












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Improved Adventurer 1.7.4Allows adventurers to use talent trees from every classes and races, including those from addons. This addon is designed as a more "addon friendly" alternative to Much more Adventurous. It takes talents directly from the subclass/subrace list so it should : - Bypass race/class compatibility - Take talents trees from NPC only classes/races - Ignore the locks Additionally, "undead/lich", "Cursed/Cursed Aura" and talents from the Fallen Paladin can also be selected. Talents from the Technomancer and the Thaumaturgist dont work without their respective prodigy, so if you want them I recommend this addon : https://te4.org/games/addons/tome/evolve_adven1 It should be compatible with most classes and races from other addons. More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Items Vault 1.7.6Donators/Buyers bonus! MaDDworlDs' Money Sink! 1.7.4Have extra cash? Blow it on Stat/Class/Generic points! Most (if not all) weapon merchants in Last Hope will now offer stat/class/generic point training [Stat Points] 5 points for 300 gold. Thank you for downloading, hope you enjoy! (note: You must make a new save, ofc.) ( Any mod that overwrites the chat function on generic weapon shop NPC conversation stuff won't be compatible :C ) Possessor Bonus Class 1.7.4Donators/Buyers bonus! Wanderer Options 1.7.4Allows wanderers to use talent trees from every classes and races, including those from addons, with options. Wanderers will also start with steamguns, steamsaws, tinker implants (with Eor DLC) and the talent shoot. Added an option to start with the talents trees steamtech/physics & steamtech/chemistry. Spell Merchants 1.7.6
Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1.
New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mods that change the world map file The only currently known conflicting mod is \"EXTRA DUNGEONS\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback!
Thank you for trying Spell Merchants, I hope you enjoy my mod :)
My other addons:
If you like this addon please consider rating it :) |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 50 / 16541% |
| Size | big |
| Lifes / Deaths | Killed by Islyna the skeleton warrior at level 15 on the 3rd Summertide 122nd year of Ascendancy at 07:52 5 / 2Killed by Neretta the teluvorta at level 22 on the 40th Dusk 122nd year of Ascendancy at 20:20 |
Primary Stats
| Strength | 239.92760736062 (base 12) |
| Dexterity | 159.85521472125 (base 28) |
| Constitution | 126.85521472125 (base 12) |
| Magic | 168.92760736063 (base 60) |
| Willpower | 161.85521472125 (base 60) |
| Cunning | 174.85521472125 (base 60) |
Resources
| Mana | 113/113 |
| Negative | 157/157 |
| Life | 1515/1515 |
| Paradox | 400 |
| Soul | 12/13 |
| Hate | 73/120 |
| Equilibrium | 75 |
| Vim | 93/93 |
| Positive | 72/72 |
| Stamina | 309/309 |
| Psi | 703/703 |
| Healing Factor | 1.9089462798799 |
| Regeneration | 189.63983900439 |
Speed
| Mental | +22.34028628835% |
| Attack | +9.25733771263% |
| Movement | +200.42540889935% |
| Spell | +82.67513899542% |
| Global | +225.22125430094% |
Vision
| Sight | 13 |
| Lite | -1998 |
| Infravision | 16 |
| See Stealth | 112.2066988356 |
| See Invisible | 161.43279290853 |
| Stealth | 65 |
| ESP Range | 5 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 387 |
| Accuracy | 98 |
| Crit Chance | 167% |
| APR | 60 |
| Speed | 0.82 |
Offense: Offhand
| Damage | 345 |
| Accuracy | 98 |
| Crit Chance | 167% |
| APR | 60 |
| Speed | 0.82 |
Offense: Spell
| Spellpower | 161 |
| Crit Chance | 100% |
| Speed | 0.54741986539563 |
| Cooldown Reduction | 6.6666666666667 |
Offense: Mind
| Mindpower | 150 |
| Crit Chance | 94% |
| Speed | 0.91527033418132 |
Offense: Damage Bonus
| Acid | +14% |
| Blight | +14% |
| Physical | +39% |
| Cold | +17% |
| All | +2% |
| Lightning | +50% |
| Light | +42% |
| Temporal | +27% |
| Mind | +54% |
| Darkness | +83% |
| Fire | +45% |
| Nature | +18% |
Offense: Damage Penetration
| Acid | +64% |
| Blight | +64% |
| Arcane | +55% |
| Cold | +64% |
| All | +45% |
| Lightning | +64% |
| Light | +55% |
| Physical | +64% |
| Mind | +75% |
| Darkness | +64% |
| Fire | +74% |
| Nature | +64% |
Defense: Base
| Armour (hardiness) | 155.84384533459 (95.60390577829%) |
| Defense | 130 |
| Ranged Defense | 141 |
| Fatigue | 0 |
| Physical Save | 105.7 |
| Spell Save | 107.8 |
| Mental Save | 133 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Blight | + 70%( 70%) |
| Arcane | + 70%( 70%) |
| Cold | + 70%( 70%) |
| All | + 83%( 70%) |
| Physical | + 76%( 76%) |
| Lightning | + 70%( 70%) |
| Light | + 90%( 90%) |
| Temporal | + 70%( 70%) |
| Mind | + 70%( 70%) |
| Darkness | + 81%( 81%) |
| Fire | + 70%( 70%) |
| Nature | + 70%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 72% |
| Fear Resistance | 70% |
| Poison Resistance | 41% |
| Blind Resistance | 100% |
| Silence Resistance | 39% |
| Bleed Resistance | 41% |
| Pinning Resistance | 66% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (5/5)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 48% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 398 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 1014 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 600 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Class Talents
| Celestial / Sun | 2.40 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Discharge | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Slime | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Psi-fighting | 1.00 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Spell / Dreadmaster | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Bloodthirst | 2.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Eradication | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Buckler Training | 2.90 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Celestial / Sunlight | 2.40 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 2.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Earthen power | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Throwing knives | 2.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Gloom | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Blood | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Crusader | 2.40 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Hounds | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Age of dusk | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Blight | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 1.00 |
| 0/1 |
| 0/1 |
| 0/1 |
| 0/1 |
| 0/1 |
| 0/1 |
| 0/1 |
| Technique / Combat veteran | 2.50 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Vim | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Assassination | 2.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Scourge | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Circles | 2.40 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Punishments | 1.40 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Reaving combat | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Rot | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Artifice | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Star fury | 2.40 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Death | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Corruption / Bone | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Moss | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Plague | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Warcries | 2.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Ambush | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Rime wraith | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Meta | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Guardian | 2.40 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Stealth | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Darkness | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Frost alchemy | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Strife | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Sand drake aspect | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Cursed / Endless hunt | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Glyphs | 2.40 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Eldritch stone | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Crimson Templar | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Thought-Forms | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Solipsism | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Celestial / Radiance | 2.40 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Glacial waste | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Flux | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Fire alchemy | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Predator | 1.20 |
| 5/5 |
| 4/5 |
| 2/5 |
| 5/5 |
| Psionic / Absorption | 1.00 |
| 4/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Cursed / Bloodstained | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Fears | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Animus | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Shadowflame | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Rampage | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Water | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / One with shadows | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Superiority | 2.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Sanguisuge | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Tireless Combatant | 2.50 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Celestial / Darkside | 2.40 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Spell / Energy alchemy | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Arcane | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 2.40 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Ooze | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Storm drake aspect | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mucus | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 2.50 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Shadow magic | 1.40 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Technique / Battle tactics | 2.50 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Spell / Master of flesh | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Storm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Tactical | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 2.50 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Ice | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Shadows | 1.40 |
| 4/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Spell / Eldritch shield | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Earthen vines | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Enhancement | 1.40 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Celestial / Eclipse | 2.40 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Magical combat | 2.50 |
| 1/5 |
| 4/5 |
| 1/5 |
| 2/5 |
| Spell / Master of bones | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Twilight | 2.40 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aether | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Advanced shadowmancy | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master necromancer | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Stone | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Force of will | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed form | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Vile life | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Spectre | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 2.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Cursed aura | 1.80 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Hatred | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Psionic / Ravenous mind | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 2.40 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Technique / Field control | 2.50 |
| 1/5 |
| 1/5 |
| Spell / Conveyance | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 3/5 |
| Undead / Lich | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Dream Forge | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Staff combat | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Feedback | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Gestures | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Curses | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Torment | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Antimagic | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Augmented mobility | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Dreaming | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.40 |
| 1/5 |
| 2/5 |
| 3/5 |
| 1/5 |
| Celestial / Hymns | 2.40 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Aegis | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 2.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Mobility | 2.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Spell / Necrosis | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 2.40 |
| 0/5 |
| Wild-gift / Fungus | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed training | 2.50 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Spell / Stone alchemy | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Celestial / Dirges | 2.40 |
| 2/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Cursed / Dark sustenance | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Thuggery | 2.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Acrobatics | 2.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
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 |
| 1/1 |
| 1/1 |
Effects
| talent | Through The Crowd |
| talent | Chant of Fortitude |
| talent | Infestation |
| talent | Keen Senses |
| talent | Arcane Shield |
| talent | Savage Hunter |
| talent | Flame of Urh'Rok |
| talent | Weapon of Light |
| talent | Shards |
| talent | Ice Core |
| talent | Arcane Feed |
| talent | Lightning Infusion |
| talent | Trained Reactions |
| talent | Kinetic Shield |
| talent | Blood Fury |
| talent | Dirge of Famine |
| talent | Gloom |
| talent | Slow Motion |
| talent | Retribution |
| talent | Fiery Hands |
| talent | Utterly Destroyed |
| talent | Stealth |
| talent | Dark Ritual |
| talent | Elemental Discord |
| talent | Apply Poison |
| talent | Forge Shield |
| talent | Spellcraft |
| talent | Beyond the Flesh |
| talent | Hymn Nocturnalist |
| talent | Probability Travel |
| talent | Overkill |
| talent | Repel |
| talent | Augmentation |
| talent | Eldritch Infusion |
| talent | Second Life |
| talent | Arcane Combat |
| talent | Shared Agony |
| talent | Glyphs |
| talent | Thunderstorm |
| talent | Precise Strikes |
| talent | Living Lightning |
| talent | Shielding |
| talent | Hiemal Shield |
| talent | Shattering Impact |
| talent | Grim Shadow |
| talent | Reality Smearing |
| talent | Aether Permeation |
| talent | Aura of Undeath |
| talent | Shock Hands |
| talent | Temporal Hounds |
| talent | Stone Vines |
| talent | Mitosis |
| talent | Charged Shield |
| talent | Shield of Light |
| talent | Hymn of Shadows |
| talent | Shield Wall |
| talent | Feather Wind |
| talent | Elemental Harmony |
| talent | Call Shadows |
| talent | Shadows Empathy |
| talent | Blood Bath |
| talent | Shadow Combat |
| talent | Daunting Presence |
| talent | Ruin |
| talent | Blood Vengeance |
| talent | Shadow Feed |
| talent | Meditation |
| talent | Stalk |
| talent | Pace Yourself |
| talent | Weapon of Wrath |
| talent | Roll With It |
| talent | Corona |
| talent | Onslaught |
| talent | Essence of Speed |
| talent | Thought-Form: Bowman |
| talent | Reaping |
| talent | Channel Pain |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 5.9)Penalty : Fractured Sanity: -9% Mind Resistance, -12% Confusion Immunity Power 1+: Unleashed: +18% critical damage, +19% off-hand weapon damage Power 2+: -1 Luck, +11 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 79% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 10.0% of your life, the remaining cooldown of all your talents is reduced by 1. |
| beneficial effect | Increases physical save, spell save, and mental save by 20. Global speed increased by 6%. Through The Crowd |
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+48% global speed). Clarity |
| beneficial effect | The target is wreathed in shadows, increasing life regeneration by 10.8 and stamina regeneration by 1.9. Soothing Darkness |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 8.9): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 15% when tested. Power 1+: Removed from Reality: +10 Physical Resistance, +6 Maximum Physical Resistance Power 2+: -1 Luck, +17 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 76 mind and 90 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 15 nightmare (summon Terrors and chances to slow, deal 123 Mind damage, and deal 147 Darkness damage) for 8 turns. The 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: -6% 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+: Living Death: Ghoulish retch heals you. Once every 18 turns, retch (level 4) when you fall below 48% health Power 4+: Reprieve from Death: Humanoids you slay have a 43% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | Improves senses, allowing the detection of unseen things. Sensing |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 5.9)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 8%) for 4 turns. Power 1+: Nightwalker: +24 Darkness Resistance, +11% Max Darkness Resistance, +14 See Invisible Power 2+: -1 Luck, +11 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 25% 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 25% 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 (+25% resist all). Shroud of Passing |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 4.9)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+41% chance to avoid traps). Power 2+: -1 Luck, +9 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+15% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 44% 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 successfully escorted the injured seer to the recall portal on level 5 of Dreadfell. Escort: injured seer (level 5 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 8 of Dreadfell. Escort: lost sun paladin (level 8 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the lost warrior from death by faeros. Escort: lost warrior (level 2 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
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. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 12303. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed honey tree root. * You've found the needed xorn fragment. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | Anedobar the Shadowtyphoon (Madness) (167% power, 4 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 Power: 168% Range: 1.5x Uses stats: 112% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * Projects up to 5 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (radius 1) on hit: +12 darkness Damage (radius 2) on crit: +16 blight When wielded/worn: Changes stats: +16 Str / +13 Dex / +30 Mag / +35 Wil / +19 Cun / +19 Con Changes resistances: +12% darkness Changes resistances penetration: +10% arcane Mana each turn: +0.08 Spellpower: +31 (+3 eff.) Curse of Madness Massive two-handed battleaxes. |
| Quiver | Windsin the pouch of voratun shots (Nightmares) (24/24, 177% power, 6 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 178% Range: 1.2x Uses stats: 40% Wil, 50% Mag, 92% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +23 Armour Penetration: +6 Crit. chance: +22.0% Capacity: 24 On weapon hit: * 10% chance to slow global speed by 96% * 25% chance to reduce armor by 64% * 50% chance to put 1 talent on cooldown for 9 turns (checks Confusion immunity) On weapon crit: * Wound the target dealing 587 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +24 acid / +16 mind Damage (radius 1) on hit: +16 acid Curse of Nightmares Shots are used with slings to pummel your foes to death. |
| On hands | diamond hands (8 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. Only the masochistic can unlock its full power. When wielded/worn: Defense: +8 (+1 eff.) Changes stats: +14 Str / +5 Dex / +14 Mag / +5 Wil / +8 Cun / +5 Con Talent masteries: +0.20 Corruption / Shadowflame +0.20 Corruption / Vim Stun/Freeze immunity: +20% Maximum vim: +25.00 When used to modify unarmed attacks: Power: 145% Range: 1.4x Uses stats: 70% Mag, 64% Cun, 64% Wil Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 125% When this weapon hits: Blood Grasp (10% chance level 3). When this weapon hits: Soul Rot (12% chance level 3). When this weapon hits: Drain (8% chance level 2). Increases all damage by 4% of current vim Current Bonus: 4% Curse of Corpses It can be used to activate talent Darkfire (costing 8 power out of 12/12) : Effective talent level: 7.8 Power cost: 8 out of 12/12. Range: 6 Travel Speed: 400% of base Is: a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 183.66 fire damage and 231.67 darkness damage in a radius of 7. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
| Light source | Dรบathedlen Heart (Corpses)Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 4 When wielded/worn: Physical power: +7 (+0 eff.) Damage (Melee): 20 darkness Changes stats: +5 Mag Changes resistances: +30% light Changes resistances cap: +10% light Talent masteries: +0.20 Cunning / Stealth +0.20 Cursed / Darkness Light radius: -1000 Infravision radius: +7 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. Talent on hit(spell): Invoke Darkness (15% chance level 4). Curse of Corpses This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
| On head | Malslek the Accursed's Hat (Shrouds) (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +2 (+1 eff.) Damage (Melee): 30 % chance of gloom effects Changes resistances: +20% fire Changes damage: +10% darkness / +10% physical Talent mastery: +0.20 Cursed / Punishments Mental save: -10 (-1 eff.) Hate when firing a critical mind attack: +2.00 Hate per kill: +2.00 Maximum hate: +20.00 Spellpower: +10 (+1 eff.) Mindpower: +15 (+2 eff.) Mental crit. chance: +10% Healing mod.: -10% Talent on hit(spell): Agony (10% chance level 2). Talent on hit(mindpower): Hateful Whisper (10% chance level 2). Curse of Shrouds This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
| On feet | Boots of the Hunter (Nightmares) (2 def, 12 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+1 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. Curse of Nightmares It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 20 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
| Tool | Bladed Rift (Nightmares)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+1 eff.) Mindpower: +10 (+1 eff.) Activating this item is instant. Curse of Nightmares It can be used to activate talent Animate Blade (costing 10 power out of 25/25) : Effective talent level: 6.5 Power cost: 10 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
| On fingers | Exiler (Madness)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+1 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). Curse of Madness It can be used to attempt to inflict 314.66 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 4 turn(s) Activation costs 20 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
| On fingers | diamond ringCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+0 eff.) Changes stats: +8 Str / +8 Dex / +5 Mag / +5 Wil / +5 Cun / +8 Con Talent category bonus: +0.30 Technique Curse of Corpses A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
| Around neck | Shard of Insanity (Shrouds)Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+5 eff.) Confusion immunity: -100% Mindpower: +8 (+1 eff.) Talent on hit(mindpower): Sunder Mind (8% chance level 1). Curse of Shrouds A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
| In main hand | Summertide (Misfortune) (17 def, 15 armour, 164% power, 260 block)Requires: - Shield usage training - Willpower 28 - Cunning 20 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 164% Range: 1.2x Uses stats: 100% Wil, 50% Mag Damage type: Light Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +260 On weapon hit: * 30% chance to blind * releases a burst of light When wielded/worn: Armour: +15 Defense: +17 (+3 eff.) Ranged Defense: +17 (+2 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +12% mind / +10% fire / +20% light / +15% darkness Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent granted: +1 Block Mental save: +18 (+3 eff.) Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 (+1 eff.) Light radius: +3 Curse of Misfortune It can be used to send out a range 7 beam, lighting its path and dealing 75.11 to 93.89 light damage (based on Willpower and Cunning) Activation costs 8 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. |
| Around waist | drakeskin leather belt 'Rimebane' (Shrouds)Powered by arcane forces Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Fatigue: -9% Effects on melee hit: * 25% chance to reduce all saves and defense by 64 * 25% chance to reduce damage dealt by 51% Damage when hit (Melee): 6 mind Changes stats: +7 Str / +6 Dex / +7 Wil / +7 Cun Changes resistances: +6% cold Changes damage: +12% mind / +3% cold Maximum encumbrance: +60 Physical save: +32 (+4 eff.) Spell save: +19 (+2 eff.) Mental save: +20 (+3 eff.) Mindpower: +11 (+1 eff.) Curse of Shrouds A belt that goes around your waist. |
