 eff.) Mindpower: +15 (+2 eff.) Damage Shield penetration: +30% Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +30% Curse of Corpses Rings can have magical properties. |
voratun ring 'Xaninne' (Madness) voratun ring 'Xaninne' (Madness)Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +116 (+15 eff.) Armour penetration: +66 Physical power: +35 (+3 eff.) Defense: +88 (+21 eff.) Fatigue: -10% Effects on melee hit: * Slows global speed by 45% Changes stats: +10 Str / +27 Dex / +8 Wil / +41 Cun / +40 Con Changes resistances: +28% blight / +28% nature / +8% arcane Changes damage: +12% mind / +8% all Maximum encumbrance: +40 Physical save: +18 (+4 eff.) Spell save: +68 (+13 eff.) Mental save: +15 (+3 eff.) Poison immunity: +60% Disease immunity: +60% Disarm immunity: +50% Confusion immunity: +50% Pinning immunity: +49% Stun/Freeze immunity: +46% Knockback immunity: +50% Life regen: +4.80 Hate when firing a critical mind attack: +2.00 Maximum life: +68.00 Maximum stamina: +114.00 Maximum hate: +10.00 Maximum psi: +20.00 Spellpower: +17 (+2 eff.) Mindpower: +35 (+5 eff.) Mental crit. chance: +1% Curse of Madness It can be used to activate talent Disengage, placing all other charms into a 4 cooldown : Effective talent level: 2.0 Power cost: 4 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
plaguebringer's voratun battleaxe of amnesia (Shrouds) (59.5-89.25 power, 4 apr) plaguebringer's voratun battleaxe of amnesia (Shrouds) (59.5-89.25 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 59.5 - 89.3 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 28% chance to disease * 25% chance to put talents on cooldown Damage (Melee): +28 blight When wielded/worn: Disease immunity: +45% Curse of Shrouds Massive two-handed battleaxes. |
chilling voratun dagger of crippling (Shrouds) (36-46.8 power, 9 apr) chilling voratun dagger of crippling (Shrouds) (36-46.8 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 36.0 - 46.8 Uses stats: 30% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +23 cold When wielded/worn: Physical crit. chance: +9.0% Curse of Shrouds Sharp, short and deadly. |
plaguebringer's voratun dagger of shearing (Nightmares) (38.5-50.05 power, 9 apr) plaguebringer's voratun dagger of shearing (Nightmares) (38.5-50.05 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 30% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 16% chance to disease Damage (Melee): +14 blight When wielded/worn: Armour penetration: +12 Changes resistances penetration: +12% physical Changes damage: +11% physical Disease immunity: +27% Curse of Nightmares Sharp, short and deadly. |
voratun dagger 'Mucusblight' (Madness) (66.5-86.45 power, 9 apr) voratun dagger 'Mucusblight' (Madness) (66.5-86.45 power, 9 apr)Requires: - Dexterity 48 Infused by nature Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 66.5 - 86.5 Uses stats: 30% Wil, 45% Str, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +14.0% Attack speed: 111% On weapon hit: * 28% chance to corrode armour * 28% chance to daze * Slows global speed by 47% * 20% chance to torment the target * 25% chance to remove a magical effect * leeches stamina from the target On weapon crit: * wounds the target reducing their healing * cripple the target Damage (Melee): +32 darkness / +14 temporal / +32 nature / +14 mind Burst (radius 2) on crit: +24 ice Damage against: +30% Living When wielded/worn: Accuracy: +36 (+5 eff.) Armour penetration: +12 Physical crit. chance: +43.0% Physical power: +22 (+2 eff.) Armour: +12 Defense: +24 (+6 eff.) Damage when hit (Melee): 44 nature slow / 16 physical Changes stats: +7 Str / +8 Dex / +4 Mag / +4 Wil / +4 Cun / +2 Con Changes resistances: +9% light / +9% acid Changes resistances penetration: +12% acid / +7% physical / +12% darkness / +12% cold / +12% mind / +12% lightning Changes damage: +12% physical / +18% mind / +9% nature Reduces incoming crit damage: 15.00% Disarm immunity: +79% Life regen: +2.40 Stamina each turn: +0.40 Only die when reaching: -40.00 life Maximum life: +30.00 Curse of Madness It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 3 turns. Sharp, short and deadly. |
voratun greatmaul 'Strikekarma' (Nightmares) (75.5-113.25 power, 4 apr) voratun greatmaul 'Strikekarma' (Nightmares) (75.5-113.25 power, 4 apr)Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 75.5 - 113.3 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc This weapon will act as a psionic focus. Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 125% On weapon hit: * 89% chance to corrode armour * 139% chance to daze * 35 arcane resource burn * 84% chance to cause random gloom * 20% chance to torment the target * 25% chance to put talents on cooldown On weapon crit: * burns latent spell energy * cripple the target Damage (Melee): +68 insidious poison / +40 temporal / +51 nature / +70 mind Burst (radius 2) on crit: +12 lightning When wielded/worn: Accuracy: +61 (+8 eff.) Armour penetration: +37 Physical crit. chance: +41.0% Physical power: +19 (+1 eff.) Damage when hit (Melee): 8 mind Changes stats: +23 Str / +40 Dex / +18 Mag / +39 Wil / +35 Cun / +28 Con Changes resistances: +6% fire / +12% nature / +14% all Changes resistances penetration: +61% lightning / +62% physical / +41% darkness / +38% mind / +21% nature / +20% acid Changes damage: +60% physical Reduces incoming crit damage: 5.00% Maximum encumbrance: +40 Disarm immunity: +49% Life regen: +4.00 Stamina when hit: +3.00 Psi when hit: +0.16 Curse of Nightmares Massive two-handed mauls. |
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: 30% Wil, 115% Str, 50% Mag, 20% Con Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 Physical crit. chance: +12.0% Attack speed: 100% On weapon hit: * releases a burst of light, dealing damage equal to your spellpower in a 3 radius 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 11 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. |
