
















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| 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. Spell Merchants 1.7.4
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 :) Items Vault 1.7.0Donators/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! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Lich |
| Class | Adventurer |
| Level / Exp | 50 / 4524% |
| Size | medium |
| Lifes / Deaths | Killed by elven cultist at level 27 on the 16th Regrowth 123rd year of Ascendancy at 17:18 / 1 |
Primary Stats
| Strength | 93.817091048382 (base 12) |
| Dexterity | 95.634182096752 (base 28) |
| Constitution | 30.634182096757 (base 12) |
| Magic | 96.817091048382 (base 60) |
| Willpower | 109.63418209676 (base 60) |
| Cunning | 133.63418209675 (base 60) |
Resources
| Mana | 899/899 |
| Psi | 656/656 |
| Hate | 55/100 |
| Life | 896/896 |
| Positive | 177/177 |
| Paradox | 500 |
| Soul | 22/22 |
| Healing Factor | 1.3434464802913 |
| Regeneration | 40.079696484171 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +36.29542070261% |
| Spell | 0% |
| Global | +184.48493745766% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 6 |
| See Stealth | 69.832929603815 |
| See Invisible | 81.467111700569 |
Offense: Mainhand
| Damage | 197 |
| Accuracy | 101 |
| Crit Chance | 69% |
| APR | 101 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 108 |
| Accuracy | 101 |
| Crit Chance | 72% |
| APR | 105 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 118 |
| Crit Chance | 80% |
| Speed | 1 |
Offense: Mind
| Mindpower | 107 |
| Crit Chance | 59% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Light | +46% |
| Darkness | +83% |
| Cold | +10% |
| Mind | +3% |
| All | 0% |
Offense: Damage Penetration
| Physical | +75% |
| Darkness | +55% |
| Nature | +55% |
| All | +45% |
Defense: Base
| Armour (hardiness) | 90 (96.151787968034%) |
| Defense | 90 |
| Ranged Defense | 100 |
| Fatigue | 0 |
| Physical Save | 90.375 |
| Spell Save | 94.4 |
| Mental Save | 99 |
Defense: Resistances
| Acid | + 50%( 77%) |
| Blight | + 41%( 77%) |
| Physical | + 76%( 81%) |
| Cold | + 61%( 77%) |
| All | + 41%( 77%) |
| Darkness | + 87%( 87%) |
| Light | + 78%( 87%) |
| Temporal | + 43%( 77%) |
| Mind | + 52%( 77%) |
| Fire | + 46%( 77%) |
| Nature | + 55%( 77%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Silence Resistance | 61% |
| Bleed Resistance | 100% |
| Teleport Resistance | 24% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 50% |
Inscriptions (3/3)
| Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 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 24%, your defense is increased by 24 and all your resistances by 24%. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse 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 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 130 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. |
| Runes | Effective talent level: 2.5 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 131 with a minimum range of 15. Its effects scale with your Willpower stat. |
Class Talents
| Spell / Animus | 1.40 |
| 5/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Spell / Dreadmaster | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Darkside | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Psionic / Possession | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Solipsism | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Spell / Air | 1.20 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Psionic / Body snatcher | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Chronomancy / Flux | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 4/5 |
| 3/5 |
| 2/5 |
| Spell / Necrosis | 1.20 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Undead / Lich | 1.00 |
| 1/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| Spell / Stone alchemy | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Cursed / Dark sustenance | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.50 |
| 4/5 |
| 3/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Fate Weaving | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Dirges | 1.20 |
| 1/5 |
| 4/5 |
| 5/5 |
| 5/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| Psionic / Finer energy manipulations | 1.20 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
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 |
Effects
| talent | Spikes of Decrepitude |
| talent | Doomed For Eternity |
| talent | Chant of Fortress |
| talent | Roll With It |
| talent | Thunderstorm |
| talent | Reaping |
| talent | Reality Smearing |
| talent | Feather Wind |
| talent | Dirge of Famine |
| talent | Aether Permeation |
| talent | Through The Crowd |