| In off hand | Temporal Rift (Misfortune) (8 def, 4 armour, 161% power, 325 block)Requires: - Shield usage training - Cunning 40 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 162% Range: 1.2x Uses stats: 100% Wil, 70% Mag Damage type: Temporal Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +325 When this weapon hits: Turn Back the Clock (25% chance level 3). When wielded/worn: Armour: +4 Defense: +8 (+1 eff.) Ranged Defense: +10 (+1 eff.) Changes resistances: +30% temporal Reduce damage by fixed amount: +20 all Talent granted: +1 Block Spell save: +20 (+2 eff.) Spellpower: +12 (+1 eff.) Slows Projectiles: +50% Curse of Misfortune Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
| Cloak | Radiance (Madness) (15 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +15 (+2 eff.) Damage when hit (Melee): 30 blinding light Changes stats: +10 Cun / +10 Mag Changes resistances: +30% light / +30% darkness Changes resistances cap: +10% light Changes damage: +25% light Talent category bonus: +0.20 Celestial Spellpower: +20 (+2 eff.) Curse of Madness This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
| Main armor | diamond cloth (12 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+2 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +5 Str / +5 Dex / +5 Mag / +15 Wil / +15 Cun / +5 Con Changes resistances: +15% all Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.10 Psionic / Solipsism +0.20 Cursed / Slaughter +0.20 Cursed / Punishments Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+2 eff.) Mental crit. chance: +9% Global speed: +15% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). Curse of Nightmares This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Inventory
Primal Infusion (affinity 26%; reduction 5; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 26% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 5 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the psychic (heal 430; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 430 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the sneak (heal 455; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 455 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the sneak (heal 390; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 390 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the sneak (heal 456; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 456 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the sneak (heal 428; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 428 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the sneak (heal 401; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 401 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the titan (heal 301; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 301 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the titan (heal 334; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 334 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the warrior (heal 582; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 582 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the wizard (heal 378; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 378 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the wizard (heal 425; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 425 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the wizard (heal 378; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 378 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the duelist (die at -782; dur 5; cd 27)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -782 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 782 life, 5 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the duelist (die at -1266; dur 9; cd 27)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 9 turns. While Heroism is active, you will only die when reaching -1266 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1266 life, 9 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the sneak (die at -1175; dur 5; cd 32)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -1175 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1175 life, 5 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the sneak (die at -1232; dur 5; cd 30)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -1232 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1232 life, 5 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the warrior (die at -1603; dur 10; cd 30)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 10 turns. While Heroism is active, you will only die when reaching -1603 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1603 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the warrior (die at -1196; dur 6; cd 29)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -1196 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1196 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the wizard (die at -809; dur 8; cd 25)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -809 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 809 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the duelist (speed 1059%; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1059% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 1038%; cd 16)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1038% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 1200%; cd 9)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1200% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 1009%; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1009% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 941%; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 941% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 781%; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 781% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 927%; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 927% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 1364%; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1364% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 990%; cd 16)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 990% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 1051%; cd 17)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1051% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 945%; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 945% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the duelist (heal 683; 14 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 683 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the duelist (heal 604; 13 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 604 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the duelist (heal 604; 12 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 604 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 642; 12 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 642 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 1048; 17 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 1048 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 789; 12 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 789 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the titan (heal 827; 17 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 827 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the titan (heal 588; 12 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 588 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 1123; 16 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 1123 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 876; 15 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 876 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 981; 15 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 981 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 48%; physical; dur 4; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 48% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 56%; physical; dur 4; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 56% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 47%; physical; dur 2; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 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 47% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 51%; mental; dur 4; cd 16)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 51% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 53%; magical; dur 4; cd 16)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 53% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 49%; magical, mental; dur 2; cd 16)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 49% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 53%; physical; dur 2; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 53% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 41%; physical; dur 3; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 41% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 43%; mental; dur 4; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 43% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 66%; mental; dur 4; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 66% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 63%; physical; dur 4; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 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 63% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 55%; magical; dur 4; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 55% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 58%; physical; dur 3; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 58% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 57%; mental, magical; dur 4; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 57% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (55% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; acid, physical, arcane, darkness)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (55% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 acid, 3 physical, 5 arcane, 5 darkness It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Reflection (--)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 1696 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Rune of the Rift (797.42 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: 12 Travel Speed: instantaneous Usage Speed: Spell (55% of a turn) Is: a spell Description: Inflicts 506.36 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 spell talent. |
acid wave rune of the duelist (damage 273; dur 4; cd 22)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 273.32 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the duelist (damage 298; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 297.87 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the psychic (damage 236; dur 4; cd 19)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 235.86 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the psychic (damage 220; dur 4; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 220.45 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the sneak (damage 289; dur 4; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 288.74 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the warrior (damage 413; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 412.73 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the warrior (damage 385; dur 4; cd 23)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 384.75 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the duelist (damage 224; dur 4; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 223.66 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the sneak (damage 340; dur 4; cd 20)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 339.68 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the sneak (damage 249; dur 4; cd 20)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 248.86 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the titan (damage 198; dur 4; cd 19)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 197.52 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the warrior (damage 328; dur 4; cd 21)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 328.06 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the warrior (damage 424; dur 4; cd 23)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 423.57 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the wizard (damage 329; dur 4; cd 21)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 328.53 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the duelist (range 13; phase 44; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 13 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (55% of a turn) Is: a spell Description: Activate the rune to teleport up to 13 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 44%, your defense is increased by 44 and all your resistances by 44%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the psychic (range 14; phase 45; cd 20)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 14 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (55% of a turn) Is: a spell Description: Activate the rune to teleport up to 14 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 45%, your defense is increased by 45 and all your resistances by 45%. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the sneak (range 12; phase 37; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 12 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (55% of a turn) Is: a spell Description: Activate the rune to teleport up to 12 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 37%, your defense is increased by 37 and all your resistances by 37%. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the sneak (range 9; phase 31; cd 19)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 9 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (55% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 31%, your defense is increased by 31 and all your resistances by 31%. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the titan (range 12; phase 36; cd 11)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 12 Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (55% of a turn) Is: a spell Description: Activate the rune to teleport up to 12 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 36%, your defense is increased by 36 and all your resistances by 36%. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the titan (range 12; phase 41; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 12 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (55% of a turn) Is: a spell Description: Activate the rune to teleport up to 12 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 41%, your defense is increased by 41 and all your resistances by 41%. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the wizard (range 10; phase 38; cd 20)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (55% of a turn) Is: a spell Description: Activate the rune to teleport up to 10 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 38%, your defense is increased by 38 and all your resistances by 38%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the wizard (range 13; phase 43; cd 19)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 13 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (55% of a turn) Is: a spell Description: Activate the rune to teleport up to 13 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 43%, your defense is increased by 43 and all your resistances by 43%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the wizard (range 12; phase 46; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 12 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (55% of a turn) Is: a spell Description: Activate the rune to teleport up to 12 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 46%, your defense is increased by 46 and all your resistances by 46%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the psychic (power 42; resist 60%; move 66%; dur 5; cd 20)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 60% all resistance, you move 66% faster, and you are invisible (power 42). Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the psychic (power 50; resist 56%; move 76%; dur 5; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 56% all resistance, you move 76% faster, and you are invisible (power 50). Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the psychic (power 44; resist 61%; move 76%; dur 5; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 61% all resistance, you move 76% faster, and you are invisible (power 44). Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the sneak (power 52; resist 62%; move 77%; dur 5; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 62% all resistance, you move 77% faster, and you are invisible (power 52). Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the psychic (regen 2234% over 10 turns; mana 112; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (55% of a turn) Won't Break Stealth: 100% Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 2234% for 10 turns (1728 total) and instantly restoring 112 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the psychic (regen 1691% over 10 turns; mana 85; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (55% of a turn) Won't Break Stealth: 100% Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1691% for 10 turns (1308 total) and instantly restoring 85 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the titan (regen 1361% over 10 turns; mana 68; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (55% of a turn) Won't Break Stealth: 100% Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1361% for 10 turns (1053 total) and instantly restoring 68 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the warrior (regen 2688% over 10 turns; mana 134; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (55% of a turn) Won't Break Stealth: 100% Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 2688% for 10 turns (2079 total) and instantly restoring 134 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the duelist (absorb 337; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 337 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the psychic (absorb 497; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 497 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 377; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 377 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 436; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 436 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 432; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 432 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 528; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 528 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 321; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 321 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 415; cd 21)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 415 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 601; cd 21)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 601 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 512; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 512 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 548; cd 21)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 548 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 445; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 445 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 513; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 513 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 476; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 476 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 956; dur 4; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 956 damage for 4 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 1531; dur 7; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1531 damage for 7 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 1691; dur 7; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1691 damage for 7 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 1091; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1091 damage for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 962; dur 3; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 962 damage for 3 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 1127; dur 3; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1127 damage for 3 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 1701; dur 8; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1701 damage for 8 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 1032; dur 4; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1032 damage for 4 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the titan (absorb 963; dur 4; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 963 damage for 4 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the titan (absorb 1005; dur 7; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1005 damage for 7 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 1438; dur 4; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1438 damage for 4 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 1802; dur 7; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1802 damage for 7 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 1738; dur 5; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1738 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the psychic (threshold 66; blocks 10; dur 4; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 66 up to 10 times. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the wizard (threshold 76; blocks 12; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 76 up to 12 times. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the psychic (range 261; cd 19)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (55% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to teleport randomly in a range of 261 with a minimum range of 15. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the psychic (range 227; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (55% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to teleport randomly in a range of 227 with a minimum range of 15. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the titan (range 166; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (55% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to teleport randomly in a range of 166 with a minimum range of 15. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the warrior (range 260; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (55% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to teleport randomly in a range of 260 with a minimum range of 15. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the warrior (range 314; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (55% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to teleport randomly in a range of 314 with a minimum range of 15. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the wizard (range 204; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (55% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to teleport randomly in a range of 204 with a minimum range of 15. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Amaran the voratun amulet (Shrouds)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +16 (+2 eff.) Physical power: +10 (+0 eff.) Defense: +20 (+3 eff.) Damage when hit (Melee): 2 blight Changes stats: +2 Mag / +3 Cun / +20 Lck Changes resistances: +14% physical Changes damage: +9% arcane / +10% physical Stamina each turn: +1.20 Mana each turn: +0.12 Equilibrium when hit: +0.04 Hate when firing a critical mind attack: +3.00 Maximum vim: +30.00 Combat speed: +10% Reduce all damage from unseen attackers: 18% Curse of Shrouds Amulets make your neck look great! |
Beileg the voratun amulet (Madness)Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +10 (+0 eff.) Fatigue: -10% Effects on melee hit: * 20 arcane resource burn Changes stats: +12 Dex / +6 Wil / +10 Cun / +10 Con Changes resistances: +27% darkness / +6% nature / +29% light Spell save: +9 (+1 eff.) Mental save: +15 (+2 eff.) Blindness immunity: +31% Confusion immunity: +25% Life regen: +5.00 Stamina each turn: +1.50 Maximum hate: +6.00 Mindpower: +15 (+2 eff.) Movement speed: +10% Curse of Madness Amulets make your neck look great! |
Bleakwilder (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +30 (+5 eff.) Armour penetration: +6 Physical power: +37 (+3 eff.) Armour: +20 Defense: +32 (+5 eff.) Effects on melee hit: * 25% chance to reduce damage dealt by 51% Changes stats: +4 Con Changes resistances cap: +7% all Physical save: +27 (+3 eff.) Maximum stamina: +36.99 Curse of Madness Amulets make your neck look great! |
Blindblur the voratun amulet (Misfortune)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +19 (+3 eff.) Defense: +20 (+3 eff.) Damage when hit (Melee): 6 darkness Changes stats: +20 Lck / +6 Con Changes resistances: +12% darkness Changes resistances penetration: +15% darkness / +15% light Changes damage: +9% light / +6% darkness Talent mastery: +0.40 Cursed / Crimson Templar Physical save: +20 (+2 eff.) Life regen: +11.00 Maximum life: +75.00 Reduce all damage from unseen attackers: 20% Curse of Misfortune Amulets make your neck look great! |
Ce'Nomilaith (Corpses)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Changes stats: +4 Mag Changes resistances penetration: +10% blight Talent masteries: +0.40 Technique / Battle tactics +0.40 Celestial / Chants Blindness immunity: +35% Life regen: +5.00 Psi when hit: +0.04 Mana when firing critical spell: +2.00 Vim when firing critical spell: +2.48 Spellpower: +35 (+4 eff.) Infravision radius: +10 Sight radius: +2 See invisible: +15 Damage Shield penetration: +20% Curse of Corpses Amulets make your neck look great! |
Chasarek the Shivertrail (Madness)Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 53 Changes stats: +10 Dex / +13 Mag / +10 Cun / +10 Con Changes resistances: +9% blight / +9% cold Changes resistances penetration: +20% blight Changes damage: +12% blight / +15% cold Life regen: +5.00 Stamina each turn: +1.40 Mana each turn: +0.57 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +54.00 Movement speed: +10% Curse of Madness Amulets make your neck look great! |