Siladara the Brightquake (Misfortune) (85.5-136.8 power, 3 apr) Siladara the Brightquake (Misfortune) (85.5-136.8 power, 3 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 85.5 - 136.8 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 125% When this weapon hits: Epidemic (20% chance level 4). On weapon hit: * 48% chance to disease * Random elemental explosion * 20% chance to torment the target * 25% chance to put talents on cooldown On weapon crit: * wounds the target reducing their healing * splashes the target with acid Damage (Melee): +19 acid / +56 blight / +35 cold / +24 mind Burst (radius 1) on hit: +4 light / +24 fire When wielded/worn: Accuracy: +32 (+4 eff.) Armour penetration: +57 Physical crit. chance: +51.0% Physical power: +19 (+1 eff.) Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 4 nature Changes stats: +18 Dex Changes resistances: +4% physical / +3% mind / +7% arcane Changes resistances penetration: +21% acid / +19% physical / +19% darkness / +10% light / +21% cold / +21% fire / +17% mind / +21% lightning Changes damage: +19% physical Critical mult.: +47.00% Physical save: +15 (+3 eff.) Disease immunity: +84% Silence immunity: +10% Pinning immunity: +10% Only die when reaching: -40.00 life Curse of Misfortune It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 3 turns. Massive two-handed swords. |
hateful voratun greatsword of paradox (Misfortune) (63-100.8 power, 4 apr) hateful voratun greatsword of paradox (Misfortune) (63-100.8 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 63.0 - 100.8 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +10 darkness / +17 temporal Damage against: +9% Living When wielded/worn: Damage when hit (Melee): 19 temporal Changes resistances: +16% temporal Curse of Misfortune Massive two-handed swords. |
Ragymas the dragonbone longbow (Nightmares) Ragymas the dragonbone longbow (Nightmares)Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Infused by nature Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When this weapon hits: Shoot (20% chance level 2). On weapon hit: * 20% chance to corrode armour * 20% chance to daze When wielded/worn: Accuracy: +29 (+4 eff.) Physical crit. chance: +36.0% Physical power: +38 (+3 eff.) Ranged Defense: +4 (+1 eff.) Changes stats: +18 Str / +18 Dex / +3 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances: +3% mind / +3% blight Changes resistances penetration: +13% lightning / +71% physical / +14% acid Changes damage: +25% physical Knockback immunity: +20% Life regen: +2.50 Stamina each turn: +0.20 Damage Shield penetration: +120% Curse of Nightmares Longbows are used to shoot arrows at your foes. |
Windweeper the elven-wood longbow (Nightmares) Windweeper the elven-wood longbow (Nightmares)Requires: - Dexterity 35 - Talent Shoot Infused by nature Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +10 On weapon hit: * Slows global speed by 40% * 40 arcane resource burn * 30% chance to daze * 15% chance to corrode armour On weapon crit: * silences the target Travel speed: +200% Damage (Ranged): +17 cold / +26 fire / +21 nature Burst (radius 1) on hit: +4 lightning Burst (radius 2) on crit: +6 lightning When wielded/worn: Accuracy: +48 (+6 eff.) Physical crit. chance: +51.0% Physical power: +46 (+4 eff.) Armour: +13 Effects on ranged hit: * 39 arcane resource burn Changes stats: +32 Str / +13 Dex / +8 Mag / +18 Wil / +20 Cun / +8 Con Changes resistances: +22% acid / +3% blight / +23% fire / +14% cold / +18% lightning Changes resistances penetration: +13% acid / +19% physical / +24% lightning / +13% cold / +38% nature / +13% fire Changes damage: +3% nature / +39% physical Talent mastery: +0.40 Wild-gift / Antimagic Talents cooldown: Volley of Arrows (-2 turns) Steady Shot (-1 turn) Pinning Shot (-1 turn) Spell save: +16 (+3 eff.) Life regen: +2.10 Mindpower: +26 (+4 eff.) Global speed: +5% Curse of Nightmares Longbows are used to shoot arrows at your foes. |
Zeraroddafast the Venomwaker (Shrouds) Zeraroddafast the Venomwaker (Shrouds)Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Infused by nature Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +10 Travel speed: +200% Damage (Ranged): +32 nature When wielded/worn: Physical power: +28 (+2 eff.) Changes stats: +11 Str / +6 Dex / +2 Cun Changes resistances: +3% lightning / +20% nature / +6% all Changes resistances penetration: +33% physical / +15% nature / +15% temporal Changes damage: +21% physical / +3% nature / +12% temporal Talent cooldown: Arrow Stitching (-1 turn) Infravision radius: +2 Curse of Shrouds Longbows are used to shoot arrows at your foes. |
plaguebringer's voratun longsword of shearing (Corpses) (43-60.2 power, 6 apr) plaguebringer's voratun longsword of shearing (Corpses) (43-60.2 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 43.0 - 60.2 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 20% chance to disease Damage (Melee): +18 blight When wielded/worn: Armour penetration: +15 Changes resistances penetration: +14% physical Changes damage: +15% physical Disease immunity: +35% Curse of Corpses Sharp, long, and deadly. |
voratun longsword 'Ariratha' (Misfortune) (44.5-62.3 power, 6 apr) voratun longsword 'Ariratha' (Misfortune) (44.5-62.3 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 44.5 - 62.3 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 111% On weapon hit: * Random elemental explosion Damage (Melee): +23 cold Burst (radius 1) on hit: +20 fire Burst (radius 2) on crit: +20 fire When wielded/worn: Accuracy: +12 (+2 eff.) Changes stats: +4 Dex / +1 Wil / +4 Cun Changes resistances penetration: +11% acid / +13% cold / +27% fire / +5% mind / +13% lightning Maximum hate: +6.00 Maximum psi: +10.00 Mindpower: +2 (+0 eff.) Global speed: +6% Curse of Misfortune Sharp, long, and deadly. |
Shimmerwarden (Nightmares) (17-18.7 power, 40 apr, mind damage) Shimmerwarden (Nightmares) (17-18.7 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar hates not to be wrathful. This psionic mindstar has an epiphany about dreams. This mindstar will resonate with other psionic mindstars. Base power: 17.0 - 18.7 Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to daze When wielded/worn: Damage when hit (Melee): 8 lightning Changes stats: +2 Wil / +10 Cun / +2 Con Changes resistances: +9% mind / +9% blight Changes resistances penetration: +23% mind / +12% darkness Changes damage: +7% nature / +25% darkness / +77% mind Grants telepathy: Dragon Critical mult.: +21.00% Disease immunity: +25% Psi when hit: +2.50 Mindpower: +19 (+3 eff.) Mental crit. chance: +15% Light radius: +3 Damage Resonance (when hit): +25% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
epiphanous living mindstar (Corpses) (15.5-17.05 power, 40 apr, mind damage) epiphanous living mindstar (Corpses) (15.5-17.05 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar has an epiphany about dreams. Base power: 15.5 - 17.1 Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +24% mind Mindpower: +16 (+2 eff.) Mental crit. chance: +11% 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. |
summoner's living mindstar of sand (Corpses) (16.5-18.15 power, 40 apr, mind damage) summoner's living mindstar of sand (Corpses) (16.5-18.15 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural sand should be returned to the wyrm. This natural mindstar summons a caller. Base power: 16.5 - 18.2 Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 20 physical Changes resistances: +19% physical Changes resistances penetration: +16% physical Changes damage: +18% physical Mindpower: +22 (+3 eff.) Mental crit. chance: +11% Curse of Corpses It can be used to activate talent Burrow, placing all other charms into a 11 cooldown : Effective talent level: 1.0 Power cost: 11 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 30 of target armor and 15% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Trident of the Tides (Shrouds) (80-112 power, 20 apr) Trident of the Tides (Shrouds) (80-112 power, 20 apr)Requires: - Strength 35 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 80.0 - 112.0 Uses stats: 30% Wil, 50% Mag, 140% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Physical crit. chance: +15.0% Attack speed: 100% When this weapon hits: Water Bolt (40% chance level 3). Damage (Melee): +20 nature / +15 cold When wielded/worn: Accuracy: +10 (+1 eff.) Changes resistances: +25% cold Changes damage: +20% cold Spell save: +18 (+4 eff.) See invisible: +2 Talent on hit(spell): Water Bolt (20% chance level 3). Curse of Shrouds It can be used to activate talent Freeze (costing 21 power out of 150/150) : Effective talent level: 3.0 Power cost: 21 out of 150/150. Range: 10 Travel Speed: instantaneous Is: a spell Description: Condenses ambient water on a target, freezing it for 5 turns and damaging it for 103.34. If this is used on a friendly target the cooldown is halved. The damage will increase with your Spellpower. The power of the tides rush through this trident. Tridents require the exotic weapons mastery talent to use correctly. |
stralite waraxe 'Uledan' (Misfortune) (46-64.4 power, 8 apr) stralite waraxe 'Uledan' (Misfortune) (46-64.4 power, 8 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 4 Base power: 46.0 - 64.4 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Physical crit. chance: +10.5% Attack speed: 100% On weapon hit: * 27% chance to inflict damage reduction * 62% chance to cause random gloom * 25% chance for lightning to arc to a second target * 20% chance to curse the target On weapon crit: * wounds the target reducing their healing * cripple the target Damage (Melee): +17 lightning / +17 mind Burst (radius 1) on hit: +17 fire When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +42 Physical crit. chance: +55.0% Physical power: +11 (+1 eff.) Fatigue: -6% Changes resistances: +9% temporal Changes resistances penetration: +38% physical Changes damage: +35% physical Only die when reaching: -60.00 life Maximum life: +20.00 Curse of Misfortune It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 3 turns. One-handed war axes. |
voratun waraxe 'Nightstalker' (Madness) (67.5-94.5 power, 17 apr) voratun waraxe 'Nightstalker' (Madness) (67.5-94.5 power, 17 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 67.5 - 94.5 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +17 Physical crit. chance: +7.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 41% chance to disease * Random elemental explosion * 25% chance to put talents on cooldown On weapon crit: * wounds the target reducing their healing * cripple the target Damage Shield penetration (this weapon only): +60% Damage (Melee): +49 blight / +20 mind Burst (radius 1) on hit: +12 darkness / +4 blight When wielded/worn: Armour penetration: +30 Physical crit. chance: +41.0% Physical power: +29 (+2 eff.) Changes stats: +2 Str / +6 Mag / +6 Wil / +7 Con Changes resistances: +6% darkness Changes resistances penetration: +16% acid / +29% physical / +17% fire / +13% lightning / +17% cold Changes damage: +13% physical Critical mult.: +20.00% Reduces incoming crit damage: 5.00% Disease immunity: +24% Disarm immunity: +33% Infravision radius: +3 Curse of Madness It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 3 turns. One-handed war axes. |
Emalle (Corpses) Emalle (Corpses)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +55.0% Physical power: +12 (+1 eff.) Armour: +13 Defense: +14 (+3 eff.) Fatigue: -20% Damage when hit (Melee): 20 blight Changes stats: +24 Dex / +9 Mag / +6 Wil / +25 Cun / +10 Lck Changes resistances penetration: +19% physical Changes damage: +6% acid / +25% physical Reduced damage from: +32% Summoned Grants telepathy: Demon/Minor Demon/Major Critical mult.: +41.00% Trap disarming bonus: +30 Stealth bonus: +12 Maximum encumbrance: +117 Physical save: +52 (+10 eff.) Mental save: +30 (+6 eff.) Mana each turn: +0.42 Equilibrium when hit: +0.08 Mana when firing critical spell: +4.00 Maximum life: +214.00 Maximum mana: +133.00 Maximum stamina: +52.00 Maximum hate: +20.00 Maximum psi: +40.00 Maximum vim: +40.00 Maximum pos.energy: +40.00 Maximum neg.energy: +40.00 Spellpower: +10 (+1 eff.) Spell crit. chance: +2% Mindpower: +22 (+3 eff.) Mental crit. chance: +45% Infravision radius: +6 Heals friendly targets nearby when you use a nature summon: +20 Reduces paradox anomalies(equivalent to willpower): +20 Curse of Corpses A belt that goes around your waist. |