Duathelblast (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 8 darkness Changes resistances: +12% darkness / +21% cold Changes damage: +27% lightning / +12% darkness Talent mastery: +0.27 Cunning / Tactical Critical mult.: +20.00% Equilibrium when hit: +0.40 Mental crit. chance: +7% Curse of Nightmares Amulets make your neck look great! |
Feathersteel Amulet (Misfortune)Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+2 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Curse of Misfortune The weight of the world seems a little lighter with this amulet around your neck. |
Garkul's Teeth (Madness)Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+2 eff.) Mental save: +18 (+3 eff.) Pinning immunity: +100% Curse of Madness It can be used to activate talent Shattering Shout (costing 7 power out of 48/48) : Effective talent level: 13.8 Power cost: 7 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 879.51 physical damage in a radius 12 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Gliriada the voratun amulet (Corpses)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +3 Fatigue: -6% Effects on melee hit: * 20% chance to reduce all saves and defense by 64 Damage when hit (Melee): 6 physical Changes stats: +9 Dex / +9 Cun / +18 Con Physical save: +25 (+3 eff.) Spell save: +25 (+3 eff.) Mental save: +25 (+4 eff.) Life regen: +5.00 Stamina each turn: +4.92 Maximum stamina: +30.00 Movement speed: +10% Curse of Corpses Amulets make your neck look great! |
Mayomira the Skypunish (Misfortune)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +18 Changes stats: +5 Con Changes resistances: +3% mind Changes resistances penetration: +5% mind Changes damage: +12% lightning / +9% fire / +12% mind Critical mult.: +12.00% Physical save: +12 (+2 eff.) Blindness immunity: +32% Life regen: +8.00 Maximum life: +40.00 Infravision radius: +5 Sight radius: +2 See invisible: +12 Curse of Misfortune Amulets make your neck look great! |
Mirror Shards (Madness)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 Curse of Madness It can be used to create a reflective shield (50% reflection rate, 873 strength, based on Magic) for 5 turns Activation costs 15 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Salasewyn (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +6 Defense: +20 (+3 eff.) Effects on melee hit: * 25% chance to slow global speed by 96% Changes stats: +10 Cun Changes resistances: +21% darkness / +4% physical Talent masteries: +0.40 Cunning / Poisons +0.40 Corruption / Shadowflame Maximum life: +125.70 Light radius: +4 Curse of Corpses Amulets make your neck look great! |
Sleetfurnace the voratun amulet (Nightmares)Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +6 Mag Changes resistances: +9% cold / +6% mind / +6% nature Changes resistances penetration: +10% cold Changes damage: +9% mind / +15% temporal Talent masteries: +0.33 Spell / Golemancy +0.33 Cunning / Trapping Cut immunity: +70% Mana each turn: +0.60 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +60.00 Healing mod.: +30% Curse of Nightmares It can be used to activate talent Heal, placing all other charms into a 22 cooldown : Effective talent level: 3.5 Power cost: 22 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 876 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Unflinching Eye (Shrouds)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. Curse of Shrouds It can be used to activate talent Arcane Eye (costing 37 power out of 60/60) : Effective talent level: 3.5 Power cost: 37 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 20 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 7 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
Vorytta the Spiderwrest (Shrouds)Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Physical power: +10 (+0 eff.) Effects on melee hit: * 20% chance to slow global speed by 96% Changes stats: +6 Mag / +6 Wil Changes resistances: +9% cold / +6% temporal Changes damage: +8% light / +8% temporal / +8% darkness / +18% physical Mental save: +15 (+2 eff.) Cut immunity: +25% Confusion immunity: +25% Stun/Freeze immunity: +20% Maximum life: +20.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Mindpower: +15 (+2 eff.) Combat speed: +10% Curse of Shrouds Amulets make your neck look great! |
Zayon (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +9.0% Armour: +6 Defense: +41 (+6 eff.) Changes stats: +5 Str / +9 Con Changes resistances cap: +7% all Changes damage: +21% mind Critical mult.: +24.82% Physical save: +25 (+3 eff.) Equilibrium when hit: +0.20 Curse of Madness Amulets make your neck look great! |
mindweaver's stralite amulet of perfection (0.31 Cursed / Darkness,0.31 Technique / Unarmed discipline) (Misfortune)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Wil Talent masteries: +0.31 Cursed / Darkness +0.31 Technique / Unarmed discipline Mental save: +13 (+2 eff.) Confusion immunity: +22% Mindpower: +11 (+1 eff.) Curse of Misfortune Amulets make your neck look great! |
mindweaver's voratun amulet of perfection (0.32 Spell / Master necromancer,0.32 Technique / Marksmanship) (Corpses)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +5 Wil Talent masteries: +0.32 Spell / Master necromancer +0.32 Technique / Marksmanship Mental save: +14 (+2 eff.) Confusion immunity: +20% Mindpower: +14 (+2 eff.) Curse of Corpses Amulets make your neck look great! |
savior's voratun amulet of perfection (0.40 Spell / Grave,0.40 Technique / Two-handed assault) (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Talent masteries: +0.40 Spell / Grave +0.40 Technique / Two-handed assault Physical save: +23 (+3 eff.) Spell save: +25 (+3 eff.) Mental save: +25 (+4 eff.) Curse of Corpses Amulets make your neck look great! |
serendipitous stralite amulet of perfection (0.32 Spell / Arcane,0.32 Spell / Aether) (Madness)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +15 (+2 eff.) Defense: +15 (+2 eff.) Changes stats: +16 Lck Talent masteries: +0.32 Spell / Arcane +0.32 Spell / Aether Reduce all damage from unseen attackers: 17% Curse of Madness Amulets make your neck look great! |
starlit gold amulet of perfection (0.22 Race / Ogre,0.22 Cursed / Force of will) (Misfortune)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +16% light / +19% darkness Talent masteries: +0.22 Race / Ogre +0.22 Cursed / Force of will Blindness immunity: +35% Curse of Misfortune Amulets make your neck look great! |
starlit voratun amulet of mastery (0.40 Psionic / Thermal mastery) (Madness)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +27% light / +28% darkness Talent mastery: +0.40 Psionic / Thermal mastery Blindness immunity: +48% Curse of Madness Amulets make your neck look great! |
starseer's stralite amulet of perfection (0.31 Technique / Assassination,0.31 Wild-gift / Ooze) (Corpses)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Mag Changes damage: +7% darkness / +7% temporal / +8% light / +8% physical Talent masteries: +0.31 Technique / Assassination +0.31 Wild-gift / Ooze Spellpower: +6 (+1 eff.) Spell crit. chance: +5% Curse of Corpses Amulets make your neck look great! |
starseer's voratun amulet of mastery (0.37 Golem / Fighting) (Shrouds)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +5 Mag Changes damage: +8% darkness / +7% temporal / +7% light / +8% physical Talent mastery: +0.37 Golem / Fighting Spellpower: +6 (+1 eff.) Spell crit. chance: +5% Curse of Shrouds Amulets make your neck look great! |
stralite amulet of perfection (0.34 Cursed / Hatred,0.34 Cursed / Advanced shadowmancy) (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Talent masteries: +0.34 Cursed / Hatred +0.34 Cursed / Advanced shadowmancy Curse of Corpses Amulets make your neck look great! |
stralite amulet of perfection (0.25 Chronomancy / Temporal Combat,0.25 Psionic / Possession) (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Talent masteries: +0.25 Chronomancy / Temporal Combat +0.25 Psionic / Possession Curse of Madness Amulets make your neck look great! |
vitalizing voratun amulet of perfection (0.38 Cunning / Stealth,0.38 Celestial / Eclipse) (Madness)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +5 Con Talent masteries: +0.38 Cunning / Stealth +0.38 Celestial / Eclipse Physical save: +20 (+2 eff.) Life regen: +11.00 Maximum life: +64.00 Curse of Madness Amulets make your neck look great! |
vitalizing voratun amulet of perfection (0.38 Celestial / Twilight,0.38 Chronomancy / Spacetime Weaving) (Nightmares)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Con Talent masteries: +0.38 Chronomancy / Spacetime Weaving +0.38 Celestial / Twilight Physical save: +15 (+2 eff.) Life regen: +8.00 Maximum life: +80.00 Curse of Nightmares Amulets make your neck look great! |
voratun amulet 'Bleakrage' (Corpses)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Effects on melee hit: * 25% chance to reduce damage dealt by 51% Changes stats: +10 Str / +8 Dex / +9 Wil / +11 Cun / +10 Con Critical mult.: +10.00% Mental save: +6 (+1 eff.) Life regen: +5.00 Stamina each turn: +1.50 Psi when hit: +0.04 Mindpower: +10 (+1 eff.) Mental crit. chance: +3% Movement speed: +10% Curse of Corpses Amulets make your neck look great! |
voratun amulet 'Forestpyre' (Nightmares)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+3 eff.) Defense: +20 (+3 eff.) Fatigue: -9% Effects on melee hit: * 25% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 2 nature / 8 temporal Changes stats: +2 Str / +10 Dex / +10 Cun / +11 Con / +20 Lck Changes resistances: +30% lightning Changes resistances penetration: +10% temporal / +5% cold Stun/Freeze immunity: +49% Life regen: +5.00 Stamina each turn: +1.40 Movement speed: +10% Reduce all damage from unseen attackers: 20% Curse of Nightmares Amulets make your neck look great! |
voratun amulet 'Furnaceidol' (Madness)Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +2 Str / +9 Mag / +4 Wil / +5 Cun Changes resistances: +6% fire Changes damage: +13% blight / +13% fire Talent mastery: +0.34 Wild-gift / Dwarven nature Critical mult.: +20.00% Mana each turn: +0.60 Spellpower on spell critical (stacks up to 3 times): +5 Maximum mana: +53.00 Spellpower: +15 (+2 eff.) See invisible: +9 Curse of Madness Amulets make your neck look great! |
wanderer's voratun amulet of perfection (0.40 Technique / Sniper,0.40 Cursed / Advanced shadowmancy) (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Changes stats: +10 Dex / +8 Cun / +10 Con Talent masteries: +0.40 Cursed / Advanced shadowmancy +0.40 Technique / Sniper Life regen: +3.00 Stamina each turn: +1.50 Movement speed: +10% Curse of Nightmares Amulets make your neck look great! |
warmaker's gold amulet of perfection (0.20 Chronomancy / Energy,0.20 Spell / Necrosis) (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +8 Str / +8 Dex / +6 Wil Talent masteries: +0.20 Spell / Necrosis +0.20 Chronomancy / Energy Curse of Madness Amulets make your neck look great! |
warrior's voratun amulet of perfection (0.40 Technique / Berserker's strength,0.40 Spell / Animus) (Madness)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +13% physical Talent masteries: +0.40 Technique / Berserker's strength +0.40 Spell / Animus Stamina each turn: +1.10 Curse of Madness Amulets make your neck look great! |
warrior's voratun amulet of perfection (0.40 Technique / Grappling,0.40 Spell / Wildfire) (Madness)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +13% physical Talent masteries: +0.40 Technique / Grappling +0.40 Spell / Wildfire Stamina each turn: +1.20 Curse of Madness Amulets make your neck look great! |
Anyhad the voratun ring (Madness)Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+2 eff.) Physical power: +35 (+3 eff.) Changes stats: +10 Cun / +10 Dex Changes resistances: +3% acid / +12% cold / +6% blight Changes damage: +8% all Cut immunity: +25% Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +40 (+4 eff.) Mindpower: +35 (+4 eff.) Curse of Madness Rings make your fingers look great! |
Dageragas the Arczeal (Corpses)Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Defense: +15 (+2 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 lightning Changes stats: +6 Mag / +8 Cun / +6 Con Changes resistances: +3% temporal Changes resistances penetration: +15% lightning Changes damage: +30% temporal Spell save: +20 (+2 eff.) Maximum stamina: +36.00 Spellpower: +14 (+1 eff.) Movement speed: +25% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Activating this item is instant. Curse of Corpses It can be used to activate talent Blinding Speed, placing all other charms into a 25 cooldown : Effective talent level: 11.2 Power cost: 25 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 64% for 5 turns. Rings make your fingers look great! |
Faluchak the voratun ring (Nightmares)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 19% chance to reduce all saves and defense by 64 Damage (Melee): 35 physical Effects on ranged hit: * 17% chance to reduce all saves and defense by 64 Damage (Ranged): 31 physical Changes stats: +2 Str / +10 Cun / +2 Con Changes resistances: +40% light / +20% blight Changes resistances penetration: +10% mind Changes damage: +20% light / +20% blight Vim when firing critical spell: +2.00 Hate when firing a critical mind attack: +3.00 Maximum hate: +15.00 Mental crit. chance: +5% Damage Shield penetration: +20% Curse of Nightmares It can be used to activate talent Bleeding Edge, placing all other charms into a 13 cooldown : Effective talent level: 13.8 Power cost: 13 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 216% weapon damage. If the attack hits, the target will bleed for 399% weapon damage over 7 turns, and all healing will be reduced by 95%. Rings make your fingers look great! |
Flash's kiss the voratun ring (Nightmares)Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+2 eff.) Defense: +13 (+2 eff.) Changes resistances: +9% lightning Changes resistances penetration: +31% lightning / +15% temporal / +10% fire Changes damage: +6% temporal / +21% fire Mental save: +14 (+2 eff.) Confusion immunity: +50% Life regen: +19.00 Maximum life: +100.00 Movement speed: +25% Healing mod.: +18% Activating this item is instant. Curse of Nightmares It can be used to activate talent Blinding Speed, placing all other charms into a 25 cooldown : Effective talent level: 8.8 Power cost: 25 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 55% for 5 turns. Rings make your fingers look great! |
Furnacecast the voratun ring (Corpses)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +6% blight / +50% fire Changes resistances penetration: +20% blight / +5% cold Changes damage: +6% cold / +31% fire Disarm immunity: +40% Pinning immunity: +50% Knockback immunity: +50% Life regen: +20.00 Maximum life: +139.00 Healing mod.: +17% Curse of Corpses Rings make your fingers look great! |
Gilistir (Nightmares)Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+2 eff.) Armour penetration: +2 Defense: +38 (+6 eff.) Damage when hit (Melee): 8 physical Changes stats: +10 Dex / +8 Mag / +15 Cun Physical save: +9 (+1 eff.) Life regen: +20.00 Stamina each turn: +2.00 Maximum life: +92.00 Spellpower: +14 (+1 eff.) Healing mod.: +18% Curse of Nightmares Rings make your fingers look great! |
Gleamstake the voratun ring (Misfortune)Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+2 eff.) Damage when hit (Melee): 4 blight Changes stats: +8 Dex / +8 Mag / +7 Wil / +10 Cun Changes resistances: +16% mind Changes resistances penetration: +15% light Changes damage: +6% blight / +16% mind / +9% arcane Critical mult.: +24.82% Spellpower: +15 (+2 eff.) Light radius: +3 Curse of Misfortune Rings make your fingers look great! |
Harerarion (Shrouds)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+2 eff.) Changes stats: +10 Dex / +3 Mag / +17 Cun / +7 Con Changes resistances: +40% nature Changes damage: +20% nature / +12% blight Disarm immunity: +42% Pinning immunity: +50% Knockback immunity: +50% Maximum life: +50.00 Light radius: +2 Curse of Shrouds Rings make your fingers look great! |
Ivorevea the stralite ring (Madness)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +8 Mag / +16 Wil Changes damage: +12% blight Spellpower: +48 (+5 eff.) Spell crit. chance: +8% Mindpower: +20 (+2 eff.) Mental crit. chance: +4% Infravision radius: +4 Damage Shield penetration: +37% Curse of Madness Rings make your fingers look great! |
Jetmaster (Misfortune)Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 39 light Damage (Ranged): 29 light Changes stats: +3 Str / +3 Dex / +19 Mag / +8 Wil / +4 Con Changes resistances: +40% light / +6% darkness Changes damage: +39% light Reduces incoming crit damage: 5.00% Spellpower: +13 (+1 eff.) Curse of Misfortune Rings make your fingers look great! |
Loratir the voratun ring (Madness)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +20 (+1 eff.) Changes stats: +4 Wil Changes resistances: +15% blight / +32% fire / +15% nature Changes damage: +8% all / +16% fire Poison immunity: +29% Disease immunity: +30% Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +60.00 Spellpower: +35 (+4 eff.) Mindpower: +20 (+2 eff.) Curse of Madness Rings make your fingers look great! |
Mnemonic (Corpses)Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+3 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+1 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. Curse of Corpses It can be used to activate talent Mental Shielding (costing 19 power out of 30/30) : Effective talent level: 3.5 Power cost: 19 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 4 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Ring of the Archlich (Nightmares)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 (+1 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+1 eff.) Talent level: +0 Call of the Crypt. Talent level: +0 Rime Wraith. Talent level: +0 Dread. Talent level: +0 Boneyard. Talent level: +0 Call of the Mausoleum. Curse of Nightmares This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
Ring of the Dead (Shrouds)Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! Curse of Shrouds This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Salykira the Frigidsun (Misfortune)Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 2 cold Changes stats: +8 Cun / +8 Wil Changes damage: +6% cold / +12% fire / +12% temporal Silence immunity: +50% Disarm immunity: +50% Pinning immunity: +50% Knockback immunity: +41% Mana each turn: +0.40 Maximum life: +46.00 Mindpower: +15 (+2 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Misfortune Rings make your fingers look great! |
Tuladas the Glittertreason (Shrouds)Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +4 Physical power: +15 (+1 eff.) Damage when hit (Melee): 2 physical Changes stats: +10 Str / +4 Dex / +8 Wil / +8 Cun / +10 Con Changes resistances: +6% darkness Physical save: +9 (+1 eff.) Mental save: +15 (+2 eff.) Confusion immunity: +47% Only die when reaching: -40.00 life Mindpower: +14 (+2 eff.) Light radius: +1 Curse of Shrouds Rings make your fingers look great! |
Ulufang the voratun ring (Shrouds)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +20 (+3 eff.) Changes stats: +10 Cun / +10 Con Changes resistances: +3% temporal / +9% mind / +38% cold Changes damage: +6% mind / +19% cold Critical mult.: +15.00% Reduces incoming crit damage: 15.00% Physical save: +20 (+2 eff.) Hate when firing a critical mind attack: +3.00 Maximum psi: +10.00 Curse of Shrouds Rings make your fingers look great! |
Willowbolt (Misfortune)Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +34 (+3 eff.) Armour: +20 Effects on melee hit: * 20% chance to reduce armor by 64% Changes stats: +20 Str / +10 Con Changes resistances: +15% nature / +6% acid Changes resistances penetration: +5% acid Changes damage: +12% acid / +8% all Spellpower: +18 (+2 eff.) Mindpower: +20 (+2 eff.) Curse of Misfortune Rings make your fingers look great! |
Xerygada the voratun ring (Madness)Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +16 (+1 eff.) Changes stats: +8 Cun / +8 Wil Changes resistances: +40% cold Changes damage: +8% all / +20% cold Reduces incoming crit damage: 10.00% Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +40.00 Spellpower: +16 (+2 eff.) Spell crit. chance: +2% Mindpower: +34 (+4 eff.) See invisible: +24 Curse of Madness Rings make your fingers look great! |
Yvutira (Madness)Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+3 eff.) Armour penetration: +17 Defense: +41 (+6 eff.) Effects on melee hit: * 25% chance to reduce strength, dexterity, and constitution by 53 * 25% chance to gain 10% of a turn (3/turn limit) Changes stats: +8 Cun / +7 Mag Changes resistances penetration: +25% temporal Changes damage: +3% physical Mental save: +11 (+2 eff.) Confusion immunity: +40% Maximum stamina: +36.99 Spellpower: +13 (+1 eff.) Curse of Madness It can be used to activate talent Disengage, placing all other charms into a 7 cooldown : Effective talent level: 8.8 Power cost: 7 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 8 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 235% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
voratun ring 'Branigund' (Corpses)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+2 eff.) Changes stats: +10 Dex / +2 Mag / +12 Cun Changes resistances: +14% blight / +15% nature / +18% darkness Poison immunity: +25% Disease immunity: +30% Silence immunity: +20% Disarm immunity: +49% Pinning immunity: +49% Stun/Freeze immunity: +10% Knockback immunity: +40% Only die when reaching: -40.00 life Maximum life: +50.00 Curse of Corpses Rings make your fingers look great! |
voratun ring 'Eilinossra' (Madness)Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+2 eff.) Armour penetration: +1 Physical crit. chance: +3.0% Physical power: +33 (+3 eff.) Defense: +30 (+5 eff.) Damage when hit (Melee): 4 physical Changes stats: +10 Dex / +8 Mag / +6 Wil / +9 Cun Spellpower: +30 (+3 eff.) Mindpower: +15 (+2 eff.) Curse of Madness Rings make your fingers look great! |
voratun ring 'Layena' (Corpses)Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+2 eff.) Damage when hit (Melee): 8 mind Changes stats: +7 Dex / +8 Wil / +8 Cun Changes resistances: +3% nature Spell save: +15 (+2 eff.) Mental save: +9 (+1 eff.) Disarm immunity: +50% Pinning immunity: +50% Knockback immunity: +49% Hate when firing a critical mind attack: +3.00 Maximum life: +50.00 Mindpower: +15 (+2 eff.) See invisible: +9 Curse of Corpses Rings make your fingers look great! |
voratun ring 'Purevagrant' (Misfortune)Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+2 eff.) Armour penetration: +17 Defense: +17 (+3 eff.) Changes stats: +2 Str / +3 Dex / +10 Wil / +4 Con Changes resistances: +40% light Changes resistances penetration: +20% nature Changes damage: +20% light / +6% nature Mental save: +20 (+3 eff.) Light radius: +4 Curse of Misfortune It can be used to activate talent Disengage, placing all other charms into a 7 cooldown : Effective talent level: 8.8 Power cost: 7 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 8 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 235% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Cinderwing the voratun battleaxe (Nightmares) (167% power, 4 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 168% Range: 1.5x Uses stats: 112% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Epidemic (40% chance level 5). On weapon hit: * 46% chance to reduce strength, dexterity, and constitution by 53 Damage (Melee): +54 blight Damage (radius 1) on hit: +12 mind When wielded/worn: Changes stats: +14 Mag / +12 Wil Changes resistances: +6% arcane / +1% physical Changes damage: +9% fire Spell save: +6 (+1 eff.) Disease immunity: +91% Life regen: +4.00 Maximum life: +80.00 Spellpower: +21 (+2 eff.) Curse of Nightmares Massive two-handed battleaxes. |
Earygund (Corpses) (166% power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 167% Range: 1.5x Uses stats: 112% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 10% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce all saves and defense by 64 * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +28 nature Damage (radius 1) on hit: +8 temporal When wielded/worn: Physical crit. chance: +20.0% Changes resistances: +3% mind Changes damage: +3% arcane / +9% temporal Defense after a teleport: +19 Resist all after a teleport: +19% New effects duration reduction after a teleport: +19% Curse of Corpses Massive two-handed battleaxes. |
Galirogas the voratun battleaxe (Corpses) (166% power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 167% Range: 1.5x Uses stats: 112% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Wound the target dealing 587 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +12 acid Damage (radius 2) on crit: +71 acid / +63 nature / +8 mind When wielded/worn: Accuracy: +33 (+5 eff.) Armour penetration: +42 Physical crit. chance: +20.0% Physical power: +19 (+1 eff.) Effects on melee hit: * 25 arcane resource burn Damage when hit (Melee): 6 mind Changes resistances: +6% arcane Changes resistances penetration: +26% acid / +35% nature / +21% all Curse of Corpses Massive two-handed battleaxes. |
Islymira (Nightmares) (170% power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 170% Range: 1.5x Uses stats: 112% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 25% chance to slow global speed by 96% * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (Melee): +28 nature Damage (radius 2) on crit: +20 mind When wielded/worn: Armour penetration: +21 Physical crit. chance: +21.0% Effects on melee hit: * 20% chance to slow global speed by 96% Changes stats: +2 Cun Critical mult.: +49.00% Maximum psi: +62.85 Curse of Nightmares Massive two-handed battleaxes. |
Abyssglory (Madness) (165% power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 165% Range: 1.3x Uses stats: 70% Wil, 30% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Curse of Defenselessness (20% chance level 5). When this weapon hits: Curse of Impotence (20% chance level 5). Damage (radius 1) on hit: +12 fire When wielded/worn: Damage when hit (Melee): 8 fire Changes stats: +3 Cun / +6 Mag Light radius: +3 Curse of Madness Sharp, short and deadly. |
Arominn the Flashmortal (Shrouds) (146% power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 146% Range: 1.3x Uses stats: 70% Wil, 30% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 10 arcane resource burn * 25% chance to slow global speed by 96% Damage (Melee): +20 nature Damage (radius 1) on hit: +16 acid When wielded/worn: Armour penetration: +15 Physical crit. chance: +15.0% Physical power: +15 (+1 eff.) Effects on melee hit: * 25% chance to slow global speed by 96% * 25% chance to reduce armor by 64% Changes stats: +7 Con Changes resistances penetration: +15% lightning / +15% physical Critical mult.: +35.00% Disarm immunity: +19% Curse of Shrouds Sharp, short and deadly. |
Budutir the voratun dagger (Corpses) (146% power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 146% Range: 1.3x Uses stats: 70% Wil, 30% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (radius 2) on crit: +45 acid / +45 nature When wielded/worn: Accuracy: +14 (+2 eff.) Armour penetration: +14 Defense: +15 (+2 eff.) Damage when hit (Melee): 4 arcane Changes stats: +3 Wil Changes resistances penetration: +24% acid / +24% nature Disarm immunity: +50% Hate when firing a critical mind attack: +3.00 Maximum mana: +40.00 Spell crit. chance: +3% Mental crit. chance: +2% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Corpses Sharp, short and deadly. |
Emuth the Corpsenaught (Misfortune) (146% power, 9 apr)Requires: - Dexterity 48 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x Uses stats: 70% Wil, 30% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (Melee): +17 nature / +8 mind Damage (radius 2) on crit: +34 lightning / +37 cold When wielded/worn: Damage when hit (Melee): 4 nature Changes stats: +3 Dex / +3 Wil / +2 Cun / +3 Con Changes resistances: +12% nature Changes resistances penetration: +20% lightning / +24% cold Reduces incoming crit damage: 18.85% Movement speed: +50% Curse of Misfortune Sharp, short and deadly. |
Frozenstoker the voratun dagger (Nightmares) (164% power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 165% Range: 1.3x Uses stats: 70% Wil, 30% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (radius 2) on crit: +33 lightning / +57 cold When wielded/worn: Damage when hit (Melee): 8 blight / 6 cold Changes stats: +10 Str / +13 Dex / +13 Mag / +13 Wil / +11 Cun / +13 Con Changes resistances penetration: +17% lightning / +40% cold Mana when firing critical spell: +2.51 Vim when firing critical spell: +2.51 Spellpower: +15 (+2 eff.) Movement speed: +50% Curse of Nightmares Sharp, short and deadly. |
Furnacebolt the voratun dagger (Corpses) (144% power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 145% Range: 1.3x Uses stats: 70% Wil, 30% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +12 fire Damage (radius 1) on hit: +8 fire Damage (radius 2) on crit: +42 acid / +35 nature When wielded/worn: Accuracy: +37 (+6 eff.) Armour penetration: +30 Defense: +14 (+2 eff.) Changes stats: +6 Cun Changes resistances penetration: +16% acid / +10% fire / +19% nature / +15% all Reduces incoming crit damage: 15.00% Disarm immunity: +50% Light radius: +2 Infravision radius: +3 Curse of Corpses Sharp, short and deadly. |
Nightcrypt the voratun dagger (Misfortune) (146% power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 146% Range: 1.3x Uses stats: 70% Wil, 30% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance to reduce damage dealt by 51% Damage (radius 1) on hit: +8 darkness Damage (radius 2) on crit: +45 acid / +45 nature When wielded/worn: Accuracy: +44 (+7 eff.) Armour penetration: +43 Effects on melee hit: * 25% chance to reduce damage dealt by 51% Changes resistances: +9% darkness / +5% arcane Changes resistances penetration: +25% acid / +20% nature / +30% all Changes damage: +3% arcane Curse of Misfortune Sharp, short and deadly. |
Velawe the voratun dagger (Nightmares) (149% power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 149% Range: 1.3x Uses stats: 70% Wil, 30% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 9 turns (checks Confusion immunity) Damage (Melee): +12 blight / +8 temporal / +30 cold Damage (radius 1) on hit: +8 blight When wielded/worn: Accuracy: +25 (+4 eff.) Changes stats: +7 Dex Changes resistances: +12% blight Changes resistances penetration: +5% temporal Changes damage: +3% blight Combat speed: +10% Curse of Nightmares Sharp, short and deadly. |
Zeraruilen the voratun dagger (Nightmares) (144% power, 9 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 145% Range: 1.3x Uses stats: 70% Wil, 30% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +20 darkness Damage against: +17% Living When wielded/worn: Accuracy: +25 (+4 eff.) Armour penetration: +15 Physical crit. chance: +12.0% Effects on melee hit: * 25% chance to slow global speed by 96% Changes stats: +3 Str / +4 Mag Changes resistances: +9% acid Changes resistances penetration: +15% physical See invisible: +15 Curse of Nightmares Sharp, short and deadly. |
voratun dagger 'Amerath' (Nightmares) (147% power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x Uses stats: 70% Wil, 30% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +20 darkness Damage against: +20% Living When wielded/worn: Accuracy: +25 (+4 eff.) Armour penetration: +15 Changes stats: +13 Str / +16 Dex / +13 Mag / +15 Wil / +17 Cun / +13 Con Changes resistances: +6% arcane Changes resistances penetration: +15% physical See invisible: +15 Curse of Nightmares Sharp, short and deadly. |
voratun dagger 'Hazehacker' (Shrouds) (147% power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x Uses stats: 70% Wil, 30% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +16 cold Damage (radius 2) on crit: +42 lightning / +53 cold When wielded/worn: Accuracy: +13 (+2 eff.) Physical crit. chance: +15.0% Defense: +15 (+2 eff.) Effects on melee hit: * 25% chance to slow global speed by 96% * 25% chance to reduce armor by 64% Damage when hit (Melee): 6 acid Changes resistances: +3% light Changes resistances penetration: +25% lightning / +23% cold Changes damage: +9% acid Disarm immunity: +47% Movement speed: +40% Curse of Shrouds Sharp, short and deadly. |
Aroba the voratun greatmaul (Corpses) (181% power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 182% Range: 1.5x Uses stats: 112% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Curse of Death (20% chance level 5). On weapon hit: * 50% chance to put 1 talent on cooldown for 9 turns (checks Confusion immunity) On weapon crit: * Wound the target dealing 587 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +19.0% Physical power: +14 (+1 eff.) Armour: +6 Changes resistances: +9% blight Changes damage: +3% mind Critical mult.: +10.00% Spell save: +9 (+1 eff.) Knockback immunity: +10% Mental crit. chance: +1% Curse of Corpses Massive two-handed mauls. |
Belotira the Strikesin (Madness) (177% power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 178% Range: 1.5x Uses stats: 112% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 24% chance to reduce strength, dexterity, and constitution by 53 On weapon crit: * Wound the target dealing 587 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +8 lightning / +4 darkness / +28 blight / +26 temporal Damage (radius 1) on hit: +16 lightning When wielded/worn: Physical crit. chance: +20.0% Physical power: +19 (+1 eff.) Effects on melee hit: * 25% chance to reduce damage dealt by 51% Changes resistances: +12% lightning / +27% temporal Changes resistances penetration: +10% darkness / +10% lightning Disease immunity: +46% Curse of Madness Massive two-handed mauls. |
Noonbait (Shrouds) (176% power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 176% Range: 1.5x Uses stats: 112% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 25% chance to slow global speed by 96% * 23% chance to reduce strength, dexterity, and constitution by 53 * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +19 blight Damage (radius 2) on crit: +16 light When wielded/worn: Physical crit. chance: +20.0% Changes resistances: +6% arcane / +15% light Disease immunity: +49% Light radius: +4 Curse of Shrouds Massive two-handed mauls. |
Poladhemith (Corpses) (178% power, 4 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 178% Range: 1.5x Uses stats: 112% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 9 turns (checks Confusion immunity) Damage (Melee): +28 light Damage (radius 1) on hit: +4 mind / +8 acid Damage against: +41% Undead When wielded/worn: Effects on melee hit: * 25% chance to reduce all saves and defense by 64 Changes stats: +19 Str / +19 Dex / +16 Mag / +17 Wil / +14 Cun / +19 Con Changes resistances: +9% mind Changes resistances penetration: +10% mind Changes damage: +18% acid Curse of Corpses Massive two-handed mauls. |
voratun greatmaul 'Noonsever' (Shrouds) (198% power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 198% Range: 1.5x Uses stats: 112% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Curse of Defenselessness (20% chance level 5). On weapon hit: * Create an explosion dealing 208 fire damage (1/turn) Damage (radius 2) on crit: +12 light When wielded/worn: Changes stats: +7 Cun / +2 Con Changes resistances: +6% light Changes resistances penetration: +42% fire / +10% mind / +30% arcane Changes damage: +42% fire Curse of Shrouds Massive two-handed mauls. |
Halyrath the voratun greatsword (Shrouds) (173% power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 173% Range: 1.6x Uses stats: 112% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +56 (+9 eff.) Physical crit. chance: +21.0% Defense: +20 (+3 eff.) Damage when hit (Melee): 4 arcane Changes stats: +10 Dex / +5 Mag Critical mult.: +5.00% Disarm immunity: +67% Mana each turn: +0.20 Maximum mana: +60.00 Combat speed: +10% Curse of Shrouds Massive two-handed swords. |
Isera (Corpses) (177% power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 177% Range: 1.6x Uses stats: 112% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 49% chance to reduce all saves and defense by 64 * 28% chance to reduce strength, dexterity, and constitution by 53 * 10% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +26 blight / +35 mind Damage (radius 2) on crit: +8 acid When wielded/worn: Accuracy: +35 (+6 eff.) Armour penetration: +21 Effects on melee hit: * 25% chance to gain 10% of a turn (3/turn limit) * 10% chance to reduce strength, dexterity, and constitution by 53 Damage when hit (Melee): 4 blight / 4 temporal Changes stats: +10 Cun / +9 Wil Changes resistances: +12% acid / +3% temporal Changes resistances penetration: +21% all Disease immunity: +49% Curse of Corpses Massive two-handed swords. |
Strikebait the voratun greatsword (Nightmares) (194% power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 194% Range: 1.6x Uses stats: 112% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (radius 2) on crit: +63 lightning / +63 cold When wielded/worn: Accuracy: +35 (+6 eff.) Armour penetration: +21 Armour: +4 Changes resistances: +6% lightning Changes resistances penetration: +35% lightning / +35% cold / +17% all Cut immunity: +25% Life regen: +4.96 Psi when hit: +0.12 Mindpower: +10 (+1 eff.) Mental crit. chance: +2% Movement speed: +66% Curse of Nightmares Massive two-handed swords. |
Xanuba the Blazefury (Corpses) (175% power, 4 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 176% Range: 1.6x Uses stats: 112% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) * 23% chance to reduce strength, dexterity, and constitution by 53 Damage (Melee): +4 light / +28 blight / +12 temporal Damage (radius 1) on hit: +8 light Damage (radius 2) on crit: +62 acid / +62 nature When wielded/worn: Accuracy: +27 (+4 eff.) Armour penetration: +37 Effects on melee hit: * 25% chance to reduce strength, dexterity, and constitution by 53 Damage when hit (Melee): 4 light Changes resistances: +6% light Changes resistances penetration: +35% acid / +21% physical / +35% nature Changes damage: +6% blight Disease immunity: +39% Curse of Corpses Massive two-handed swords. |
Xanuba the Mucusqueller (Misfortune) (174% power, 7 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 174% Range: 1.6x Uses stats: 112% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +7 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Curse of Death (20% chance level 5). Damage (radius 2) on crit: +8 nature When wielded/worn: Accuracy: +68 (+11 eff.) Physical power: +25 (+2 eff.) Changes stats: +2 Str / +17 Dex Changes resistances: +6% arcane Combat speed: +20% Curse of Misfortune Massive two-handed swords. |
voratun greatsword 'Gunuregodor' (Shrouds) (172% power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 173% Range: 1.6x Uses stats: 112% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Curse of Defenselessness (20% chance level 5). When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 28% chance to reduce strength, dexterity, and constitution by 53 Damage (Melee): +19 blight / +8 acid When wielded/worn: Accuracy: +16 (+2 eff.) Defense: +21 (+3 eff.) Changes resistances: +6% blight / +6% temporal Changes resistances penetration: +5% temporal Changes damage: +12% acid / +3% temporal / +12% blight Disease immunity: +49% Disarm immunity: +62% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Curse of Shrouds Massive two-handed swords. |
voratun greatsword 'Rhikalthodan' (Misfortune) (193% power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 193% Range: 1.6x Uses stats: 112% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 acid Damage (radius 2) on crit: +55 acid / +63 nature / +16 arcane When wielded/worn: Armour penetration: +21 Damage when hit (Melee): 4 arcane Changes stats: +19 Str / +14 Dex / +14 Mag / +19 Wil / +17 Cun / +19 Con Changes resistances: +6% arcane Changes resistances penetration: +35% acid / +26% nature Changes damage: +12% acid Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Misfortune Massive two-handed swords. |
Betedamima the Hazetrial (Corpses)Requires: - Dexterity 48 - Talent Shoot Infused by nature 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 On weapon hit: * 25% chance to slow global speed by 96% Damage (Ranged): +16 cold Damage (radius 2) on crit: +107 fire When wielded/worn: Effects on ranged hit: * 20 arcane resource burn Changes stats: +18 Str / +20 Dex / +20 Mag / +20 Wil / +17 Cun / +26 Con Changes resistances penetration: +20% cold / +38% fire Talent mastery: +0.30 Wild-gift / Fungus Spell save: +18 (+2 eff.) Global speed: +14% Curse of Corpses It can be used to regenerate 216 life over 5 turns Activation puts all charms on cooldown for 13 turns. Longbows are used to shoot arrows at your foes. |
Lorirek (Shrouds)Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When this weapon hits: Arcane Vortex (10% chance level 5). On weapon hit: * 10% chance to reduce armor by 64% Damage (radius 1) on hit: +4 acid Damage (radius 2) on crit: +62 lightning / +68 cold When wielded/worn: Effects on ranged hit: * 10% chance to reduce armor by 64% Changes stats: +11 Dex / +11 Mag Changes resistances: +6% blight / +3% fire Changes resistances penetration: +33% lightning / +38% cold Changes damage: +23% arcane Spell save: +3 (+1 eff.) Poison immunity: +25% Only die when reaching: -60.00 life Spellpower: +20 (+2 eff.) Movement speed: +75% Curse of Shrouds Longbows are used to shoot arrows at your foes. |
dragonbone longbow 'Cinderqueller' (Shrouds)Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 Damage (Ranged): +12 blight Damage (radius 1) on hit: +8 blight / +16 temporal Damage (radius 2) on crit: +12 temporal When wielded/worn: Accuracy: +23 (+4 eff.) Physical crit. chance: +9.0% Changes resistances penetration: +56% physical / +15% fire / +15% temporal Changes damage: +6% blight Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Shrouds Longbows are used to shoot arrows at your foes. |
Balyhek (Misfortune) (153% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 154% Range: 1.4x Uses stats: 100% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 347 damage over 5 turns and reducing armor and accuracy by 44 Damage (radius 2) on crit: +45 acid / +45 nature When wielded/worn: Accuracy: +23 (+4 eff.) Armour penetration: +27 Changes stats: +3 Wil Changes resistances penetration: +23% acid / +15% physical / +14% nature / +25% arcane Mana each turn: +0.12 Mana when firing critical spell: +2.00 Vim when firing critical spell: +2.00 Infravision radius: +2 Curse of Misfortune Sharp, long, and deadly. |
Bifang the voratun longsword (Shrouds) (153% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 153% Range: 1.4x Uses stats: 100% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance to reduce strength, dexterity, and constitution by 53 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +20 blight When wielded/worn: Accuracy: +25 (+4 eff.) Physical crit. chance: +15.0% Defense: +15 (+2 eff.) Changes stats: +11 Str Changes resistances: +12% nature Changes damage: +15% physical Reduces incoming crit damage: 10.00% Maximum life: +80.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Shrouds Sharp, long, and deadly. |
Camifast the voratun longsword (Shrouds) (169% power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 169% Range: 1.4x Uses stats: 100% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Wound the target dealing 587 physical damage across 5 turns and reducing healing by 50% Damage (radius 2) on crit: +45 acid / +45 nature When wielded/worn: Armour penetration: +15 Physical crit. chance: +15.0% Physical power: +15 (+1 eff.) Changes stats: +2 Str / +3 Wil Changes resistances penetration: +20% acid / +25% nature Critical mult.: +24.82% Mana each turn: +0.12 Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Curse of Shrouds Sharp, long, and deadly. |
Eclipsequill the voratun longsword (Shrouds) (169% power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 169% Range: 1.4x Uses stats: 100% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 2) on crit: +16 darkness When wielded/worn: Accuracy: +25 (+4 eff.) Armour penetration: +15 Physical crit. chance: +14.0% Effects on melee hit: * 10% chance to reduce armor by 64% Changes stats: +2 Cun / +4 Wil Changes resistances penetration: +15% physical Changes damage: +12% acid Curse of Shrouds Sharp, long, and deadly. |
Elimira (Shrouds) (151% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 151% Range: 1.4x Uses stats: 100% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 26% chance to reduce strength, dexterity, and constitution by 53 * 25% chance for lightning to strike from the target to a second target dealing 208 damage Damage (Melee): +20 blight / +12 mind Damage (radius 1) on hit: +16 mind When wielded/worn: Accuracy: +18 (+3 eff.) Changes stats: +7 Dex / +4 Wil Changes resistances: +6% acid Mindpower: +20 (+2 eff.) Combat speed: +10% Curse of Shrouds Sharp, long, and deadly. |
voratun longsword 'Aerilin' (Madness) (153% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 154% Range: 1.4x Uses stats: 100% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 20% chance to reduce armor by 64% * 20% chance to reduce strength, dexterity, and constitution by 53 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 347 damage over 5 turns and reducing armor and accuracy by 44 Damage (Melee): +20 blight / +8 temporal When wielded/worn: Physical crit. chance: +14.0% Effects on melee hit: * 10% chance to reduce armor by 64% Damage when hit (Melee): 4 arcane Changes resistances penetration: +15% temporal Changes damage: +6% acid / +12% temporal Disease immunity: +31% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Curse of Madness Sharp, long, and deadly. |
voratun longsword 'Coalwalker' (Madness) (154% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 155% Range: 1.4x Uses stats: 100% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 208 damage When wielded/worn: Armour penetration: +30 Physical crit. chance: +29.0% Effects on melee hit: * 25% chance to reduce damage dealt by 51% Damage when hit (Melee): 8 acid / 4 temporal Changes damage: +6% acid / +21% temporal Critical mult.: +70.00% Curse of Madness Sharp, long, and deadly. |
voratun longsword 'Galesta' (Nightmares) (151% power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 151% Range: 1.4x Uses stats: 100% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +48 (+8 eff.) Changes stats: +13 Str / +24 Dex / +11 Mag / +14 Wil / +18 Cun / +6 Con Critical mult.: +10.00% Psi when hit: +0.20 Hate when firing a critical mind attack: +2.00 Maximum hate: +6.00 Combat speed: +20% Curse of Nightmares Sharp, long, and deadly. |
Camarand (Misfortune) (157% power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 157% Range: 1.4x Uses stats: 100% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (radius 2) on crit: +34 lightning / +39 cold When wielded/worn: Accuracy: +37 (+6 eff.) Defense: +15 (+2 eff.) Effects on melee hit: * 10% chance to slow global speed by 96% Changes stats: +11 Str Changes resistances: +12% cold / +6% temporal Changes resistances penetration: +25% lightning / +21% cold Changes damage: +3% acid / +13% physical Silence immunity: +25% Disarm immunity: +45% Stun/Freeze immunity: +10% Knockback immunity: +25% Movement speed: +50% Curse of Misfortune Blunt and deadly. |
Daimubers the Blindbreacher (Corpses) (166% power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 166% Range: 1.4x Uses stats: 100% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 9 turns (checks Confusion immunity) When wielded/worn: Changes stats: +4 Str / +2 Mag / +17 Wil / +15 Con Changes resistances: +9% cold Changes resistances penetration: +15% light Reduces incoming crit damage: 18.49% Maximum life: +97.00 Curse of Corpses Blunt and deadly. |
Elann (Shrouds) (172% power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 173% Range: 1.4x Uses stats: 100% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +50 (+8 eff.) Armour penetration: +30 Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 53 Changes resistances: +3% darkness Changes resistances penetration: +28% physical Changes damage: +9% temporal Reduces incoming crit damage: 15.00% Cut immunity: +25% Pinning immunity: +10% Curse of Shrouds Blunt and deadly. |
Glutha (Misfortune) (156% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 156% Range: 1.4x Uses stats: 100% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Curse of Impotence (20% chance level 5). Damage (Melee): +20 nature Damage (radius 2) on crit: +45 acid / +37 nature When wielded/worn: Armour penetration: +15 Effects on melee hit: * 25% chance to reduce armor by 64% Changes resistances: +3% acid / +3% mind / +5% arcane Changes resistances penetration: +49% acid / +25% nature / +5% arcane Changes damage: +6% acid / +12% mind Curse of Misfortune Blunt and deadly. |
Stormpunish the voratun mace (Corpses) (156% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 157% Range: 1.4x Uses stats: 100% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 208 damage * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +14.0% Changes resistances: +12% lightning / +6% arcane / +12% mind Changes resistances penetration: +15% lightning / +15% mind Changes damage: +9% lightning Curse of Corpses Blunt and deadly. |
Zubakira (Madness) (157% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 157% Range: 1.4x Uses stats: 100% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 16% chance to reduce strength, dexterity, and constitution by 53 * 50% chance to put 1 talent on cooldown for 9 turns (checks Confusion immunity) Damage (Melee): +20 blight When wielded/worn: Accuracy: +15 (+2 eff.) Defense: +15 (+2 eff.) Changes stats: +5 Wil / +4 Mag Changes resistances penetration: +15% temporal Changes damage: +9% mind Critical mult.: +10.00% Disease immunity: +35% Disarm immunity: +44% Spellpower: +20 (+2 eff.) Curse of Madness Blunt and deadly. |
voratun mace 'Forestlore' (Corpses) (155% power, 6 apr)Requires: - Strength 48 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 155% Range: 1.4x Uses stats: 100% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +20 nature When wielded/worn: Accuracy: +10 (+1 eff.) Defense: +25 (+4 eff.) Effects on melee hit: * 25% chance to slow global speed by 96% Changes stats: +13 Str / +13 Dex / +12 Mag / +27 Wil / +13 Cun / +26 Con Critical mult.: +5.00% Physical save: +6 (+1 eff.) Maximum life: +95.00 Maximum stamina: +30.00 Curse of Corpses Blunt and deadly. |