elven-silk cloak 'Lavawhisper' (Corpses) (34 def, 12 armour) elven-silk cloak 'Lavawhisper' (Corpses) (34 def, 12 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +50 (+7 eff.) Armour penetration: +18 Armour: +12 Defense: +34 (+8 eff.) Fatigue: -10% Damage when hit (Melee): 8 fire Changes stats: +10 Str / +24 Dex / +1 Mag / +6 Wil / +25 Cun / +8 Con Changes resistances: +71% darkness / +50% light / +49% fire / +7% arcane / +30% cold Changes resistances penetration: +5% fire / +59% darkness / +13% arcane Changes damage: +74% darkness / +25% arcane Grants telepathy: Dragon Talent mastery: +0.40 Technique / Combat training Critical mult.: +25.00% Stealth bonus: +89 Physical save: +28 (+6 eff.) Spell save: -30 (-6 eff.) Mental save: +14 (+3 eff.) Stamina each turn: +1.50 Mana each turn: -0.50 Only die when reaching: -50.00 life Maximum life: +110.00 Maximum mana: +92.00 Maximum stamina: +40.00 Spellpower: +10 (+1 eff.) Spell crit. chance: +6% Mental crit. chance: +8% See invisible: +27 Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
shadow cashmere cloak of Iron Throne (Misfortune) (2 def, 0 armour) shadow cashmere cloak of Iron Throne (Misfortune) (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +3 Str / +3 Con Changes resistances: +14% darkness Changes resistances penetration: +14% darkness Changes damage: +15% darkness Stealth bonus: +17 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. |
elven-silk robe 'Glintparry' (Misfortune) (10 def, 4 armour) elven-silk robe 'Glintparry' (Misfortune) (10 def, 4 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +4 Defense: +10 (+2 eff.) Effects on melee hit: * 41% chance to blind Damage when hit (Melee): 8 light Changes stats: +9 Mag / +8 Con Changes resistances: +39% lightning / +10% darkness / +9% cold / +11% blight / +11% fire / +12% mind / +11% light Changes resistances penetration: +15% temporal / +25% mind / +13% physical Changes damage: +18% lightning / +12% physical / +17% mind / +18% nature / +16% temporal Physical save: +48 (+9 eff.) Spell save: +36 (+7 eff.) Mental save: +19 (+4 eff.) Poison immunity: +48% Disease immunity: +43% Psi each turn: +0.74 Maximum psi: +34.00 Mindpower: +9 (+1 eff.) Mental crit. chance: +5% Light radius: +2 Reduces paradox anomalies(equivalent to willpower): +13 Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven elven-silk robe of light (+28%) (Nightmares) (5 def, 0 armour) mindwoven elven-silk robe of light (+28%) (Nightmares) (5 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes resistances: +28% light Changes damage: +19% light Mental save: +30 (+6 eff.) Mindpower: +6 (+1 eff.) Mental crit. chance: +4% Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant elven-silk robe of life (Shrouds) (5 def, 0 armour) verdant elven-silk robe of life (Shrouds) (5 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +8 Con Changes resistances: +19% blight Changes damage: +18% nature Poison immunity: +45% Disease immunity: +50% Life regen: +6.00 Maximum life: +100.00 Healing mod.: +29% Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Ce'Nutta the Heatbait (Madness) (49 def, 5 armour) Ce'Nutta the Heatbait (Madness) (49 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +49 (+12 eff.) Fatigue: +5% Damage when hit (Melee): 8 fire Changes stats: +9 Str / +5 Mag / +5 Wil / +6 Cun / +13 Con Changes resistances: +5% arcane / +3% fire Changes resistances penetration: +5% arcane / +15% fire Changes damage: +3% fire / +9% arcane / +9% physical Physical save: +23 (+5 eff.) Mental save: +20 (+4 eff.) Mana each turn: +0.60 Maximum mana: +60.00 Spell crit. chance: +5% Movement speed: +20% Size category: +1 Curse of Madness It can be used to activate talent Evasion, placing all other charms into a 11 cooldown : Effective talent level: 4.0 Power cost: 11 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 41% chance to completely evade them and granting you 75 defense for 19 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
Hatir (Madness) (0 def, 15 armour) Hatir (Madness) (0 def, 15 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +15 Armour: +15 Effects on melee hit: * 25% chance to cause random gloom Damage (Melee): 20 temporal / 49 darkness / 20 light / 33 mind / 19 arcane Damage (Ranged): 15 temporal Changes stats: +4 Str / +14 Dex / +28 Mag / +9 Wil / +26 Cun / +12 Con Changes resistances: +15% temporal / +41% darkness / +9% cold / +10% arcane / +32% light Changes damage: +11% light / +11% temporal / +8% arcane / +11% darkness Talent cooldown: Double Strike (-1 turn) Reduces incoming crit damage: 10.00% Physical save: +42 (+8 eff.) Spell save: +10 (+2 eff.) Mental save: +34 (+7 eff.) Disarm immunity: +50% Knockback immunity: +10% Maximum life: +156.00 Mindpower: +10 (+2 eff.) Infravision radius: +4 See invisible: +6 When used to modify unarmed attacks: Base power: 45.0 - 49.5 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +39 Armour Penetration: +13 Physical crit. chance: +19.0% Attack speed: 100% When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Set Up (10% chance level 5). When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Battle Shout (20% chance level 5). When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Manathrust (10% chance level 3). On weapon hit: * 14% chance to inflict damage reduction * 15% chance to blind * 60% chance to corrode armour * 15% chance to gain 10% of a turn Damage (Melee): +22 physical / +38 arcane Burst (radius 2) on crit: +15 arcane / +88 light / +100 darkness Curse of Madness It can be used to activate talent Juggernaut, placing all other charms into a 11 cooldown : Effective talent level: 2.0 Power cost: 11 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Mayyma the Shadesage (Misfortune) (0 