Aeryrab the Eclipsehash (Madness) (117% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 117% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance to slow global speed by 96% * 10% chance to reduce armor by 64% When wielded/worn: Effects on melee hit: * 25 arcane resource burn Damage (Melee): 20 physical Changes resistances: +10% blight / +18% physical / +6% lightning Changes resistances penetration: +20% physical Changes damage: +3% acid / +20% physical / +3% darkness / +25% mind / +10% nature Talent granted: +1 Attune Mindstar Disease immunity: +25% Psi when firing a critical mind attack: +5.00 Mindpower: +16 (+2 eff.) Mental crit. chance: +11% Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Blacksmasher (Misfortune) (113% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 113% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (radius 1) on hit: +4 darkness / +8 blight Damage (radius 2) on crit: +4 blight When wielded/worn: Changes resistances: +6% darkness / +9% temporal Changes resistances penetration: +20% darkness Changes damage: +25% mind / +6% blight Talent granted: +1 Attune Mindstar Psi when firing a critical mind attack: +5.00 Mindpower: +40 (+5 eff.) Mental crit. chance: +9% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Ce'Nogatira the living mindstar (Misfortune) (113% power, 43 apr, mind damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 113% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +43 Crit. chance: +5.0% Attack speed: 100% Damage (radius 2) on crit: +12 physical When wielded/worn: Changes resistances: +10% nature Changes resistances penetration: +6% nature Changes damage: +6% physical / +10% nature / +12% mind Talent mastery: +0.20 Wild-gift / Harmony Talent granted: +1 Attune Mindstar Critical mult.: +15.00% Physical save: +19 (+2 eff.) Spell save: +10 (+1 eff.) Mental save: +16 (+2 eff.) Equilibrium when hit: +2.50 Maximum stamina: +30.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Healing mod.: +28% Heals friendly targets nearby when you use a nature summon: +38 Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Eilinyth the Firerock (Shrouds) (116% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 116% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (radius 2) on crit: +8 fire When wielded/worn: Armour: +6 Damage (Melee): 20 lightning Changes stats: +6 Str / +7 Dex / +7 Mag / +13 Wil / +5 Cun / +7 Con Changes resistances: +20% lightning / +18% temporal Changes resistances penetration: +20% lightning Changes damage: +20% lightning Talent granted: +1 Attune Mindstar Spell save: +9 (+1 eff.) Life regen: +1.70 Maximum life: +50.00 Mindpower: +25 (+3 eff.) Mental crit. chance: +5% Defense after a teleport: +19 Resist all after a teleport: +19% New effects duration reduction after a teleport: +19% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Icebone the living mindstar (Shrouds) (116% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 116% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +20 Damage (Melee): 19 cold / 15 mind / 11 darkness Changes stats: +3 Str / +1 Wil Changes resistances: +21% cold Changes resistances penetration: +20% cold Changes damage: +9% arcane / +20% cold / +10% mind / +7% darkness Talent granted: +1 Attune Mindstar Hate when firing a critical mind attack: +6.00 Psi when firing a critical mind attack: +5.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +15% See invisible: +18 Damage Shield penetration: +30% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Lelantir (Nightmares) (111% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 111% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +16 Effects on melee hit: * 20% chance to reduce all saves and defense by 64 Damage (Melee): 20 lightning / 20 cold Changes stats: +6 Str / +7 Dex / +7 Mag / +7 Wil / +15 Cun / +7 Con Changes resistances: +16% lightning / +16% cold / +6% mind / +6% acid Changes resistances penetration: +16% lightning / +12% cold / +5% blight Changes damage: +20% lightning / +20% cold Talent granted: +1 Attune Mindstar Critical mult.: +25.00% Physical save: +15 (+2 eff.) Cut immunity: +25% Mindpower: +10 (+1 eff.) Mental crit. chance: +5% 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. |
Mucusraven (Madness) (113% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 113% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 nature When wielded/worn: Damage (Melee): 20 physical Changes stats: +3 Wil Changes resistances: +9% temporal / +6% light / +9% blight / +6% cold / +17% physical Changes resistances penetration: +20% physical Changes damage: +16% physical / +25% mind / +6% nature Talent granted: +1 Attune Mindstar Life regen: +2.00 Psi when firing a critical mind attack: +5.00 Maximum life: +33.00 Mindpower: +16 (+2 eff.) Mental crit. chance: +11% Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Ragirek the living mindstar (Shrouds) (114% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 114% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 6 mind Changes stats: +2 Cun Changes resistances: +10% nature Changes resistances penetration: +8% nature / +20% acid Changes damage: +25% lightning / +25% fire / +9% nature / +22% cold Talent masteries: +0.20 Psionic / Focus +0.20 Psionic / Projection +0.20 Wild-gift / Harmony Talent granted: +1 Attune Mindstar Confusion immunity: +25% Maximum psi: +50.00 Mindpower: +22 (+3 eff.) Mental crit. chance: +5% Healing mod.: +10% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Swampwedge (Nightmares) (116% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 116% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance to reduce strength, dexterity, and constitution by 53 Damage (Melee): +8 nature Damage (radius 2) on crit: +20 arcane When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 96% * 20% chance to reduce strength, dexterity, and constitution by 53 Damage (Melee): 15 mind / 12 darkness Changes resistances: +6% arcane Changes resistances penetration: +10% acid / +10% fire / +9% cold / +10% physical Changes damage: +15% acid / +15% physical / +10% darkness / +15% fire / +28% mind / +10% cold Talent granted: +1 Attune Mindstar Psi when firing a critical mind attack: +5.00 Mindpower: +16 (+2 eff.) Mental crit. chance: +11% Heals friendly targets nearby when you use a nature summon: +39 Max wilder summons: +3 Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
living mindstar 'Eraldil' (Corpses) (114% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 114% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +17.0% Attack speed: 100% On weapon hit: * 15% chance to slow global speed by 96% * 20% chance to reduce armor by 64% When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +4 Cun / +4 Wil Changes resistances: +6% lightning / +10% physical / +9% darkness / +9% fire / +9% acid Changes resistances penetration: +10% physical Changes damage: +10% physical Talent granted: +1 Attune Mindstar Reduces incoming crit damage: 15.00% Pinning immunity: +20% Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Healing mod.: +28% Heals friendly targets nearby when you use a nature summon: +58 Curse of Corpses It can be used to divide the mindstar in two Activation puts all charms on cooldown for 1 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Radiancemarrow the drakeskin leather sling (Shrouds)Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Power: 66% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). Damage (radius 1) on hit: +16 light / +8 temporal Damage (radius 2) on crit: +8 darkness / +8 light When wielded/worn: Damage when hit (Melee): 10 light / 8 darkness Changes stats: +7 Con Changes damage: +17% physical Talent mastery: +0.20 Wild-gift / Fungus Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Defense after a teleport: +19 Resist all after a teleport: +19% New effects duration reduction after a teleport: +19% Curse of Shrouds It can be used to regenerate 260 life over 5 turns Activation puts all charms on cooldown for 13 turns. Slings are used to hurl stones or metal shots at your foes. |
Airfurnace the dragonbone starstaff (Corpses) (136% power, 6 apr, light element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Mag / +6 Wil Changes resistances penetration: +10% lightning Changes damage: +39% light / +3% mind Talent granted: +1 Command Staff Mana each turn: +0.27 Psi when hit: +0.24 Maximum mana: +210.00 Spellpower: +27 (+3 eff.) Spell crit. chance: +5% Mental crit. chance: +4% Talent on hit(spell): Entropy (10% chance level 6). Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
Bloombrawn the dragonbone starstaff (Madness) (136% power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +11 (+2 eff.) Physical crit. chance: +9.0% Physical power: +15 (+1 eff.) Defense: +15 (+2 eff.) Damage when hit (Melee): 4 nature Changes stats: +10 Mag / +10 Cun / +9 Con Changes resistances penetration: +10% lightning / +10% mind Changes damage: +30% darkness / +3% nature Talent granted: +1 Command Staff Critical mult.: +30.00% N.Energy each turn: +0.20 Vim when firing critical spell: +8.00 Hate when firing a critical mind attack: +1.00 Maximum vim: +50.00 Maximum neg.energy: +50.00 Spellpower: +25 (+3 eff.) Spell crit. chance: +9% Light radius: +5 Curse of Madness It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 2.5 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 201.50 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Chilllace (Nightmares) (136% power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Dex / +11 Mag / +9 Wil / +7 Con Changes resistances penetration: +19% cold Changes damage: +30% darkness Talent granted: +1 Command Staff Physical save: +14 (+2 eff.) Spell save: +15 (+2 eff.) Mental save: +14 (+2 eff.) Life regen: +1.50 Maximum mana: +103.00 Spellpower: +37 (+4 eff.) Spell crit. chance: +13% Light radius: +3 See invisible: +9 Healing mod.: +30% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
Cyroldalaith (Madness) (150% power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Power: 150% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +15 (+2 eff.) Physical crit. chance: +7.0% Physical power: +15 (+1 eff.) Changes stats: +6 Str / +6 Dex Changes damage: +40% darkness Talent granted: +1 Command Staff Psi when hit: +0.08 Spellpower: +30 (+3 eff.) Spell crit. chance: +9% See invisible: +12 Talent on hit(spell): Sun Ray (10% chance level 6). Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
Dawnenvy (Madness) (136% power, 6 apr, cold element)Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +15 (+2 eff.) Physical crit. chance: +9.0% Physical power: +15 (+1 eff.) Armour: +8 Changes stats: +7 Con Changes resistances: +9% nature / +3% mind / +5% arcane Changes resistances penetration: +15% light Changes damage: +6% light / +30% cold Talent granted: +1 Command Staff Critical mult.: +20.00% Life regen: +2.00 Maximum life: +40.00 Spellpower: +35 (+4 eff.) Spell crit. chance: +23% Healing mod.: +50% Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
Daysear the dragonbone starstaff (Shrouds) (136% power, 6 apr, physical element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +15 (+2 eff.) Physical crit. chance: +10.0% Physical power: +14 (+1 eff.) Changes stats: +2 Cun Changes resistances: +3% light Changes resistances penetration: +20% light / +10% nature Changes damage: +9% light / +30% physical Talent granted: +1 Command Staff Critical mult.: +10.00% Mana each turn: +0.60 Spellpower on spell critical (stacks up to 3 times): +12 Maximum pos.energy: +5.00 Maximum neg.energy: +5.00 Spellpower: +41 (+4 eff.) Spell crit. chance: +9% Curse of Shrouds It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 19 turns. Staves designed for wielders of magic, by the greats of the art. |
Emeleta the Skysage (Misfortune) (152% power, 6 apr, blight element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 152% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +19 (+3 eff.) Changes stats: +3 Str / +3 Wil / +4 Cun Changes resistances: +21% blight Changes damage: +42% blight / +9% lightning Talent granted: +1 Command Staff Reduces incoming crit damage: 18.49% Spellpower: +28 (+3 eff.) Spell crit. chance: +5% Infravision radius: +3 Damage Shield penetration: +28% Damage Shield Power: +20% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
Getudurek (Corpses) (136% power, 6 apr, physical element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +12 Armour Hardiness: +11% Changes stats: +6 Mag / +6 Wil / +2 Cun Changes resistances: +6% arcane Changes damage: +6% mind / +30% physical Talent granted: +1 Command Staff Physical save: +11 (+2 eff.) Mana each turn: +0.67 Maximum mana: +110.00 Maximum pos.energy: +20.00 Maximum neg.energy: +20.00 Spellpower: +44 (+5 eff.) Spell crit. chance: +5% Curse of Corpses It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 19 turns. Staves designed for wielders of magic, by the greats of the art. |
Glintgash (Misfortune) (136% power, 6 apr, blight element)Requires: - Magic 48 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 25% chance to gain 10% of a turn (3/turn limit) Changes stats: +20 Mag / +16 Wil / +19 Cun / +7 Con Changes resistances: +3% temporal Changes damage: +30% blight / +15% darkness / +18% light Talent granted: +1 Command Staff Life regen: +1.70 Mana each turn: +0.40 Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +96.00 Spellpower: +25 (+3 eff.) Spell crit. chance: +5% Healing mod.: +19% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
Hellblast (Misfortune) (148% power, 6 apr, acid element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Power: 149% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +15 (+2 eff.) Physical crit. chance: +10.0% Physical power: +14 (+1 eff.) Defense: +10 (+2 eff.) Changes stats: +5 Str / +6 Mag / +5 Wil Changes resistances: +6% arcane Changes resistances penetration: +10% fire / +19% physical Changes damage: +39% acid / +9% physical Talent granted: +1 Command Staff Physical save: +6 (+1 eff.) Maximum mana: +109.00 Spellpower: +41 (+4 eff.) Spell crit. chance: +9% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
Ivumiwen the dragonbone vilestaff (Misfortune) (136% power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical power: +5 (+0 eff.) Changes stats: +23 Mag / +20 Cun / +19 Con Changes damage: +30% darkness Talent granted: +1 Command Staff Critical mult.: +62.00% Physical save: +18 (+2 eff.) Stamina each turn: +3.00 N.Energy each turn: +0.40 Equilibrium when hit: +0.08 Vim when firing critical spell: +16.00 Spellpower on spell critical (stacks up to 3 times): +12 Only die when reaching: -40.00 life Maximum vim: +100.00 Maximum neg.energy: +99.00 Spellpower: +15 (+2 eff.) Spell crit. chance: +5% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
Jetpassion the dragonbone starstaff (Madness) (152% power, 6 apr, temporal element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Power: 152% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +15 (+2 eff.) Physical crit. chance: +9.0% Physical power: +15 (+1 eff.) Damage when hit (Melee): 2 darkness Changes stats: +6 Mag / +6 Wil Changes resistances penetration: +25% darkness / +10% lightning Changes damage: +42% temporal Talent granted: +1 Command Staff Maximum mana: +108.00 Spellpower: +41 (+4 eff.) Spell crit. chance: +9% Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
Mayegara the dragonbone vilestaff (Shrouds) (136% power, 6 apr, blight element)Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +15 (+2 eff.) Physical crit. chance: +9.0% Physical power: +11 (+1 eff.) Effects on melee hit: * 10% chance to slow global speed by 96% * 10% chance to reduce armor by 64% Changes stats: +7 Con Changes resistances: +3% temporal Changes damage: +30% blight Talent granted: +1 Command Staff Disease immunity: +25% Cut immunity: +10% Stun/Freeze immunity: +20% Life regen: +2.00 Only die when reaching: -60.00 life Spellpower: +35 (+4 eff.) Spell crit. chance: +9% Healing mod.: +27% Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
Sceptre of the Archlich (Madness) (150% power, 12 apr, darkness element)Requires: - Magic 50 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. It is part of a set of items. It desires to be surrounded by undeath. Power: 150% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +12 Attack speed: 100% When wielded/worn: Changes damage: +35% darkness Talent masteries: +0.20 Spell / Animus +0.20 Spell / Master of flesh +0.20 Spell / Master necromancer +0.20 Spell / Master of bones Spellpower: +40 (+4 eff.) Spell crit. chance: +15% Curse of Madness This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
Silyrath the Arcnoon (Madness) (136% power, 6 apr, lightning element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +12 Defense: +25 (+4 eff.) Changes stats: +9 Mag / +10 Cun / +10 Con Changes resistances: +3% acid / +9% nature Changes resistances penetration: +5% lightning Changes damage: +30% lightning Talent granted: +1 Command Staff Critical mult.: +17.00% Mental save: +6 (+1 eff.) Mana each turn: +0.40 N.Energy each turn: +0.20 Vim when firing critical spell: +8.00 Maximum mana: +100.00 Maximum vim: +47.00 Maximum neg.energy: +50.00 Spellpower: +23 (+2 eff.) Spell crit. chance: +5% Healing mod.: +10% Damage Shield penetration: +30% Damage Shield Power: +16% Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
Staff of Arcane Supremacy (Corpses) (120% power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. It is part of a set of items. A true understanding of the arcane is needed to release its full power. Power: 121% Range: 1.2x Uses stats: 200% Mag, 40% Wil Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% arcane Talent mastery: +0.20 Spell / Arcane Talent cooldown: Manathrust (-1 turn) Spellpower: +20 (+2 eff.) Curse of Corpses It can be used to activate talent Arcane Supremacy (costing 13 power out of 20/20) : Effective talent level: 4.5 Power cost: 13 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Removes up to 4 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
Tempestgrind the dragonbone starstaff (Nightmares) (148% power, 6 apr, temporal element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 149% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +25 (+4 eff.) Changes resistances penetration: +20% lightning / +10% temporal Changes damage: +3% lightning / +39% temporal Talent granted: +1 Command Staff Mana each turn: +0.40 Maximum mana: +100.00 Spellpower: +28 (+3 eff.) Spell crit. chance: +5% Damage Shield penetration: +27% Damage Shield Power: +15% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
Xanytha the dragonbone magestaff (Corpses) (136% power, 6 apr, arcane element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +12 Defense: +10 (+2 eff.) Damage when hit (Melee): 8 mind Changes stats: +3 Dex / +16 Mag / +4 Wil / +10 Cun / +10 Con Maximum wards: +3 arcane Changes resistances penetration: +19% mind Changes damage: +30% arcane / +6% mind Talents granted: +5 Ward +1 Command Staff Critical mult.: +30.00% N.Energy each turn: +0.20 Vim when firing critical spell: +8.00 Maximum mana: +107.00 Maximum vim: +45.00 Maximum neg.energy: +50.00 Spellpower: +27 (+3 eff.) Spell crit. chance: +5% Light radius: +4 Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
Xeramina the dragonbone starstaff (Misfortune) (136% power, 6 apr, light element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +16 Mag / +6 Wil / +10 Cun / +9 Con Changes resistances: +15% temporal Changes resistances penetration: +15% temporal Changes damage: +30% light / +9% temporal Talent granted: +1 Command Staff Critical mult.: +30.00% Mana each turn: +0.08 N.Energy each turn: +0.20 Vim when firing critical spell: +9.00 Maximum mana: +96.00 Maximum vim: +42.00 Maximum neg.energy: +50.00 Spellpower: +31 (+3 eff.) Spell crit. chance: +5% Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 6). Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
dragonbone starstaff 'Floetitan' (Nightmares) (136% power, 6 apr, light element)Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 25% chance to slow global speed by 96% * 25% chance to reduce all saves and defense by 64 Damage when hit (Melee): 4 mind Changes stats: +14 Con Changes resistances: +3% lightning / +12% fire Changes resistances penetration: +10% cold Changes damage: +30% light Talent granted: +1 Command Staff Critical mult.: +19.00% Spell save: +9 (+1 eff.) Life regen: +3.50 Spellpower: +34 (+4 eff.) Spell crit. chance: +19% Healing mod.: +56% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
dragonbone vilestaff 'Glacierparry' (Shrouds) (151% power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 151% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +14.0% Effects on melee hit: * 10% chance to reduce all saves and defense by 64 Damage (Melee): 35 arcane Damage when hit (Melee): 2 cold Changes resistances: +9% cold Changes resistances penetration: +10% blight / +15% cold / +5% arcane Changes damage: +41% blight / +41% fire / +41% darkness / +41% acid Talent granted: +1 Command Staff Vim when firing critical spell: +2.51 Maximum mana: +120.00 Spellpower: +49 (+5 eff.) Spell crit. chance: +5% Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
dragonbone vilestaff 'Kheluhell' (Shrouds) (152% power, 6 apr, blight element)Requires: - Magic 48 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 152% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +25 (+4 eff.) Changes stats: +4 Str / +4 Mag / +6 Cun / +7 Con Changes resistances penetration: +15% blight Changes damage: +42% blight / +12% acid Talent granted: +1 Command Staff Life regen: +2.00 Spellpower: +38 (+4 eff.) Spell crit. chance: +5% Healing mod.: +16% Damage Shield penetration: +30% Damage Shield Power: +20% Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
dragonbone vilestaff 'Thunderzeal' (Corpses) (136% power, 6 apr, acid element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +8 Mag / +10 Cun / +10 Con Changes resistances: +6% blight Changes resistances penetration: +20% blight / +10% lightning Changes damage: +30% acid / +19% lightning Talent granted: +1 Command Staff Critical mult.: +50.00% N.Energy each turn: +0.20 Vim when firing critical spell: +8.00 Maximum vim: +50.00 Maximum neg.energy: +50.00 Spellpower: +15 (+2 eff.) Spell crit. chance: +20% Light radius: +4 Talent on hit(spell): Arcane Vortex (10% chance level 6). Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
orichalcum trident (Madness) (167% power, 16 apr)Requires: - Strength 48 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Power: 167% Range: 1.6x Uses stats: 112% Wil, 50% Mag Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% Curse of Madness A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Anigrim the voratun waraxe (Misfortune) (150% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 150% Range: 1.4x Uses stats: 100% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +30 cold When wielded/worn: Accuracy: +49 (+8 eff.) Armour penetration: +14 Changes stats: +6 Str / +7 Dex / +1 Mag / +3 Cun Changes resistances penetration: +20% blight / +15% physical / +10% arcane Light radius: +2 Combat speed: +10% Curse of Misfortune One-handed war axes. |
Flashsweeper (Corpses) (150% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 150% Range: 1.4x Uses stats: 100% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Curse of Death (20% chance level 5). When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 53 * 50% chance to put 1 talent on cooldown for 9 turns (checks Confusion immunity) Damage (Melee): +13 blight When wielded/worn: Physical crit. chance: +6.0% Armour: +4 Changes stats: +6 Str Changes resistances: +9% fire Changes resistances penetration: +20% physical Disease immunity: +35% Stamina each turn: +2.00 Curse of Corpses One-handed war axes. |
Freezemaim the voratun waraxe (Madness) (159% power, 6 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 160% Range: 1.4x Uses stats: 100% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 10% chance to slow global speed by 96% * 50% chance to put 1 talent on cooldown for 9 turns (checks Confusion immunity) Damage (Melee): +12 cold / +19 darkness Damage against: +18% Living When wielded/worn: Armour: +12 Changes resistances: +12% acid / +9% cold Poison immunity: +20% Confusion immunity: +20% Curse of Madness One-handed war axes. |
Gunedunandur the Frigidnigh (Madness) (136% power, 4 apr)Requires: - Strength 24 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Power: 137% Range: 1.4x Uses stats: 100% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 208 cold damage (1/turn) Damage (radius 2) on crit: +4 cold When wielded/worn: Changes stats: +3 Dex / +11 Wil / +1 Cun / +11 Con Changes resistances: +6% blight / +18% cold Changes resistances penetration: +19% cold Changes damage: +20% cold Reduces incoming crit damage: 5.00% Maximum life: +70.00 See invisible: +15 Curse of Madness One-handed war axes. |
Infernopall (Misfortune) (164% power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 165% Range: 1.4x Uses stats: 100% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce armor by 64% Damage (Melee): +20 fire Damage (radius 2) on crit: +62 fire When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 64% Damage when hit (Melee): 4 fire Changes stats: +12 Str / +11 Dex / +12 Mag / +12 Wil / +13 Cun / +13 Con Changes resistances penetration: +24% fire Changes damage: +9% temporal Global speed: +11% Curse of Misfortune One-handed war axes. |
Nerulaith the Ravenjeer (Madness) (151% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 152% Range: 1.4x Uses stats: 100% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 53 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +20 blight Damage (radius 2) on crit: +4 darkness / +16 fire When wielded/worn: Accuracy: +15 (+2 eff.) Physical crit. chance: +15.0% Defense: +35 (+5 eff.) Changes resistances: +6% blight Reduces incoming crit damage: 18.61% Disease immunity: +26% Cut immunity: +20% Disarm immunity: +50% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Curse of Madness One-handed war axes. |
Radiancequick the voratun waraxe (Misfortune) (165% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 165% Range: 1.4x Uses stats: 100% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 53 Damage (Melee): +19 blight / +26 cold When wielded/worn: Accuracy: +25 (+4 eff.) Armour penetration: +13 Defense: +15 (+2 eff.) Changes resistances: +9% blight Changes resistances penetration: +15% all Changes damage: +12% light Disease immunity: +35% Light radius: +3 Curse of Misfortune One-handed war axes. |
voratun waraxe 'Duathelhack' (Corpses) (148% power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 148% Range: 1.4x Uses stats: 100% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 25% chance to reduce damage dealt by 51% Damage (Melee): +20 nature Damage (radius 1) on hit: +12 darkness / +12 blight Damage (radius 2) on crit: +16 blight When wielded/worn: Armour penetration: +15 Physical crit. chance: +15.0% Changes stats: +15 Con / +15 Wil Changes resistances penetration: +25% light Changes damage: +6% light Critical mult.: +33.00% Maximum life: +110.00 Curse of Corpses One-handed war axes. |
voratun waraxe 'Elorenne' (Madness) (151% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 151% Range: 1.4x Uses stats: 100% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Curse of Vulnerability (20% chance level 5). Damage (Melee): +12 acid / +12 arcane Damage (radius 2) on crit: +4 acid When wielded/worn: Accuracy: +46 (+7 eff.) Armour penetration: +11 Changes stats: +7 Dex / +5 Mag Changes resistances penetration: +15% arcane / +15% physical Vim when firing critical spell: +1.00 Combat speed: +10% Curse of Madness One-handed war axes. |
Barkqueen (Corpses)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 25% chance to reduce damage dealt by 51% Changes stats: +11 Mag / +19 Wil / +8 Cun Changes resistances: +6% nature Changes damage: +18% nature / +15% temporal Damage against: +34% Summoned Reduced damage from: +45% Summoned Mental save: +12 (+2 eff.) Spellpower: +12 (+1 eff.) Spell crit. chance: +6% Curse of Corpses A belt that goes around your waist. |
Blackrune (Nightmares)Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Damage when hit (Melee): 6 acid Changes resistances: +10% acid / +9% darkness / +10% fire / +10% cold / +9% lightning Changes resistances penetration: +10% lightning / +25% acid Changes damage: +3% lightning / +9% acid Physical save: +15 (+2 eff.) Maximum life: +63.00 Mindpower: +10 (+1 eff.) Curse of Nightmares A belt that goes around your waist. |
Emelumira (Shrouds)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+0 eff.) Changes stats: +2 Str / +7 Dex / +14 Mag / +1 Wil / +3 Con Critical mult.: +15.00% Mental save: +15 (+2 eff.) Mana each turn: +0.55 Maximum mana: +60.00 Spellpower: +11 (+1 eff.) Infravision radius: +3 See invisible: +6 Curse of Shrouds A belt that goes around your waist. |
Porimira the drakeskin leather belt (Misfortune)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Damage when hit (Melee): 2 temporal Changes stats: +6 Wil Changes resistances: +6% temporal / +15% blight / +15% cold / +3% mind / +11% fire Changes resistances penetration: +20% temporal Changes damage: +9% acid / +12% temporal / +6% mind Mental save: +14 (+2 eff.) Maximum life: +110.00 The wearer is treated as an undead. The wearer no longer has to breathe. Curse of Misfortune A belt that goes around your waist. |
Rainclash (Misfortune)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +20 (+1 eff.) Damage when hit (Melee): 4 cold Changes stats: +5 Str / +11 Con Changes resistances: +6% cold Physical save: +15 (+2 eff.) Spell save: +15 (+2 eff.) Mental save: +36 (+5 eff.) Psi when hit: +0.24 Hate when firing a critical mind attack: +3.00 Mindpower: +10 (+1 eff.) Size category: +2 Curse of Misfortune A belt that goes around your waist. |
Shineweeper (Madness)Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +16.0% Changes stats: +10 Dex / +8 Wil / +18 Cun / +4 Con Changes resistances: +15% fire / +13% cold Changes resistances penetration: +10% light Damage against: +45% Summoned Reduced damage from: +45% Summoned Critical mult.: +24.66% Mental crit. chance: +14% Curse of Madness A belt that goes around your waist. |
Velyrawe the Galefame (Madness)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +8 (+0 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 64 Damage when hit (Melee): 4 darkness / 4 lightning Changes stats: +11 Mag Changes resistances: +9% mind Changes resistances penetration: +25% lightning Changes damage: +9% lightning Spell save: +15 (+2 eff.) Mana each turn: +0.60 Maximum life: +130.00 Maximum mana: +123.00 Maximum stamina: +61.00 Maximum hate: +18.00 Maximum psi: +38.00 Maximum vim: +40.00 Maximum pos.energy: +40.00 Maximum neg.energy: +26.00 Size category: +1 Reduces paradox anomalies(equivalent to willpower): +20 Curse of Madness A belt that goes around your waist. |
drakeskin leather belt 'Ebonyrend' (Shrouds)Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +15 Defense: +11 (+2 eff.) Changes stats: +6 Mag / +5 Cun / +8 Con Changes resistances: +6% temporal Changes damage: +9% darkness Physical save: +40 (+4 eff.) Mental save: +15 (+2 eff.) Mindpower: +20 (+2 eff.) Light radius: +4 Curse of Shrouds A belt that goes around your waist. |
drakeskin leather belt 'Flashripper' (Nightmares)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Armour: +15 Effects on melee hit: * 25% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 10 light Changes stats: +6 Dex / +11 Mag / +6 Wil / +6 Cun Changes resistances: +6% acid Changes resistances penetration: +30% temporal Changes damage: +3% light Spell crit. chance: +6% Mental crit. chance: +13% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Nightmares It can be used to create a temporary shield that absorbs 650 damage Activation puts all charms on cooldown for 19 turns. A belt that goes around your waist. |
Balirafast (Nightmares) (11 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Defense: +11 (+2 eff.) Changes stats: +12 Mag / +20 Wil Changes resistances: +16% light / +24% fire Changes damage: +9% physical Stealth bonus: +11 Spell save: +29 (+3 eff.) Equilibrium when hit: +0.08 Maximum mana: +121.00 Mental crit. chance: +3% Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Brightpanic the elven-silk cloak (Madness) (33 def, 10 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +10 Defense: +33 (+5 eff.) Effects on melee hit: * 25% chance to reduce strength, dexterity, and constitution by 53 Changes resistances: +6% blight / +9% fire / +9% cold Changes resistances penetration: +25% cold / +15% fire Changes damage: +6% fire Physical save: +48 (+5 eff.) Spell save: +20 (+2 eff.) Mental save: +35 (+5 eff.) Only die when reaching: -50.00 life Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Burnwar (Shrouds) (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +16 Mag / +16 Wil Changes resistances: +18% lightning / +6% fire Changes resistances penetration: +25% fire Changes damage: +6% fire Critical mult.: +5.00% Spell save: +29 (+3 eff.) Maximum mana: +142.00 Spellpower: +20 (+2 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glimmerriver the elven-silk cloak (Corpses) (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +10 Defense: +3 (+1 eff.) Changes stats: +6 Dex / +6 Mag / +11 Wil / +5 Cun Changes resistances: +12% light Changes damage: +6% light Spell save: +30 (+3 eff.) Mental save: +14 (+2 eff.) Maximum mana: +80.00 Maximum vim: +20.00 Spell crit. chance: +2% Light radius: +4 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. |
Glitterslicer the elven-silk cloak (Nightmares) (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +10 Defense: +3 (+1 eff.) Effects on melee hit: * 25% chance to reduce armor by 64% Damage when hit (Melee): 6 light / 8 fire Changes stats: +6 Cun / +4 Dex Changes resistances: +20% blight / +9% fire / +17% nature Changes resistances penetration: +10% fire Changes damage: +9% light Physical save: +15 (+2 eff.) Mental save: +14 (+2 eff.) Life regen: +10.00 Only die when reaching: -50.00 life Light radius: +3 Healing mod.: +20% Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Guise of the Hated (Madness) (14 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Defense: +14 (+2 eff.) Damage (Melee): 30 mind / 30 darkness Damage when hit (Melee): 30 mind / 30 darkness Changes stats: +4 Dex / +8 Wil / +6 Cun Changes resistances: +10% darkness / +10% mind Changes damage: +4% all Talent masteries: +0.30 Cursed / Gloom +0.30 Cursed / Darkness Talent granted: +5 Dark Vision Stealth bonus: +12 Mental save: +10 (+1 eff.) Hate per kill: +5.00 Mindpower: +20 (+2 eff.) Mental crit. chance: +10% Talent on hit(mindpower): Creeping Darkness (10% chance level 3). Curse of Madness Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
Serpentine Cloak (Nightmares) (20 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +20 (+3 eff.) Changes stats: +4 Dex / +4 Wil / +4 Cun Changes resistances penetration: +20% nature Changes damage: +20% nature Talent masteries: +0.20 Cunning / Stealth +0.50 Cunning / Poisons Poison immunity: +50% Talent on hit(mindpower): Poison Strike (10% chance level 1). Curse of Nightmares Cunning and malice seem to emanate from this cloak. |
Suncrypt the elven-silk cloak (Misfortune) (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +25% temporal / +76% darkness / +12% fire Changes resistances penetration: +32% darkness Changes damage: +45% darkness Stealth bonus: +44 Mana each turn: +0.20 Mana when firing critical spell: +2.48 Vim when firing critical spell: +2.48 Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +100.00 Defense after a teleport: +30 Resist all after a teleport: +15% New effects duration reduction after a teleport: +30% Curse of Misfortune It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 7 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Xerythra the elven-silk cloak (Shrouds) (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +6 Str / +4 Dex / +5 Mag / +10 Wil / +9 Cun / +6 Con Changes damage: +12% mind Physical save: +15 (+2 eff.) Hate when firing a critical mind attack: +5.00 Maximum life: +110.00 Maximum hate: +4.00 Maximum psi: +30.00 Spell crit. chance: +8% Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Radianceward' (Corpses) (18 def, 10 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +10 Defense: +18 (+3 eff.) Damage when hit (Melee): 2 light Changes stats: +3 Str / +6 Mag / +5 Wil / +4 Con Changes resistances: +9% lightning / +6% nature Physical save: +25 (+3 eff.) Spell save: +25 (+3 eff.) Mental save: +21 (+3 eff.) Blindness immunity: +25% Knockback immunity: +25% Maximum life: +60.00 Spell crit. chance: +7% 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. |
elven-silk cloak 'Skyorder' (Misfortune) (12 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +10 Defense: +12 (+2 eff.) Changes stats: +4 Str / +9 Dex / +2 Mag / +3 Wil / +10 Cun / +4 Con Changes resistances: +25% light / +25% fire Changes damage: +9% lightning Reduces incoming crit damage: 18.73% Stealth bonus: +12 Infravision radius: +2 See invisible: +6 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. |
Belurothad the Phlegmknave (Madness) (5 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +5 Defense: +5 (+1 eff.) Effects on melee hit: * 25% chance to slow global speed by 96% * 10 arcane resource burn Changes stats: +10 Con Changes resistances: +5% arcane / +9% blight / +45% cold / +3% nature / +15% all Changes resistances penetration: +10% nature / +15% cold Changes damage: +30% nature / +33% cold Physical save: +29 (+3 eff.) Poison immunity: +50% Disease immunity: +45% Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eilinesemina (Corpses) (15 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +15 (+2 eff.) Effects on melee hit: * 20 arcane resource burn Changes stats: +8 Mag / +8 Wil / +9 Con Changes resistances: +3% temporal / +6% light / +20% blight / +6% arcane / +15% all Changes resistances penetration: +5% acid Changes damage: +30% nature Physical save: +12 (+2 eff.) Mental save: +15 (+2 eff.) Poison immunity: +42% Disease immunity: +50% Life regen: +3.80 Mana each turn: +0.39 Psi each turn: +0.40 Maximum life: +120.00 Healing mod.: +30% Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Glowserpent (Shrouds) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Effects on melee hit: * 25 arcane resource burn Changes stats: +8 Str / +8 Mag / +8 Wil Changes resistances: +11% lightning / +3% temporal / +3% light / +3% fire / +45% nature / +15% all / +15% cold / +20% mind / +26% darkness Changes damage: +30% lightning / +25% physical / +18% light / +31% cold / +30% nature Physical save: +20 (+2 eff.) Spell save: +20 (+2 eff.) Mental save: +39 (+6 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Torchroar (Misfortune) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +1 Str / +6 Mag / +8 Wil Changes resistances: +20% acid / +19% physical / +45% light / +15% temporal / +19% cold / +20% fire / +15% all Changes damage: +18% acid / +30% temporal / +30% light / +25% cold / +41% fire / +30% arcane / +24% physical Talent cooldown: Refit Golem (-6 turns) Maximum mana: +56.00 Spellpower: +10 (+1 eff.) Spell crit. chance: +6% See invisible: +6 Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Turidir (Shrouds) (0 def, 10 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +10 Changes stats: +8 Mag / +8 Wil / +10 Con Changes resistances: +20% blight / +9% light / +15% all Changes damage: +30% nature / +6% blight Poison immunity: +47% Disease immunity: +50% Life regen: +5.60 Mana each turn: +0.30 Psi each turn: +0.22 Only die when reaching: -80.00 life Maximum life: +100.00 Healing mod.: +30% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe 'Polulaith' (Madness) (25 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +3 Defense: +25 (+4 eff.) Changes stats: +6 Cun Changes resistances: +20% acid / +22% physical / +30% blight / +20% cold / +20% fire / +15% all Changes damage: +31% acid / +24% physical / +30% light / +30% blight / +25% cold / +18% fire / +30% darkness Talent cooldown: Refit Golem (-6 turns) Critical mult.: +24.98% Spellpower: +10 (+1 eff.) Spell crit. chance: +10% Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe 'Serpentschism' (Nightmares) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% blight / +29% mind / +49% nature / +15% all Changes resistances penetration: +15% nature Changes damage: +29% nature / +29% mind Life regen: +5.40 Spellpower on spell critical (stacks up to 3 times): +8 Maximum life: +73.00 Maximum mana: +40.00 Healing mod.: +30% Defense after a teleport: +19 Resist all after a teleport: +19% New effects duration reduction after a teleport: +19% Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Aruzilahad the Forestvagrant (Misfortune) (0 def, 5 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +17 (+1 eff.) Armour: +5 Effects on melee hit: * 25% chance to reduce strength, dexterity, and constitution by 53 Damage when hit (Melee): 2 temporal Changes stats: +5 Con / +6 Wil Changes resistances: +3% nature Changes resistances penetration: +9% physical Changes damage: +12% temporal Life regen: +9.00 Spellpower: +18 (+2 eff.) Mindpower: +27 (+3 eff.) Healing mod.: +20% Defense after a teleport: +19 Resist all after a teleport: +19% New effects duration reduction after a teleport: +19% Curse of Misfortune It can be used to activate talent Blindside, placing all other charms into a 16 cooldown : Effective talent level: 4.5 Power cost: 16 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 55% (at 0 Hate) to 184% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 69 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Demonpassion (Madness) (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Effects on melee hit: * 25% chance to reduce damage dealt by 51% Changes stats: +15 Lck / +5 Dex Changes resistances: +36% lightning / +30% temporal / +12% blight Changes resistances penetration: +10% lightning Changes damage: +21% darkness Stealth bonus: +15 Curse of Madness A pair of boots made of leather. |
Flashward the pair of drakeskin leather boots (Shrouds) (18 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +18 (+3 eff.) Damage when hit (Melee): 8 nature / 4 lightning Changes stats: +3 Cun / +4 Dex Changes resistances: +21% lightning / +9% cold / +9% temporal / +6% fire Life regen: +9.00 Healing mod.: +20% Curse of Shrouds It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 8.8 Power cost: 10 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 8 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 235% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
Magmawilter the pair of drakeskin leather boots (Nightmares) (36 def, 15 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Defense: +36 (+5 eff.) Effects on melee hit: * 25% chance to slow global speed by 96% Damage when hit (Melee): 10 fire Changes stats: +2 Str / +4 Mag / +2 Wil Changes resistances: +13% acid / +24% fire / +15% lightning / +15% cold Spell save: +6 (+1 eff.) Activating this item is instant. Curse of Nightmares It can be used to activate talent Evasion, placing all other charms into a 19 cooldown : Effective talent level: 13.8 Power cost: 19 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 45% chance to evade melee and ranged attacks and 167 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Shineguile (Madness) (20 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +20 (+3 eff.) Fatigue: -10% Damage when hit (Melee): 2 light Changes stats: +15 Dex Changes resistances: +9% light Changes resistances penetration: +15% cold Changes damage: +15% cold / +9% light / +18% fire Maximum encumbrance: +50 Physical save: +12 (+2 eff.) Silence immunity: +47% Confusion immunity: +44% Stun/Freeze immunity: +38% Curse of Madness A pair of boots made of leather. |
Shockwilder (Corpses) (0 def, 5 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +5 Armour: +5 Fatigue: -10% Changes stats: +6 Cun / +6 Con Changes resistances: +9% fire Changes resistances penetration: +15% lightning Physical save: +25 (+3 eff.) Mental save: +25 (+4 eff.) Blindness immunity: +25% Silence immunity: +45% Confusion immunity: +35% Stun/Freeze immunity: +50% Life regen: +4.96 Stamina each turn: +0.80 Only die when reaching: -60.00 life Maximum life: +60.00 Movement speed: +10% Curse of Corpses A pair of boots made of leather. |
Velivea the pair of drakeskin leather boots (Nightmares) (0 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +10 Str / +4 Dex / +2 Mag / +5 Wil / +4 Cun / +17 Con Changes resistances penetration: +10% physical Changes damage: +6% blight / +8% physical / +6% arcane Maximum vim: +30.00 Spellpower: +20 (+2 eff.) Mindpower: +9 (+1 eff.) See invisible: +12 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Size category: +1 Curse of Nightmares It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 6.2 Power cost: 10 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 7 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 214% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
Woemonster the pair of voratun boots (Madness) (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +15 (+2 eff.) Armour penetration: +2 Physical power: +15 (+1 eff.) Armour: +5 Fatigue: +4% Effects on melee hit: * 25% chance to reduce damage dealt by 51% Changes stats: +10 Str / +6 Mag / +6 Wil / +6 Cun / +9 Con Changes damage: +8% physical Physical save: +13 (+2 eff.) Spell save: +13 (+2 eff.) Mental save: +13 (+2 eff.) Stamina each turn: +1.00 Only die when reaching: -40.00 life Lowers spell cool-downs by: 10% Size category: +1 Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Xanemiba the pair of voratun boots (Shrouds) (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Effects on melee hit: * 25% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Str / +4 Dex / +8 Cun / +9 Con Changes resistances: +6% acid Changes resistances penetration: +15% temporal Changes damage: +15% temporal Physical save: +25 (+3 eff.) Mental save: +20 (+3 eff.) Spellpower: +9 (+1 eff.) Curse of Shrouds It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 11.2 Power cost: 10 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 8 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 250% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of drakeskin leather boots 'Runevor' (Madness) (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -10% Changes stats: +3 Str / +4 Dex / +5 Mag / +4 Cun Changes resistances: +12% acid Changes resistances penetration: +5% arcane Maximum encumbrance: +41 Physical save: +15 (+2 eff.) Life regen: +11.00 Vim when firing critical spell: +1.00 Spell crit. chance: +3% Infravision radius: +4 Healing mod.: +18% Curse of Madness It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 6.2 Power cost: 10 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 7 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 214% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
pair of voratun boots 'Gloombloom' (Nightmares) (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +12 (+1 eff.) Armour: +5 Fatigue: +4% Effects on melee hit: * 20% chance to reduce damage dealt by 51% Changes stats: +6 Cun / +5 Wil Changes resistances: +9% mind / +18% darkness Physical save: +15 (+2 eff.) Spell save: +10 (+1 eff.) Mental save: +12 (+2 eff.) Spellpower: +30 (+3 eff.) Mindpower: +18 (+2 eff.) Light radius: +2 Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Stone Gauntlets of Harkor'Zun (Corpses) (0 def, 7 armour)Requires: - Heavy armour training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Fatigue: +10% Changes resistances: +20% acid / +10% physical Changes resistances cap: +10% acid / +5% physical Changes resistances penetration: +15% acid / +15% physical Changes damage: +10% acid / +5% physical Talent cooldown: Clinch (-2 turns) When used to modify unarmed attacks: Power: 132% Range: 1.4x Uses stats: 76% Wil, 50% Mag, 48% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Corrosive Mist (10% chance level 1). When this weapon hits: Earthen Missiles (20% chance level 3). Damage (Melee): +10 acid Curse of Corpses Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
Aroneg the voratun helm (Madness) (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +19 Str / +19 Dex / +2 Wil Changes resistances: +25% darkness / +9% temporal Changes resistances penetration: +20% arcane Changes damage: +6% arcane Mana each turn: +0.12 Mana when firing critical spell: +2.00 Infravision radius: +6 Skullcracker multiplicator: +3 Curse of Madness It can be used to activate talent Skullcracker, placing all other charms into a 13 cooldown : Effective talent level: 11.2 Power cost: 13 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 725.5 Physical damage. If the attack hits, the target is confused (48% effect) for 8 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Ashmight (Misfortune) (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +20 Dex / +8 Mag / +9 Wil Changes resistances: +25% darkness / +6% cold Changes resistances penetration: +15% fire Changes damage: +20% blight / +20% arcane / +15% mind Equilibrium when hit: +0.12 Psi when hit: +0.04 Spell crit. chance: +4% Mindpower: +15 (+2 eff.) Mental crit. chance: +1% Infravision radius: +8 Curse of Misfortune A cap made of leather. |
Blackrock the elven-silk wizard hat (Corpses) (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +20 Cun / +6 Wil Changes resistances: +18% acid / +3% darkness / +30% nature / +6% arcane Changes damage: +20% nature Reduces incoming crit damage: 10.00% Mental save: +13 (+2 eff.) Mindpower: +6 (+1 eff.) Curse of Corpses A pointy cloth hat, very wizardly... |
Burnclash (Shrouds) (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +5 Fatigue: +5% Damage when hit (Melee): 4 arcane / 6 fire Changes stats: +9 Str / +9 Dex / +5 Wil / +5 Cun / +16 Lck Changes resistances: +6% arcane Changes resistances penetration: +15% fire Changes damage: +15% blight Spell crit. chance: +7% Mindpower: +6 (+1 eff.) Mental crit. chance: +8% Skullcracker multiplicator: +3 Curse of Shrouds It can be used to activate talent Skullcracker, placing all other charms into a 13 cooldown : Effective talent level: 11.2 Power cost: 13 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 725.5 Physical damage. If the attack hits, the target is confused (48% effect) for 8 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Ce'Norevena (Madness) (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 20 arcane resource burn Changes resistances: +28% acid / +26% physical / +40% darkness / +6% temporal / +6% arcane / +3% light Changes damage: +19% acid / +33% physical / +38% darkness Reduces incoming crit damage: 18.73% Only die when reaching: -80.00 life Maximum hate: +28.00 Mindpower: +20 (+2 eff.) Mental crit. chance: +10% See invisible: +3 Curse of Madness A pointy cloth hat, very wizardly... |
Duvozor the Lightsquall (Misfortune) (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 25% chance to gain 10% of a turn (3/turn limit) Changes stats: +10 Str / +9 Dex / +8 Mag / +10 Wil Changes damage: +18% blight / +6% fire / +17% arcane / +9% light Psi when hit: +0.04 Maximum hate: +12.00 Maximum psi: +20.00 Spell crit. chance: +5% Mindpower: +10 (+1 eff.) Skullcracker multiplicator: +3 Curse of Misfortune It can be used to activate talent Skullcracker, placing all other charms into a 13 cooldown : Effective talent level: 11.2 Power cost: 13 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 725.5 Physical damage. If the attack hits, the target is confused (48% effect) for 8 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Duvurion the Snowspire (Nightmares) (0 def, 11 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Armour: +11 Fatigue: +5% Changes stats: +15 Dex / +5 Wil / +7 Cun Changes resistances: +9% cold Changes damage: +9% cold Critical mult.: +15.00% Maximum hate: +4.00 Mental crit. chance: +3% Infravision radius: +3 Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Emokira the voratun helm (Madness) (8 def, 14 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +14 Defense: +8 (+1 eff.) Fatigue: +5% Effects on melee hit: * 20% chance to slow global speed by 96% Changes stats: +10 Dex / +5 Mag / +5 Wil / +5 Cun Changes resistances: +15% acid / +6% fire / +6% nature / +7% all Physical save: +15 (+2 eff.) Mindpower: +6 (+1 eff.) Infravision radius: +4 Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Emuda the drakeskin leather cap (Madness) (0 def, 9 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +1 Physical crit. chance: +8.0% Physical power: +15 (+1 eff.) Armour: +9 Fatigue: +5% Changes stats: +10 Wil / +6 Con / +15 Lck Changes resistances: +15% blight Changes damage: +6% physical Spell save: +6 (+1 eff.) Mental save: +13 (+2 eff.) Maximum vim: +30.00 Spell crit. chance: +8% Mental crit. chance: +8% Infravision radius: +4 Curse of Madness A cap made of leather. |