def, 20 armour) Mayyma the Shadesage (Misfortune) (0 def, 20 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +10 Physical crit. chance: +12.0% Physical power: +14 (+1 eff.) Armour: +20 Armour Hardiness: +11% Effects on melee hit: * 37% chance to cause random gloom * 15% chance to inflict damage reduction Damage (Melee): 10 blight / 68 darkness / 56 mind Damage when hit (Melee): 4 darkness / 20 light Changes stats: +5 Str / +7 Dex / +5 Cun / +11 Con Changes resistances: +7% blight / +9% physical / +10% darkness / +6% fire Changes damage: +8% blight / +20% darkness / +6% light Critical mult.: +11.00% Mental save: -7 (-1 eff.) Life regen: +2.80 Stamina each turn: +1.40 Maximum life: +64.00 Maximum stamina: +25.00 Spell crit. chance: +13% Mindpower: +16 (+2 eff.) Mental crit. chance: +14% When used to modify unarmed attacks: Base power: 37.5 - 41.3 Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +17 Armour Penetration: +11 Physical crit. chance: +12.0% Attack speed: 100% When this weapon hits: Soul Rot (20% chance level 3). When this weapon hits: Perfect Strike (15% chance level 3). When this weapon hits: Reproach (20% chance level 3). When this weapon hits: Slumber (10% chance level 3). When this weapon hits: Stone Touch (5% chance level 3). When this weapon hits: Battle Shout (10% chance level 3). When this weapon crits: Cripple (20% chance level 3). On weapon hit: * 8% chance to inflict damage reduction Damage (Melee): +12 fire / +12 darkness Burst (radius 1) on hit: +8 darkness / +8 fire Burst (radius 2) on crit: +11 blight Curse of Misfortune It can be used to activate talent Ruined Earth, placing all other charms into a 7 cooldown : Effective talent level: 4.0 Power cost: 7 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 6 for 7 turns. Any who stand upon it are weakened, reducing the damage they inflict by 45% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets 'Gloreldata' (Corpses) (0 def, 2 armour) dwarven-steel gauntlets 'Gloreldata' (Corpses) (0 def, 2 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +11 (+2 eff.) Armour: +2 Effects on melee hit: * 10% chance to disease Damage (Melee): 11 blight / 11 fire Changes stats: +8 Str / +4 Mag / +8 Wil / +8 Cun / +8 Con Changes resistances: +9% acid / +8% light / +14% blight / +8% fire / +18% darkness Changes resistances penetration: +10% blight Changes damage: +7% blight / +8% fire / +15% acid Talent mastery: +0.40 Technique / Grappling Disarm immunity: +76% Life regen: +2.50 Stamina each turn: +1.00 Maximum stamina: +28.00 Infravision radius: +5 When used to modify unarmed attacks: Base power: 20.5 - 28.7 Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +10 Armour Penetration: +9 Physical crit. chance: +16.0% Attack speed: 83% When this weapon hits: Disarm (20% chance level 3). When this weapon hits: Soul Rot (20% chance level 3). When this weapon hits: Slumber (10% chance level 3). When this weapon hits: Fire Breath (10% chance level 3). When this weapon crits: Dominate (10% chance level 3). Damage (Melee): +18 darkness / +4 blight Burst (radius 1) on hit: +8 blight Burst (radius 2) on crit: +8 blight / +11 fire / +34 light / +34 darkness Curse of Corpses It can be used to activate talent Track, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 51 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Eilinutta the drakeskin leather cap (Nightmares) (0 def, 5 armour) Eilinutta the drakeskin leather cap (Nightmares) (0 def, 5 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +2 Armour: +5 Fatigue: +5% Changes stats: +2 Dex Changes resistances: +12% lightning / +15% temporal / +9% darkness Maximum encumbrance: +10 Curse of Nightmares A cap made of leather. |
radiant voratun mail armour of Eyal (Misfortune) (5 def, 10 armour) radiant voratun mail armour of Eyal (Misfortune) (5 def, 10 armour)Requires: - Strength 48 - Talent Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 13 light Changes stats: +6 Wil Changes resistances: +24% blight / +30% darkness Life regen: +4.00 Maximum life: +100.00 Light radius: +2 Healing mod.: +30% Curse of Misfortune A suit of armour made of mail. |
Breath of Eyal (Madness) (10 def, 10 armour) Breath of Eyal (Madness) (10 def, 10 armour)Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +10 Defense: +10 (+2 eff.) Fatigue: +20% Changes resistances: +20% lightning / +20% temporal / +20% light / +20% fire / +20% nature / +20% acid / +20% blight / +20% cold / +15% arcane / +20% darkness Spell save: +20 (+4 eff.) Mindpower: +10 (+2 eff.) Curse of Madness This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
Masochism (Nightmares) (0 def, 0 armour) Masochism (Nightmares) (0 def, 0 armour)Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 It is part of a set of items. With a better grip it would be the destroyer of your enemies. When wielded/worn: Damage (Melee): 25 vim draining blight Damage when hit (Melee): 25 vim draining blight Changes stats: +3 Cun / +9 Mag Talent masteries: +0.20 Corruption / Sanguisuge +0.20 Corruption / Blood Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Disease immunity: +100% Maximum vim: +25.00 Spellpower: +10 (+1 eff.) Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 0 Curse of Nightmares It can be used to activate talent Blood Grasp (costing 5 power out of 12/12) : Effective talent level: 5.0 Power cost: 5 out of 12/12. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 87.43 blight damage and healing you for half the damage done. The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. |
caller's drakeskin leather armour of delving (Nightmares) (5 def, 8 armour) caller's drakeskin leather armour of delving (Nightmares) (5 def, 8 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Changes stats: +10 Str Changes resistances: +28% physical / +20% darkness / +13% fire / +13% nature / +13% cold Light radius: +2 Curse of Nightmares It can be used to activate talent Track, placing all other charms into a 11 cooldown : Effective talent level: 2.0 Power cost: 11 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 51 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