Fulegorn the Gleamnaught (Misfortune) (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+0 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 10 temporal Changes stats: +16 Str / +5 Wil / +5 Cun / +5 Con Changes resistances: +6% arcane Changes resistances penetration: +20% temporal Changes damage: +6% light / +12% temporal Mindpower: +5 (+0 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Skullcracker multiplicator: +3 Curse of Misfortune It can be used to activate talent Skullcracker, placing all other charms into a 13 cooldown : Effective talent level: 11.2 Power cost: 13 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 725.5 Physical damage. If the attack hits, the target is confused (48% effect) for 8 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Glorerin the elven-silk wizard hat (Corpses) (23 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +30 (+5 eff.) Physical crit. chance: +4.0% Defense: +23 (+4 eff.) Changes stats: +3 Str / +4 Dex / +16 Mag / +7 Wil / +10 Con Changes resistances: +20% mind / +6% blight Changes damage: +20% arcane / +20% mind Spellpower: +6 (+1 eff.) Activating this item is instant. Curse of Corpses It can be used to activate talent Arcane Eye, placing all other charms into a 7 cooldown : Effective talent level: 6.5 Power cost: 7 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Pyrebutcher (Madness) (0 def, 11 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +11 Fatigue: +5% Changes stats: +4 Cun / +15 Wil Changes resistances: +15% acid / +3% darkness / +27% blight / +6% fire / +6% arcane / +3% light Changes damage: +12% acid Mental save: +11 (+2 eff.) Mindpower: +6 (+1 eff.) Infravision radius: +2 Curse of Madness A cap made of leather. |
Smolderterror (Shrouds) (12 def, 5 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Physical power: +12 (+1 eff.) Armour: +5 Defense: +12 (+2 eff.) Fatigue: +5% Effects when hit in melee: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 fire Changes stats: +15 Str / +7 Dex / +10 Wil / +15 Cun / +9 Con Changes resistances: +9% fire / +11% physical Changes resistances penetration: +15% blight Changes damage: +3% arcane / +9% blight Reduces incoming crit damage: 18.61% Physical save: +15 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +4 See invisible: +6 Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steel Helm of Garkul (Misfortune) (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+2 eff.) Spell save: +12 (+2 eff.) Mental save: +12 (+2 eff.) Skullcracker multiplicator: +5 Curse of Misfortune A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Sulfurwish the elven-silk wizard hat (Shrouds) (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +13 Mag Changes resistances: +7% lightning / +8% temporal / +8% light / +8% fire / +17% nature / +8% acid / +7% blight / +7% cold / +8% darkness Changes resistances penetration: +15% nature Changes damage: +15% acid / +11% lightning / +15% cold / +12% arcane / +11% fire Critical mult.: +10.00% Spell save: +19 (+2 eff.) Mana each turn: +0.08 Mana when firing critical spell: +2.51 Curse of Shrouds A pointy cloth hat, very wizardly... |
Sunnight (Misfortune) (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +12 (+1 eff.) Armour: +5 Fatigue: +5% Changes stats: +17 Str / +7 Wil / +4 Cun Changes resistances: +15% physical / +15% nature / +12% light Changes damage: +9% light / +12% cold Physical save: +15 (+2 eff.) Spell save: +10 (+1 eff.) Maximum life: +110.00 Mindpower: +15 (+2 eff.) Mental crit. chance: +4% Healing mod.: +20% Curse of Misfortune A cap made of leather. |
Tulidas (Madness) (0 def, 10 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +10 Fatigue: +5% Changes stats: +9 Str / +7 Dex / +10 Wil / +9 Cun / +9 Con Changes resistances: +15% blight Changes resistances penetration: +25% mind Changes damage: +9% arcane / +6% mind Mental save: +15 (+2 eff.) Equilibrium when hit: +0.08 Psi when hit: +0.12 Maximum psi: +40.00 Infravision radius: +4 Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Un'fezan's Cap (Misfortune) (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Needs something equally stylish and cool to go with it. When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +8 Cun / +4 Wil Changes resistances: +10% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Spellpower: +8 (+1 eff.) Mindpower: +8 (+1 eff.) Reduces paradox anomalies(equivalent to willpower): +5 Curse of Misfortune It can be used to activate talent Wormhole (costing 10 power out of 15/15) : Effective talent level: 2.5 Power cost: 10 out of 15/15. Range: 10 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 3 accuracy). The wormholes will last 8 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
Winterwar the drakeskin leather cap (Corpses) (0 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Armour: +5 Fatigue: +5% Changes stats: +15 Dex / +1 Mag / +5 Cun Changes resistances: +6% cold / +25% mind / +6% temporal Changes resistances penetration: +31% cold Changes damage: +15% cold Reduces incoming crit damage: 18.61% Mental save: +28 (+4 eff.) Confusion immunity: +50% Curse of Corpses A cap made of leather. |
Xanalerin the voratun helm (Shrouds) (0 def, 11 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +12 (+1 eff.) Armour: +11 Fatigue: +5% Changes stats: +7 Str / +21 Wil Changes resistances: +15% blight / +14% physical / +12% mind Critical mult.: +20.00% Physical save: +14 (+2 eff.) Mental save: +15 (+2 eff.) Maximum hate: +4.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +2% Infravision radius: +4 Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Xanireth (Nightmares) (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +2 Dex / +8 Mag / +6 Wil / +5 Con Changes resistances: +22% darkness / +30% light Changes damage: +15% darkness / +20% light Reduces incoming crit damage: 18.85% Psi when hit: +0.12 Spellpower: +5 (+0 eff.) Curse of Nightmares A pointy cloth hat, very wizardly... |
Xeryrabrevea the voratun helm (Madness) (15 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +25 (+4 eff.) Physical power: +17 (+1 eff.) Armour: +5 Defense: +15 (+2 eff.) Fatigue: +5% Changes stats: +11 Str / +7 Wil / +15 Con Changes resistances: +6% arcane / +10% physical Changes damage: +9% arcane Physical save: +15 (+2 eff.) Stamina each turn: +2.00 Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Yarymnir the voratun helm (Shrouds) (0 def, 11 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +1 Armour: +11 Fatigue: +5% Changes stats: +6 Str / +16 Dex / +7 Cun / +9 Con Changes resistances: +15% acid / +9% temporal / +16% darkness / +15% fire / +14% lightning / +15% cold Only die when reaching: -40.00 life Maximum stamina: +30.00 Infravision radius: +8 Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Zanudusta the Infernoblow (Misfortune) (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 25% chance to reduce armor by 64% Damage when hit (Melee): 6 arcane Changes stats: +22 Str / +4 Mag Changes resistances: +21% cold Changes resistances penetration: +20% arcane / +20% fire Changes damage: +6% acid Allows you to breathe in: water Skullcracker multiplicator: +6 Curse of Misfortune It can be used to activate talent Skullcracker, placing all other charms into a 13 cooldown : Effective talent level: 11.2 Power cost: 13 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 725.5 Physical damage. If the attack hits, the target is confused (48% effect) for 8 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Zanuthad the voratun helm (Corpses) (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+0 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * 20% chance to slow global speed by 96% * 25 arcane resource burn Changes stats: +5 Str / +9 Wil / +4 Con Changes resistances: +13% acid / +29% fire / +14% lightning / +30% cold Light radius: +4 Infravision radius: +4 Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
drakeskin leather cap 'Brodustir' (Misfortune) (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +20 (+3 eff.) Armour penetration: +8 Armour: +5 Fatigue: +5% Changes stats: +10 Str / +13 Dex / +1 Mag / +5 Cun Changes resistances: +15% blight / +15% darkness Critical mult.: +10.00% Spell save: +12 (+2 eff.) Mental save: +12 (+2 eff.) Life regen: +4.93 Mana when firing critical spell: +2.47 Skullcracker multiplicator: +3 Curse of Misfortune It can be used to activate talent Skullcracker, placing all other charms into a 13 cooldown : Effective talent level: 11.2 Power cost: 13 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 725.5 Physical damage. If the attack hits, the target is confused (48% effect) for 8 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
elven-silk wizard hat 'Beterelle' (Nightmares) (3 def, 0 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +2 Dex / +3 Mag / +10 Wil Changes resistances: +24% fire Changes damage: +16% fire Physical save: +23 (+3 eff.) Equilibrium when hit: +3.00 Psi when hit: +2.80 Hate when hit: +3.00 Mana when firing critical spell: +2.48 Damage Shield penetration: +37% Curse of Nightmares A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Elenavon' (Nightmares) (18 def, 4 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +2 Physical crit. chance: +1.0% Physical power: +15 (+1 eff.) Armour: +4 Defense: +18 (+3 eff.) Changes stats: +1 Str Changes resistances: +20% mind Changes damage: +20% mind Critical mult.: +15.00% Physical save: +15 (+2 eff.) Mental save: +20 (+3 eff.) Mana each turn: +3.00 Mana when hit: +3.00 Equilibrium when hit: +3.00 Psi when hit: +3.00 Hate when hit: +3.00 Maximum mana: +96.00 Maximum psi: +40.00 Spellpower: +10 (+1 eff.) Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Curse of Nightmares It can be used to activate talent Manaflow, placing all other charms into a 25 cooldown : Effective talent level: 3.5 Power cost: 25 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 35 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Infernopierce' (Nightmares) (3 def, 10 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +4 Armour: +10 Defense: +3 (+1 eff.) Changes stats: +16 Mag / +7 Wil / +10 Con Changes resistances: +18% mind / +3% physical Changes resistances penetration: +10% fire Changes damage: +6% physical / +3% fire / +18% arcane / +23% mind Physical save: +15 (+2 eff.) Mental save: +20 (+3 eff.) Only die when reaching: -40.00 life Maximum psi: +20.00 Spellpower: +5 (+0 eff.) Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Activating this item is instant. Curse of Nightmares It can be used to activate talent Arcane Eye, placing all other charms into a 7 cooldown : Effective talent level: 6.5 Power cost: 7 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Layalle' (Misfortune) (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +14 Mag Changes resistances: +20% blight Changes damage: +20% blight / +12% arcane Spell save: +23 (+3 eff.) Life regen: +4.20 Mana when firing critical spell: +2.48 Spellpower on spell critical (stacks up to 3 times): +6 Spell crit. chance: +6% Damage Shield Power: +14% Curse of Misfortune A pointy cloth hat, very wizardly... |
voratun helm 'Polavena' (Corpses) (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Armour: +5 Fatigue: +5% Changes stats: +6 Str / +16 Wil Changes resistances: +15% blight / +15% temporal / +15% lightning Reduces incoming crit damage: 18.73% Mental save: +29 (+4 eff.) Confusion immunity: +20% Maximum life: +60.00 Light radius: +2 Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun helm 'Ravenobsidian' (Corpses) (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +15% blight / +6% temporal / +25% mind / +30% darkness Changes damage: +6% blight / +21% temporal / +6% darkness Spell save: +10 (+1 eff.) Mental save: +45 (+6 eff.) Confusion immunity: +50% Stamina when hit: +2.40 Equilibrium when hit: +3.00 Activating this item is instant. Curse of Corpses It can be used to activate talent Circle of Sanctity, placing all other charms into a 19 cooldown : Effective talent level: 8.4 Power cost: 19 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 5 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 50 light damage to everyone else who enters. The circle lasts 7 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun helm 'Shimmerrip' (Corpses) (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +6% temporal / +15% fire / +15% cold / +6% nature / +24% mind Changes resistances penetration: +10% lightning Reduces incoming crit damage: 18.85% Spell save: +9 (+1 eff.) Mental save: +29 (+4 eff.) Confusion immunity: +50% Stun/Freeze immunity: +25% Stamina when hit: +2.00 Equilibrium when hit: +2.90 Only die when reaching: -80.00 life Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun helm 'Velodheldassra' (Misfortune) (0 def, 15 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +12 (+1 eff.) Armour: +15 Fatigue: +5% Damage when hit (Melee): 2 mind Changes stats: +15 Str / +8 Dex / +7 Wil Changes resistances: +6% blight / +6% fire / +3% acid / +15% physical Reduces incoming crit damage: 10.00% Physical save: +12 (+2 eff.) Spell save: +6 (+1 eff.) Disease immunity: +25% Infravision radius: +4 Skullcracker multiplicator: +3 Curse of Misfortune It can be used to activate talent Skullcracker, placing all other charms into a 13 cooldown : Effective talent level: 11.2 Power cost: 13 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 725.5 Physical damage. If the attack hits, the target is confused (48% effect) for 8 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Dawnmaim (Corpses) (20 def, 8 armour)Requires: - Strength 20 Powered by arcane forces Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+3 eff.) Fatigue: +8% Damage (Melee): 21 acid / 19 fire Damage when hit (Melee): 13 acid / 16 fire / 4 light / 6 darkness Changes stats: +2 Str / +8 Wil / +9 Cun Changes resistances: +30% acid / +30% fire / +6% light Changes resistances penetration: +20% darkness / +20% light Mental save: +20 (+3 eff.) Infravision radius: +1 Combat speed: +15% Casting speed: +15% Mental speed: +15% Curse of Corpses A suit of armour made of leather. |
Dawntitan the drakeskin leather armour (Shrouds) (30 def, 18 armour)Requires: - Strength 20 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +9 (+0 eff.) Armour: +18 Defense: +30 (+5 eff.) Fatigue: +8% Damage when hit (Melee): 4 cold Changes stats: +6 Cun Changes resistances: +6% light / +6% temporal Changes resistances penetration: +15% light / +15% temporal Changes damage: +6% light / +15% temporal Critical mult.: +20.00% Mental save: +23 (+3 eff.) Life regen: +11.00 Maximum life: +79.00 Healing mod.: +19% Curse of Shrouds A suit of armour made of leather. |
Hathukalthodor the drakeskin leather armour (Nightmares) (43 def, 18 armour)Requires: - Strength 20 Powered by arcane forces Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Defense: +43 (+6 eff.) Fatigue: +8% Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 53 * 25% chance to reduce all saves and defense by 64 Damage when hit (Melee): 8 blight Changes stats: +10 Str / +10 Dex / +2 Wil / +6 Cun Changes resistances: +26% temporal Physical save: +20 (+2 eff.) Mental save: +25 (+4 eff.) Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +60.00 Curse of Nightmares A suit of armour made of leather. |
Masochism (Corpses) (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 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 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: 6 Curse of Corpses It can be used to activate talent Blood Grasp (costing 8 power out of 12/12) : Effective talent level: 6.5 Power cost: 8 out of 12/12. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 239.57 blight damage and healing you for 20% the damage dealt. 50% of the damage dealt will be gained as maximum life for 7 turns (before the healing). The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. |
Plaguewild (Nightmares) (35 def, 18 armour)Requires: - Strength 20 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+0 eff.) Armour: +18 Defense: +35 (+5 eff.) Fatigue: +8% Effects on melee hit: * 25% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 mind Changes stats: +6 Cun Changes resistances: +6% mind / +3% nature Changes resistances penetration: +10% temporal Changes damage: +15% nature / +6% temporal Critical mult.: +20.00% Mental save: +25 (+4 eff.) Life regen: +14.60 Maximum life: +70.00 Healing mod.: +20% Curse of Nightmares A suit of armour made of leather. |
Shadequeller (Misfortune) (20 def, 8 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+3 eff.) Fatigue: +8% Effects on melee hit: * 25% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 6 temporal Changes stats: +10 Wil Changes resistances: +48% blight / +27% fire / +61% darkness / +15% cold Light radius: +4 Curse of Misfortune A suit of armour made of leather. |
Xibeth the drakeskin leather armour (Corpses) (30 def, 8 armour)Requires: - Strength 20 Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +30 (+5 eff.) Fatigue: +8% Changes stats: +7 Str / +11 Dex / +9 Wil / +8 Cun / +4 Con Changes resistances: +30% lightning / +6% darkness / +3% acid Changes damage: +6% mind Physical save: +20 (+2 eff.) Mental save: +30 (+4 eff.) Light radius: +3 Curse of Corpses A suit of armour made of leather. |
drakeskin leather armour 'Arcobsidian' (Madness) (20 def, 8 armour)Requires: - Strength 20 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+3 eff.) Fatigue: +8% Changes stats: +9 Cun / +9 Wil Changes resistances: +28% acid / +15% nature / +24% lightning Changes damage: +12% temporal Mental save: +25 (+4 eff.) Life regen: +15.00 Maximum life: +70.00 Healing mod.: +20% Curse of Madness A suit of armour made of leather. |
drakeskin leather armour 'Arechak' (Madness) (30 def, 8 armour)Requires: - Strength 20 Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +30 (+5 eff.) Fatigue: +8% Changes stats: +20 Str / +10 Dex / +9 Wil / +9 Cun Changes resistances: +3% lightning / +11% physical / +20% darkness / +3% blight / +12% fire / +9% light Changes resistances penetration: +15% mind Changes damage: +9% mind Physical save: +20 (+2 eff.) Mental save: +25 (+4 eff.) Light radius: +1 Curse of Madness It can be used to activate talent Track, placing all other charms into a 19 cooldown : Effective talent level: 4.9 Power cost: 19 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 42 for 7 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
drakeskin leather armour 'Boltnaught' (Madness) (33 def, 8 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Accuracy: +20 (+3 eff.) Armour penetration: +20 Physical crit. chance: +10.0% Armour: +8 Defense: +33 (+5 eff.) Fatigue: +8% Changes stats: +3 Str / +6 Wil Changes resistances: +28% blight / +30% darkness / +6% lightning Life regen: +6.00 Stamina each turn: +3.80 Only die when reaching: -60.00 life Maximum stamina: +37.47 Light radius: +2 Defense after a teleport: +19 Resist all after a teleport: +19% New effects duration reduction after a teleport: +19% Activating this item is instant. Curse of Madness It can be used to activate talent Second Wind, placing all other charms into a 22 cooldown : Effective talent level: 16.2 Power cost: 22 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 687 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
Cindergrinder the voratun shield (Nightmares) (0 def, 20 armour, 179% power, 328 block)Requires: - Shield usage training - Cunning 48 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 179% Range: 1.2x Uses stats: 100% Wil, 50% Mag Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +328 On weapon hit: * 25% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +26 cold When wielded/worn: Armour: +20 Fatigue: +8% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) On shield block: * Deals 398 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Changes stats: +5 Wil / +7 Con Changes resistances: +6% temporal / +30% fire / +6% arcane / +19% cold Changes damage: +9% fire / +12% temporal Talent granted: +1 Block Physical save: +15 (+2 eff.) Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +18% Curse of Nightmares Handheld deflection devices. |
Galezeal the voratun shield (Shrouds) (0 def, 10 armour, 181% power, 219.5 block)Requires: - Shield usage training - Cunning 48 Powered by arcane forces Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 182% Range: 1.2x Uses stats: 100% Wil, 50% Mag Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +220 Damage (radius 2) on crit: +35 light / +31 fire When wielded/worn: Armour: +10 Fatigue: +8% Effects when hit in melee: * 33% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 6 lightning On shield block: * Cause enemies within radius 6 to bleed for 587 physical damage over 5 turns (1/turn) * Deals 313 light and fire damage to each enemy blocked Changes stats: +3 Wil Changes resistances: +14% light / +14% fire / +9% darkness / +17% temporal Talent granted: +1 Block Critical mult.: +15.00% Mental save: +9 (+1 eff.) Curse of Shrouds Handheld deflection devices. |
Lightwreath the voratun shield (Nightmares) (0 def, 22 armour, 182% power, 313.5 block)Requires: - Shield usage training - Cunning 48 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 183% Range: 1.2x Uses stats: 100% Wil, 50% Mag Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +314 Damage (Melee): +16 fire / +12 light / +29 cold Damage (radius 2) on crit: +12 light When wielded/worn: Armour: +22 Fatigue: +8% Effects when hit in melee: * 34% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 2 light On shield block: * Deals 398 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Changes stats: +7 Con / +6 Wil Changes resistances: +20% temporal / +20% cold Changes damage: +18% light Talent granted: +1 Block Physical save: +15 (+2 eff.) Curse of Nightmares Handheld deflection devices. |
Shieldsmaiden (Corpses) (5 def, 20 armour, 159% power, 150 block)Requires: - Shield usage training - Cunning 28 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 160% Range: 1.2x Uses stats: 100% Wil, 50% Mag Damage type: Ice Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +8.0% Block value: +150 When this weapon hits: Ice Shards (15% chance level 3). When wielded/worn: Armour: +20 Defense: +5 (+1 eff.) Ranged Defense: +12 (+1 eff.) Fatigue: +10% Changes resistances: +25% cold / +25% fire Talents granted: +1 Shieldsmaiden Aura +1 Block Granted talent can block up to 1 instance of damage each 10 turns. Curse of Corpses Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
Toxinmaster (Shrouds) (0 def, 10 armour, 182% power, 202.5 block)Requires: - Shield usage training - Cunning 48 Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 182% Range: 1.2x Uses stats: 100% Wil, 50% Mag Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +202 On weapon hit: * reduce the cooldown of your ward talent by 1 Damage (Melee): +18 light / +20 darkness Damage (radius 2) on crit: +4 light When wielded/worn: Accuracy: +24 (+4 eff.) Armour: +10 Fatigue: +8% Effects on melee hit: * 25% chance to slow global speed by 96% Damage when hit (Melee): 6 nature Changes stats: +13 Str / +13 Dex / +11 Mag / +11 Cun Changes resistances: +19% light / +19% darkness Maximum wards: +7 lightning / +8 temporal / +7 darkness / +7 fire / +7 nature / +8 blight / +8 cold / +6 arcane / +8 light Changes damage: +18% nature / +3% fire / +21% light / +20% darkness Talents granted: +1 Ward +1 Block Curse of Shrouds Handheld deflection devices. |
Eilinura the Shinewrest (Madness) (20/20, 188% power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 189% Range: 1.4x Uses stats: 70% Wil, 42% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +24.0% Capacity: 20 On weapon hit: * 10% chance to reduce strength, dexterity, and constitution by 53 * 20% chance to knock the target back 3 spaces and deal 464 physical damage * 25% chance for lightning to strike from the target to a second target dealing 208 damage On weapon crit: * Wound the target dealing 587 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +12 blight / +60 physical / +24 light Damage (radius 1) on hit: +4 light Damage (radius 2) on crit: +12 blight / +8 light Curse of Madness Arrows are used with bows to pierce your foes to death. |
quiver of dragonbone arrows 'Gilugas' (Misfortune) (18/18, 180% power, 18 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 181% Range: 1.4x Uses stats: 70% Wil, 42% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +47.0% Capacity: 18 On weapon hit: * 25% chance to gain 10% of a turn (3/turn limit) * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 419 physical damage On weapon crit: * Wound the target dealing 587 physical damage across 5 turns and reducing healing by 50% * Cripple the target reducing mind, spell, and combat action speeds by 30% Travel speed: +200% Damage (Ranged): +25 temporal Curse of Misfortune Arrows are used with bows to pierce your foes to death. |
9747 alchemist agate (Madness)0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Curse of Madness Gems can be sold for money or used in arcane rituals. |
4 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
3 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. |
2 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. |
41 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 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. |
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. |
Demonic SoulPowered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Samosalin the voratun pickaxe (Madness) (dig speed 8 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical power: +9 (+0 eff.) Armour: +5 Defense: +8 (+1 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 53 Changes stats: +3 Str / +6 Dex Changes resistances: +9% blight / +10% physical Critical mult.: +10.00% Spell save: +18 (+2 eff.) Spellpower: +10 (+1 eff.) Spell crit. chance: +2% Infravision radius: +3 Movement speed: +10% When carried: Talent granted: +1 Dig Curse of Madness Allows you to dig a wall, remove a tree, create ways. |
Skystrider (Misfortune) (dig speed 3 turns)Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour: +5 Defense: +8 (+1 eff.) Changes stats: +3 Str Changes resistances: +6% lightning / +9% physical / +10% darkness / +9% blight / +9% fire / +12% nature Changes damage: +14% mind / +15% fire Physical save: +6 (+1 eff.) Mental save: +15 (+2 eff.) Teleport immunity: +25% Only die when reaching: -60.00 life When carried: Talent granted: +1 Dig Curse of Misfortune Allows you to dig a wall, remove a tree, create ways. |
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 Activation costs 49 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
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. |
3 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. |
46 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. |