Adarin the Radiancewitch (Nightmares) (7 def, 26 armour) Adarin the Radiancewitch (Nightmares) (7 def, 26 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Physical crit. chance: +8.0% Physical power: +17 (+1 eff.) Armour: +26 Defense: +7 (+2 eff.) Fatigue: +14% Damage when hit (Melee): 16 arcane / 4 light Changes stats: +6 Str / +7 Mag / +9 Wil Changes resistances: +14% lightning / +6% light Changes resistances penetration: +5% light Physical save: +14 (+3 eff.) Spellpower: +15 (+1 eff.) Spell crit. chance: +5% Mindpower: +14 (+2 eff.) Mental crit. chance: +7% Light radius: +3 Curse of Nightmares A suit of armour made of metal plates. |
Ce'Nann the Cystreek (Misfortune) (9 def, 26 armour) Ce'Nann the Cystreek (Misfortune) (9 def, 26 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +26 Defense: +9 (+2 eff.) Fatigue: +26% Damage when hit (Melee): 8 acid / 4 nature Changes stats: +7 Str / +4 Dex / +2 Mag / +3 Cun / +12 Con Changes resistances: +51% acid / +11% physical / +19% lightning / +11% fire / +10% cold / +5% arcane / +15% temporal Changes damage: +6% acid / +9% nature Reduces incoming crit damage: 20.00% Spell save: +42 (+8 eff.) Maximum life: +100.00 Curse of Misfortune A suit of armour made of metal plates. |
Ce'Neriakira (Nightmares) (49 def, 70 armour) Ce'Neriakira (Nightmares) (49 def, 70 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Infused by nature Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +70 Defense: +49 (+12 eff.) Fatigue: +15% Damage when hit (Melee): 4 mind Changes stats: +18 Str / +16 Cun / +10 Con Changes resistances: +36% lightning / +3% temporal / +16% darkness / +26% fire / +32% nature / +76% acid / +30% physical / +32% blight / +77% cold / +8% mind / +9% light Changes resistances penetration: +15% physical Changes damage: +3% mind Reduced damage from: +11% Unnatural Grants telepathy: Dragon Allows you to breathe in: water Maximum encumbrance: +20 Physical save: +10 (+2 eff.) Spell save: +40 (+8 eff.) Mental save: +94 (+17 eff.) Life regen: +5.10 Maximum life: +296.00 Mental crit. chance: +5% Light radius: +2 Healing mod.: +41% Curse of Nightmares It can be used to activate talent Track, placing all other charms into a 11 cooldown : Effective talent level: 2.0 Power cost: 11 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 51 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Sparkblur (Madness) (3 def, 35 armour) Sparkblur (Madness) (3 def, 35 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Infused by nature Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 1 When wielded/worn: Armour: +35 Defense: +3 (+1 eff.) Fatigue: +15% Damage when hit (Melee): 12 lightning / 12 physical Changes stats: +15 Str / +7 Wil / +5 Cun / +15 Con Changes resistances: +52% lightning / +12% darkness / +35% fire / +24% nature / +53% acid / +35% physical / +33% blight / +66% cold / +9% mind Changes damage: +3% lightning Reduced damage from: +7% Unnatural Talent cooldown: Rush (-15 turns) Allows you to breathe in: water Physical save: +6 (+1 eff.) Mental save: +13 (+3 eff.) Disarm immunity: +72% Stun/Freeze immunity: +72% Knockback immunity: +72% Life regen: +6.30 Stamina each turn: +0.90 Maximum life: +254.00 Mindpower: +4 (+1 eff.) Healing mod.: +27% Curse of Madness A suit of armour made of metal plates. |
Sanguine Shield (Misfortune) (14 def, 4 armour, 220 block) Sanguine Shield (Misfortune) (14 def, 4 armour, 220 block)Requires: - Strength 39 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +4 Defense: +14 (+3 eff.) Ranged Defense: +14 (+2 eff.) Fatigue: +19% Changes stats: +10 Con Changes resistances: +25% blight Talent granted: +5 Block Life regen: +5.00 Curse of Misfortune Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
Chargequell the quiver of dragonbone arrows (Misfortune) (122/122, 88-123.2 power, 51 apr) Chargequell the quiver of dragonbone arrows (Misfortune) (122/122, 88-123.2 power, 51 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 88.0 - 123.2 Uses stats: 30% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +25 Armour Penetration: +51 Physical crit. chance: +26.0% Capacity: 122 Turns elapse between self-loadings: 2 On weapon hit: * 40% chance to inflict damage reduction * 10% chance to stun, blind, pin, or confuse the target * 10% chance to crush the target * 20% chance to torment the target On weapon crit: * wounds the target * splashes the target with acid Travel speed: +400% Damage (Ranged): +20 acid / +20 physical / +67 darkness / +20 temporal / +36 gravity / +20 bleed / +39 mind Burst (radius 1) on hit: +40 lightning / +4 mind Burst (radius 2) on crit: +12 darkness / +4 mind Damage against: +20% Living When wielded/worn: Ammo reloads per turn: +5 Curse of Misfortune Arrows are used with bows to pierce your foes to death. |
sentry's quiver of elven-wood arrows of crippling (Misfortune) (52/52, 51.5-72.1 power, 21 apr) sentry's quiver of elven-wood arrows of crippling (Misfortune) (52/52, 51.5-72.1 power, 21 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 51.5 - 72.1 Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +21 Physical crit. chance: +15.5% Capacity: 52 Turns elapse between self-loadings: 3 On weapon crit: * cripple the target Curse of Misfortune 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 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
868 alchemist agate (Corpses) 868 alchemist agate (Corpses)0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Curse of Corpses Gems can be sold for money or used in arcane rituals. |
13 onyx 13 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 lapis lazuli 11 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used as an alchemist bomb: Mana regain 30 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 sapphire 4 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 topaz 11 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe 'Bilepain' (Misfortune) (dig speed 6 turns) dwarven-steel pickaxe 'Bilepain' (Misfortune) (dig speed 6 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Fatigue: -6% Damage when hit (Melee): 8 nature / 16 arcane Changes stats: +4 Cun / +4 Str Changes resistances: +3% nature / +5% arcane Changes resistances penetration: +18% physical Changes damage: +9% nature Maximum life: +28.00 Maximum stamina: +21.00 Infravision radius: +4 When carried: Talent granted: +1 Dig Curse of Misfortune Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolรซ Mummified Egg-sac of UngolรซInfused 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 28 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Lifebinding Emerald Lifebinding EmeraldInfused by nature 0.00 Encumbrance. [Plot Item] Type: gem / green ; tier 5 When wielded/worn: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Life regen: +2.00 Healing mod.: +30% When used to imbue an object: Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Stun/Freeze immunity: +30% Life regen: +2.00 Healing mod.: +30% A lopsided, heavy emerald with murky green clouds shifting sluggishly under the surface. |
9 emerald 9 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
13 jade 13 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel 6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 turquoise 6 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Corrupted heart of the Sandworm Queen Corrupted heart of the Sandworm QueenPowered by arcane forces 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 and corrupted in the mark of the spellblaze altar. You could ... consume it, should you feel mad enough. |
Eldritch Pearl (Misfortune) Eldritch Pearl (Misfortune)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+1 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+1 eff.) Light radius: +6 Curse of Misfortune It can be used to activate talent Tidal Wave (costing 28 power out of 150/150) : Effective talent level: 4.0 Power cost: 28 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of 3, doing 14.17 cold damage and 15.03 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect which reduces their stun/freeze resistance by half of their value and interracts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Nerassra the brass lantern (Nightmares) Nerassra the brass lantern (Nightmares)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +7 Changes resistances: +7% light Changes damage: +6% darkness Damage affinity(heal): +5% darkness Reduces incoming crit damage: 15.00% Maximum encumbrance: +10 Mental save: +14 (+3 eff.) Stamina each turn: +0.60 Light radius: +2 Infravision radius: +3 See stealth: +17 See invisible: +16 Curse of Nightmares It can be used to activate talent Moonlight Ray, placing all other charms into a 3 cooldown : Effective talent level: 4.0 Power cost: 3 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 72.43 damage. The damage dealt 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. |
Zubassra the Glareoath (Corpses) Zubassra the Glareoath (Corpses)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +7 Effects on melee hit: * 61% chance to blind * 30% chance to corrode armour Damage when hit (Melee): 4 blight / 27 fire Changes stats: +4 Mag / +14 Cun / +2 Con Changes resistances: +25% blight / +12% fire / +12% acid Changes resistances penetration: +7% all Changes damage: +3% acid / +15% light Mental save: +14 (+3 eff.) Blindness immunity: +26% Confusion immunity: +12% Life regen: +2.20 Spellpower: +7 (+1 eff.) Light radius: -14 Infravision radius: +15 See stealth: +27 See invisible: +26 Curse of Corpses It can be used to activate talent Track, placing all other charms into a 14 cooldown : Effective talent level: 4.0 Power cost: 14 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 70 for 7 turns. The radius will increase with your Cunning. 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. |
alchemist's lamp of the zealot (Corpses) alchemist's lamp of the zealot (Corpses)Infused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +3% all Spell save: +11 (+2 eff.) Light radius: +3 Curse of Corpses A normal brass lantern, enhanced by alchemy to make it brighter. |
preserving alchemist's lamp of illusion (Misfortune) preserving alchemist's lamp of illusion (Misfortune)Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Defense: +11 (+3 eff.) Changes stats: +4 Con Changes resistances: +11% blight Physical save: +16 (+3 eff.) Spell save: +16 (+3 eff.) Mental save: +15 (+3 eff.) Life regen: +3.70 Light radius: +3 Curse of Misfortune A normal brass lantern, enhanced by alchemy to make it brighter. |
Prox's Lucky Halfling Foot (Nightmares) Prox's Lucky Halfling Foot (Nightmares)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn Curse of Nightmares A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 4 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
4 bloodstone 4 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% When used as an alchemist bomb: Life regen 10% of max life 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% When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 garnet 8 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 ruby 5 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (5/5) Rod of Recall (5/5)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 69 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. |
Pouch of the Subconscious (Nightmares) (20/20, 38-45.6 power, 15 apr) Pouch of the Subconscious (Nightmares) (20/20, 38-45.6 power, 15 apr)Requires: - Dexterity 28 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 38.0 - 45.6 Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Capacity: 20 On weapon hit: * 50% chance to reload 1 ammo Damage (Ranged): +25 mind / +30 mind slow Curse of Nightmares You find yourself constantly fighting an urge to handle this strange pouch of shot. |