40 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+1 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+1 eff.) Changes resistances penetration: +10% all 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. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 61 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Adatha the dwarven lantern (Corpses)Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +6.0% Physical power: +10 (+0 eff.) Damage when hit (Melee): 6 arcane Changes stats: +7 Wil Changes resistances: +5% arcane / +12% temporal Changes resistances penetration: +14% all Changes damage: +15% mind Critical mult.: +17.00% Mental save: +13 (+2 eff.) Light radius: +7 See stealth: +25 See invisible: +17 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Curse of Corpses Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern 'Aduba' (Misfortune)Powered by arcane forces Infused by nature Crafted by a master 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +9 Mag / +3 Wil / +6 Con Changes resistances: +15% blight Changes resistances penetration: +25% arcane Changes damage: +6% arcane Life regen: +15.00 Spellpower: +15 (+2 eff.) Light radius: +14 See invisible: +21 Curse of Misfortune Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern 'Eliremira' (Nightmares)Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +29 Defense: +15 (+2 eff.) Effects on melee hit: * 20% chance to slow global speed by 96% Changes resistances: +6% light Changes resistances penetration: +15% mind / +30% all Changes damage: +6% mind Critical mult.: +15.00% Physical save: +20 (+2 eff.) Spell save: +20 (+2 eff.) Mental save: +19 (+3 eff.) Maximum psi: +50.00 Mindpower: +15 (+2 eff.) Light radius: +9 Curse of Nightmares Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern 'Ravenquarry' (Madness)Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +12.0% Physical power: +20 (+1 eff.) Damage when hit (Melee): 4 mind Changes stats: +2 Cun / +21 Wil Changes resistances: +12% darkness Critical mult.: +37.00% Mental save: +18 (+3 eff.) Light radius: +5 See stealth: +24 See invisible: +25 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Madness Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Fortune's Eye (Nightmares)Crafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +12 Defense: +12 (+2 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) See stealth: +12 See invisible: +12 Curse of Nightmares It can be used to activate talent Track (costing 11 power out of 35/35) : Effective talent level: 4.9 Power cost: 11 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 42 for 7 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
46 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. |
38 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. |
2 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. |
38 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 Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 19 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 122 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 ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Coalhunger the pouch of voratun shots (Nightmares) (24/24, 166% power, 6 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 166% Range: 1.2x Uses stats: 40% Wil, 50% Mag, 92% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +25 Armour Penetration: +6 Crit. chance: +7.0% Capacity: 24 Turns elapse between self-loadings: 2 On weapon hit: * 20% chance to reduce damage dealt by 51% * 10% chance to slow global speed by 96% * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 419 physical damage Travel speed: +200% Damage (Ranged): +8 nature / +16 arcane Damage (radius 1) on hit: +4 nature / +20 darkness Damage (radius 2) on crit: +4 darkness Curse of Nightmares Shots are used with slings to pummel your foes to death. |
Glydheda (Misfortune) (20/20, 183% power, 6 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 184% Range: 1.2x Uses stats: 40% Wil, 50% Mag, 92% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +18.0% Capacity: 20 When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 14% chance to reduce strength, dexterity, and constitution by 53 On weapon crit: * Wound the target dealing 587 physical damage across 5 turns and reducing healing by 50% Damage Shield penetration (this weapon only): +20% Damage (Ranged): +20 light / +38 blight / +4 mind / +25 arcane Damage (radius 2) on crit: +8 mind Damage against: +30% Undead Curse of Misfortune Shots are used with slings to pummel your foes to death. |
pouch of voratun shots 'Flashnull' (Madness) (21/21, 179% power, 6 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 180% Range: 1.2x Uses stats: 40% Wil, 50% Mag, 92% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +14.0% Capacity: 21 On weapon hit: * 25% chance to slow global speed by 96% * 25 arcane resource burn * 20% chance to knock the target back 3 spaces and deal 464 physical damage On weapon crit: * Wound the target dealing 587 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +40 physical / +20 nature Damage (radius 1) on hit: +16 lightning / +8 mind Damage (radius 2) on crit: +12 lightning Curse of Madness Shots are used with slings to pummel your foes to death. |
Belurath the Flashmire (Madness) [power 410] (10 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 25% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Wil Changes resistances: +9% lightning Changes resistances penetration: +15% arcane Changes damage: +6% lightning / +9% arcane Curse of Madness It can be used to blast the opponent's mind dealing 316 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 10 turns. When used: * Reduce 3 talent cooldowns by 2. * Increase the duration of 3 beneficial effects by 3. Torques are made by powerful psionics to store psionic powers. |
Burnfury (Misfortune) [power 5] (16 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 25% chance to reduce strength, dexterity, and constitution by 53 Damage when hit (Melee): 2 blight Changes resistances: +18% blight / +3% fire Changes damage: +12% fire Curse of Misfortune It can be used to remove 1 confusion or silence effect and prevent the application of 5 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 16 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. * Increase all damage penetration by 30% for 2 turns. * Increase all damage by 30% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Oozebreacher (Corpses) [power 169] (16 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes resistances penetration: +5% mind Changes damage: +9% nature Psi when hit: +0.16 Mindpower: +38 (+5 eff.) Curse of Corpses It can be used to setup a psionic shield, reducing all damage taken by 169 for 5 turns Activation puts all charms on cooldown for 16 turns. When used: * Heal for 110. Torques are made by powerful psionics to store psionic powers. |
Ravenbliss (Corpses) [power 435] (10 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 25% chance to reduce damage dealt by 51% * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 temporal Changes resistances: +6% temporal Changes resistances penetration: +30% arcane Changes damage: +6% temporal Curse of Corpses It can be used to project a gust of wind in a cone knocking all creatures back 13 spaces and dealing 303 physical damage Activation puts all charms on cooldown for 10 turns. When used: * Increase all damage penetration by 21% for 2 turns. * Increase the duration of 3 beneficial effects by 3. * Cleanse 3 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Scumwend the voratun torque of gale force (Madness) [power 475] (10 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 25% chance to slow global speed by 96% Changes resistances: +9% nature / +3% fire Changes resistances penetration: +15% nature Changes damage: +18% acid / +9% fire Curse of Madness It can be used to project a gust of wind in a cone knocking all creatures back 14 spaces and dealing 331 physical damage Activation puts all charms on cooldown for 10 turns. When used: * Increase all damage by 30% for 2 turns. * Reduce 3 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Vorykira the Scabtyphoon (Nightmares) [power 5] (16 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Changes stats: +5 Wil Changes resistances: +15% nature Changes resistances penetration: +25% blight Spellpower on spell critical (stacks up to 3 times): +12 Maximum vim: +60.00 Spell crit. chance: +6% Infravision radius: +3 Defense after a teleport: +19 Resist all after a teleport: +19% New effects duration reduction after a teleport: +19% Curse of Nightmares It can be used to remove 1 confusion or silence effect and prevent the application of 5 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 16 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Xanuthra the Blazehunter (Corpses) [power 475] (10 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes stats: +2 Cun Changes resistances: +3% physical Changes resistances penetration: +15% light Stamina each turn: +3.70 Maximum stamina: +36.99 Curse of Corpses It can be used to project a gust of wind in a cone knocking all creatures back 14 spaces and dealing 331 physical damage Activation puts all charms on cooldown for 10 turns. When used: * Heal for 78. * Cleanse 3 total effects of type disease, wound, or poison. * Increase all damage penetration by 30% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
voratun torque of psionic shield 'Ce'Naratta' (Nightmares) [power 133] (16 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Armour: +2 Damage when hit (Melee): 4 acid Changes resistances: +12% acid Changes damage: +15% acid Teleport immunity: +25% Maximum life: +20.00 Curse of Nightmares It can be used to setup a psionic shield, reducing all damage taken by 133 for 5 turns Activation puts all charms on cooldown for 16 turns. When used: * Increase the duration of 3 beneficial effects by 3. * Gain a 25% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Brandrend (Corpses) [power 435] (16 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes resistances: +12% temporal / +6% fire Changes resistances penetration: +20% fire Changes damage: +18% fire / +9% temporal Curse of Corpses It can be used to summon a resilient tentacle up to 5 spaces away for 12 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1270 Base Damage: 535 Armor: 33 All Resist: 30 Activation puts all charms on cooldown for 16 turns. When used: * Reduce 3 talent cooldowns by 2. * Heal for 79. * Gain a 40% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Salomira the Naturedare (Nightmares) [power 518] (10 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Armour penetration: +2 Physical power: +25 (+2 eff.) Defense: +5 (+1 eff.) Effects on melee hit: * 25% chance to slow global speed by 96% Changes stats: +3 Dex Changes resistances penetration: +10% nature Changes damage: +12% physical Curse of Nightmares It can be used to heal yourself and all friendly characters within 10 spaces for 518 Activation puts all charms on cooldown for 10 turns. When used: * Gain a 32% chance to evade weapon attacks for 2 turns. * Increase all damage by 30% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
dragonbone totem of healing 'Glorumitha' (Shrouds) [power 560] (10 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Accuracy: +20 (+3 eff.) Armour penetration: +4 Physical crit. chance: +2.0% Changes damage: +9% acid See invisible: +12 Curse of Shrouds It can be used to heal yourself and all friendly characters within 10 spaces for 560 Activation puts all charms on cooldown for 10 turns. When used: * Increase all damage by 30% for 2 turns. * Reduce 3 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
dragonbone totem of stinging 'Radiancesin' (Shrouds) [power 548] (10 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Armour penetration: +4 Armour: +6 Changes stats: +1 Str Changes damage: +12% physical Physical save: +9 (+1 eff.) Light radius: +3 Curse of Shrouds It can be used to sting an enemy dealing 324 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 10 turns. When used: * Increase all damage by 28% for 2 turns. * Increase all damage penetration by 22% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
dragonbone totem of summon tentacle 'Sulfurfury' (Nightmares) [power 360] (16 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes resistances: +6% mind Changes resistances penetration: +31% nature Changes damage: +24% cold Curse of Nightmares It can be used to summon a resilient tentacle up to 5 spaces away for 13 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 929 Base Damage: 416 Armor: 28 All Resist: 50 Activation puts all charms on cooldown for 16 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. * Increase all damage by 28% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
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. |
Aerylle the dragonbone wand of shielding (Corpses) [power 530] (13 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 10 mind Changes resistances: +18% cold / +9% temporal Critical mult.: +24.82% Psi when hit: +0.20 Hate when firing a critical mind attack: +4.00 Mindpower: +37 (+5 eff.) Mental crit. chance: +5% Curse of Corpses It can be used to create a shield absorbing up to 952 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 13 turns. When used: * Heal for 110. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Emyth (Misfortune) [power 455] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Changes stats: +3 Str / +1 Mag / +2 Cun Changes resistances: +6% temporal Stun/Freeze immunity: +20% Life regen: +4.00 Only die when reaching: -20.00 life Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Misfortune It can be used to fire a magical bolt dealing 341 lightning damage Activation puts all charms on cooldown for 10 turns. When used: * Increase all damage penetration by 23% for 2 turns. * Gain a 35% chance to evade weapon attacks for 2 turns. * Reduce 3 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Manidestir (Corpses) [power 560] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Accuracy: +15 (+2 eff.) Physical crit. chance: +1.0% Armour: +4 Changes stats: +2 Con Changes resistances: +12% mind Maximum wards: +6 lightning / +5 light / +5 mind / +6 darkness Changes resistances penetration: +15% physical Talent granted: +1 Ward Only die when reaching: -80.00 life Curse of Corpses It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 83 lightning damage and will be dazed for 1 turn (419 total damage) Activation puts all charms on cooldown for 10 turns. When used: * Reduce 2 talent cooldowns by 2. * Gain a 28% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Zerilach the Lustrespawner (Corpses) [power 560] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 4 lightning Changes resistances penetration: +31% lightning / +20% light Changes damage: +12% light Light radius: +4 Curse of Corpses It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 83 lightning damage and will be dazed for 1 turn (419 total damage) Activation puts all charms on cooldown for 10 turns. When used: * Increase all damage by 30% for 2 turns. * Increase the duration of 3 beneficial effects by 3. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
dragonbone wand of clairvoyance 'Barim' (Nightmares) [power 16] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Armour: +4 Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 53 Changes resistances: +3% acid / +15% lightning Blindness immunity: +25% Stun/Freeze immunity: +20% Curse of Nightmares It can be used to reveal the area around you, dispelling darkness (radius 16, power 113 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 10 turns. When used: * Increase all damage penetration by 30% for 2 turns. * Gain a 36% chance to evade weapon attacks for 2 turns. * Heal for 110. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
dragonbone wand of conjuration 'Cyryba' (Shrouds) [power 470] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Changes resistances: +3% blight Maximum wards: +6 blight / +6 temporal / +5 acid / +6 fire Changes damage: +9% arcane Talent granted: +1 Ward Mana each turn: +0.16 Spellpower on spell critical (stacks up to 3 times): +10 Maximum vim: +40.00 Curse of Shrouds It can be used to fire a magical bolt dealing 268 acid damage Activation puts all charms on cooldown for 10 turns. When used: * Increase all damage penetration by 25% for 2 turns. * Increase all damage by 30% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
dragonbone wand of conjuration 'Dimwedge' (Madness) [power 350] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 25% chance to reduce damage dealt by 51% Changes resistances: +6% light / +6% cold Changes resistances penetration: +5% darkness Changes damage: +21% light / +3% cold Light radius: +4 Curse of Madness It can be used to fire a magical bolt dealing 205 cold damage Activation puts all charms on cooldown for 10 turns. When used: * Increase all damage penetration by 24% for 2 turns. * Increase all damage by 30% for 2 turns. * Heal for 110. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
dragonbone wand of shielding 'Voidtorrent' (Shrouds) [power 554] (13 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 25% chance to reduce armor by 64% Changes resistances: +3% darkness / +12% cold Changes damage: +9% acid / +6% darkness Reduces incoming crit damage: 18.61% Curse of Shrouds It can be used to create a shield absorbing up to 995 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 13 turns. When used: * Gain a 40% chance to evade weapon attacks for 2 turns. * Cleanse 3 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 19 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
62 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
56 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 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. |
62 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. |
4 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% 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. |
45 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. |
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
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Neck Collector the Cornac Adventurer level 50
66th Dusk 125th year of Ascendancy at 18:21 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Neck Collector the Cornac Adventurer level 32
25th Regrowth 123rd year of Ascendancy at 16:29 see stats
A living one! (Insane (Adventure) difficulty)
Was teleported into Caldizar's Fortress, far into the void between the stars.By Neck Collector the Cornac Adventurer level 46
70th Dusk 123rd year of Ascendancy at 19:43 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Neck Collector the Cornac Adventurer level 50
43rd Haze 124th year of Ascendancy at 18:00 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Neck Collector the Cornac Adventurer level 50
4th Pyre 125th year of Ascendancy at 07:53 see stats
Don't Poosh it! (Insane (Adventure) difficulty)
Killed Kelad in the lost land of Poosh.By Neck Collector the Cornac Adventurer level 50
26th Dusk 127th year of Ascendancy at 08:24 see stats
Don't mind the slimy smell (Insane (Adventure) difficulty)
Have 400 walls on the sludgenest turn into hostile creatures.By Neck Collector the Cornac Adventurer level 50
35th Pyre 126th year of Ascendancy at 12:16 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Neck Collector the Cornac Adventurer level 50
55th Regrowth 127th year of Ascendancy at 15:13 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun.By Neck Collector the Cornac Adventurer level 20
37th Dusk 122nd year of Ascendancy at 13:34 see stats
Explorer (Insane (Adventure) difficulty)
Used the Sher'Tul fortress exploratory farportal at least 7 times with the same character.By Neck Collector the Cornac Adventurer level 42
63rd Dusk 123rd year of Ascendancy at 06:56 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Neck Collector the Cornac Adventurer level 22
41st Dusk 122nd year of Ascendancy at 14:11 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Neck Collector the Cornac Adventurer level 50
26th Haze 123rd year of Ascendancy at 04:15 see stats
Headbanger (Insane (Adventure) difficulty)
Headbanged 20 bosses to death.By Neck Collector the Cornac Adventurer level 50
54th Regrowth 127th year of Ascendancy at 12:45 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Neck Collector the Cornac Adventurer level 32
25th Regrowth 123rd year of Ascendancy at 16:07 see stats
Huge Appetite (Insane (Adventure) difficulty)
Ate 20 bosses.By Neck Collector the Cornac Adventurer level 50
2nd Mirth 126th year of Ascendancy at 06:51 see stats
In the company of slimes (Insane (Adventure) difficulty)
Have 500 walls on the sludgenest turn into hostile creatures.By Neck Collector the Cornac Adventurer level 50
36th Pyre 126th year of Ascendancy at 15:16 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Neck Collector the Cornac Adventurer level 10
4th Mirth 122nd year of Ascendancy at 10:57 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Neck Collector the Cornac Adventurer level 20
33rd Dusk 122nd year of Ascendancy at 21:21 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Neck Collector the Cornac Adventurer level 30
1st Regrowth 123rd year of Ascendancy at 17:44 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Neck Collector the Cornac Adventurer level 40
50th Dusk 123rd year of Ascendancy at 00:35 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Neck Collector the Cornac Adventurer level 50
23rd Haze 123rd year of Ascendancy at 14:37 see stats
Mad slime dash (Insane (Adventure) difficulty)
Have 300 walls on the sludgenest turn into hostile creatures.By Neck Collector the Cornac Adventurer level 50
34th Pyre 126th year of Ascendancy at 07:35 see stats
Oozemancer (Insane (Adventure) difficulty)
Destroyed the corrupted oozemancer.By Neck Collector the Cornac Adventurer level 50
3rd Pyre 127th year of Ascendancy at 21:45 see stats
Overpowered! (Insane (Adventure) difficulty)
Did over 6000 damage in one attack.By Neck Collector the Cornac Adventurer level 50
59th Regrowth 125th year of Ascendancy at 11:32 see stats
Pest Control (Insane (Adventure) difficulty)
Killed 1000 reproducing vermin.By Neck Collector the Cornac Adventurer level 50
23rd Regrowth 126th year of Ascendancy at 23:46 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Neck Collector the Cornac Adventurer level 28
46th Haze 122nd year of Ascendancy at 02:04 see stats
Savior of the damsels in distress (Insane (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Neck Collector the Cornac Adventurer level 27
55th Dusk 122nd year of Ascendancy at 06:40 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Neck Collector the Cornac Adventurer level 38
39th Dusk 123rd year of Ascendancy at 12:39 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Neck Collector the Cornac Adventurer level 25
53rd Dusk 122nd year of Ascendancy at 03:36 see stats
Slime killer party (Insane (Adventure) difficulty)
Have 200 walls on the sludgenest turn into hostile creatures.By Neck Collector the Cornac Adventurer level 50
15th Dusk 125th year of Ascendancy at 01:13 see stats
Slimefest (Insane (Adventure) difficulty)
Have 100 walls on the sludgenest turn into hostile creatures.By Neck Collector the Cornac Adventurer level 50
13rd Dusk 125th year of Ascendancy at 21:45 see stats
Tales of the Spellblaze (Insane (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Neck Collector the Cornac Adventurer level 32
25th Regrowth 123rd year of Ascendancy at 16:29 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Neck Collector the Cornac Adventurer level 13
1st Summertide 122nd year of Ascendancy at 04:14 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Neck Collector the Cornac Adventurer level 32
25th Regrowth 123rd year of Ascendancy at 16:29 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Neck Collector the Cornac Adventurer level 48
14th Haze 123rd year of Ascendancy at 16:43 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Neck Collector the Cornac Adventurer level 16
2nd Flare 122nd year of Ascendancy at 18:17 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Neck Collector the Cornac Adventurer level 47
74th Dusk 123rd year of Ascendancy at 09:58 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Neck Collector the Cornac Adventurer level 15
3rd Summertide 122nd year of Ascendancy at 05:10 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Neck Collector the Cornac Adventurer level 50
42nd Haze 124th year of Ascendancy at 00:50 see stats
Log
Neck Collector's spell attains critical power!
Neck Collector turns into pure lightning!
Neck Collector receives 65 healing (92 psi heal) from Blood Splash.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Shadow casts Phase Door.
Talent Burrow is ready to use.
Neck Collector uses Burrow.
Neck Collector is back to normal.
Talent Track is ready to use.
Neck Collector uses Track.
Shadow casts Phase Door.
Shadow casts Phase Door.
There is a teleportation circle to the surface here (press '' or right click to use).
There is a Teleportation portal to the Sher'Tul Fortress 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.
The furious lightning storm around Neck Collector calms down and disappears.
Neck Collector is invogorated by death!










































































































































































































































































































































































































































































































































































































































































































