Xanemina the pouch of dwarven-steel shots (Madness) (36/42, 36.5-43.8 power, 10 apr) Xanemina the pouch of dwarven-steel shots (Madness) (36/42, 36.5-43.8 power, 10 apr)Requires: - Dexterity 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 3 Base power: 36.5 - 43.8 Uses stats: 30% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +5.0% Capacity: 42 Turns elapse between self-loadings: 4 On weapon hit: * 40% chance to gain 10% of a turn * 25% chance to put talents on cooldown * 10% chance to knock the target back Damage (Ranged): +23 physical Burst (radius 1) on hit: +4 arcane Burst (radius 2) on crit: +4 arcane Curse of Madness Shots are used with slings to pummel your foes to death. |
dragonbone totem of cure ailments 'Sparkedge' (Madness) [power 23] (15 cooldown) dragonbone totem of cure ailments 'Sparkedge' (Madness) [power 23] (15 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 54% chance to daze Damage when hit (Melee): 4 lightning Changes resistances: +3% blight / +6% nature Maximum wards: +5 acid / +4 nature / +5 light Changes resistances penetration: +5% lightning Changes damage: +3% blight / +15% nature / +9% lightning Talent cooldown: Invoke Tentacle (+5 turn) Talents granted: +1 Invoke Tentacle +5 Rushing Claws +1 Ward +8 Lay Web Curse of Madness It can be used to remove up to 23 poisons or diseases from a target within range 12 (Willpower), putting all charms on cooldown for 15 turns. When used: 200% chance to regenerate 88 equilibrium. Natural totems are made by powerful wilders to store nature power. |
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. |
9 amethyst 9 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 moonstone 2 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
pearl pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 quartz 10 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 amber 10 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon 4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By John the Superhuman Cursed level 200
67th Pyre 123rd year of Ascendancy at 12:28 see stats
By John the Superhuman Cursed level 200
47th Pyre 123rd year of Ascendancy at 23:54 see stats
By John the Superhuman Cursed level 185
22nd Pyre 123rd year of Ascendancy at 09:05 see stats
By John the Superhuman Cursed level 200
10th Flare 123rd year of Ascendancy at 21:11 see stats
By John the Superhuman Cursed level 200
50th Dusk 123rd year of Ascendancy at 13:18 see stats
By John the Superhuman Cursed level 200
3rd Flare 123rd year of Ascendancy at 20:38 see stats
By John the Superhuman Cursed level 54
69th Dusk 122nd year of Ascendancy at 01:24 see stats
By John the Superhuman Cursed level 200
51st Dusk 123rd year of Ascendancy at 19:58 see stats
By John the Superhuman Cursed level 200
3rd Mirth 123rd year of Ascendancy at 18:06 see stats
By John the Superhuman Cursed level 200
45th Pyre 123rd year of Ascendancy at 15:56 see stats
By John the Superhuman Cursed level 97
69th Haze 122nd year of Ascendancy at 23:43 see stats
By John the Superhuman Cursed level 200
53rd Pyre 123rd year of Ascendancy at 07:43 see stats
By John the Superhuman Cursed level 200
51st Dusk 123rd year of Ascendancy at 21:04 see stats
By John the Superhuman Cursed level 130
48th Regrowth 123rd year of Ascendancy at 20:52 see stats
By John the Superhuman Cursed level 200
50th Dusk 123rd year of Ascendancy at 15:52 see stats
By John the Superhuman Cursed level 10
76th Pyre 122nd year of Ascendancy at 10:51 see stats
By John the Superhuman Cursed level 20
2nd Mirth 122nd year of Ascendancy at 12:09 see stats
By John the Superhuman Cursed level 30
31st Dusk 122nd year of Ascendancy at 01:15 see stats
By John the Superhuman Cursed level 40
31st Dusk 122nd year of Ascendancy at 07:36 see stats
By John the Superhuman Cursed level 50
31st Dusk 122nd year of Ascendancy at 18:01 see stats
By John the Superhuman Cursed level 130
58th Regrowth 123rd year of Ascendancy at 13:37 see stats
By John the Superhuman Cursed level 117
29th Regrowth 123rd year of Ascendancy at 21:10 see stats
By John the Superhuman Cursed level 27
11st Dusk 122nd year of Ascendancy at 23:07 see stats
By John the Superhuman Cursed level 53
32nd Dusk 122nd year of Ascendancy at 00:08 see stats
By John the Superhuman Cursed level 50
31st Dusk 122nd year of Ascendancy at 19:00 see stats
By John the Superhuman Cursed level 27
28th Dusk 122nd year of Ascendancy at 02:50 see stats
By John the Superhuman Cursed level 200
3rd Mirth 123rd year of Ascendancy at 18:51 see stats
By John the Superhuman Cursed level 10
76th Pyre 122nd year of Ascendancy at 10:52 see stats
By John the Superhuman Cursed level 58
78th Dusk 122nd year of Ascendancy at 12:13 see stats
By John the Superhuman Cursed level 10
79th Pyre 122nd year of Ascendancy at 05:23 see stats
By John the Superhuman Cursed level 200
5th Haze 123rd year of Ascendancy at 01:39 see stats
By John the Superhuman Cursed level 158
8th Pyre 123rd year of Ascendancy at 11:11 see stats
By John the Superhuman Cursed level 104
3rd Decay 122nd year of Ascendancy at 00:47 see stats
By John the Superhuman Cursed level 53
48th Dusk 122nd year of Ascendancy at 20:48 see stats
By John the Superhuman Cursed level 200
47th Pyre 123rd year of Ascendancy at 20:19 see stats
Log
Today is the 6th Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:06.
There is an exit to the worldmap 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.
Saving game...
Saving done.
John uses Defiling Touch.
John uses Defiling Touch.
Quest 'Back and there again' status updated! (Press 'j' to see the quest log)
There is an exit to the worldmap here (press '' or right click to use).
There is a Last Hope (Town) 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.
Saving game...
Today is the 7th Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 05:00.
Today is the 8th Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:30.
There is a Last Hope (Town) here (press '' or right click to use).
Saving done.
There is an exit to the worldmap 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.
John deactivates Mental Tyranny.
John deactivates Gloom.
John deactivates Lacerating Strikes.
John deactivates Stalk.