| talent | Beyond the Flesh |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 2.8)Penalty : Fractured Sanity: -6% Mind Resistance, -8% Confusion Immunity Power 1+: Unleashed: +8% critical damage, +11% off-hand weapon damage Power 2+: -1 Luck, +5 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 50% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 15.0% 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 (+45% global speed). Clarity |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 4.8): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 15% when tested. Power 1+: Removed from Reality: +6 Physical Resistance, +4 Maximum Physical Resistance Power 2+: -1 Luck, +9 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 72 mind and 129 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 7 nightmare (summon Terrors and chances to slow, deal 121 Mind damage, and deal 214 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 4.8)Penalty : Fear of Death: -7% resistance against damage from the undead. Power 1+: Power over Death: +12% damage against the undead. Power 2+: -1 Luck, +5 Strength, +5 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 20 turns, retch (level 3) when you fall below 46% health Power 4+: Reprieve from Death: Humanoids you slay have a 39% 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 | Physical power, spellpower and all saves increased by 60. Commander of the Dead |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 4.8)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 9%) for 4 turns. Power 1+: Nightwalker: +19 Darkness Resistance, +10% Max Darkness Resistance, +12 See Invisible Power 2+: -1 Luck, +9 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 19% 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 19% for 3 turns. |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 5.8)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 (+43% chance to avoid traps). Power 2+: -1 Luck, +11 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+17% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 49% if the increase would be enough to kill your opponent. |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Anne Buryset has asked you to find the Aporia Fold Lys, somewhere in the old forest. Aporia Fold LysYou only have 0 minutes and 0 seconds to find it! | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You failed to protect the lone alchemist from death by Xeryseda the giant green ant. Escort: lone alchemist (level 2 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Infested Ruins. Escort: lost sun paladin (level 2 of Infested Ruins)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the repented thief from death by Aronne the giant fire ant. Escort: repented thief (level 3 of Old Forest) | failed |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * Use the control orb of Yiilkgur to begin the ceremony. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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 ice dragon that dwelled there. | done |
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: 1538. | 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. | 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 Alchemists | 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! | active |
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 failed to protect her when escorting her out of the crypt. | failed |
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 within | active |
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 | Sceptre of the Archlich (Corpses) (183% 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. The set is complete. Power: 183% 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 / Nightfall +0.20 Spell / Master necromancer +0.20 Spell / Master of flesh +0.20 Spell / Animus +0.20 Spell / Master of bones Spell save: +25 (+3 eff.) Mental save: +10 (+2 eff.) Mana each turn: +0.50 Maximum mana: +50.00 Spellpower: +52 (+8 eff.) Spell crit. chance: +15% Curse of Corpses 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. |
| Quiver | Delyledar the Oozeream (20/20, 208% power, 18 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 209% Range: 1.4x Uses stats: 97% Wil, 79% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +39.0% Capacity: 20 On weapon hit: * 20% chance to slow global speed by 82% * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 321 physical damage On weapon crit: * Wound the target dealing 449 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): +12 acid / +8 fire / +20 nature Damage (radius 2) on crit: +8 fire Arrows are used with bows to pierce your foes to death. |
| On hands | ruby hands (Misfortune) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +22 (+4 eff.) Armour penetration: +10 Armour: +3 Fatigue: +5% Effects on melee hit: * 23% chance to reduce all saves and defense by 52 Damage (Melee): 27 mind / 23 darkness Damage when hit (Melee): 2 temporal Changes stats: +4 Str / +12 Dex / +4 Mag / +8 Wil / +20 Cun / +4 Con Changes resistances: +11% darkness / +3% temporal Critical mult.: +15.00% Mental save: -5 (-1 eff.) Mindpower: +6 (+1 eff.) Infravision radius: +3 When used to modify unarmed attacks: Power: 170% Range: 1.4x Uses stats: 85% Wil, 85% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +18 Armour Penetration: +22 Crit. chance: +21.0% Attack speed: 83% When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). When this weapon crits: Dominate (10% chance level 5). Damage (Melee): +20 darkness Curse of Misfortune It can be used to activate talent Ruined Earth, placing all other charms into a 12 cooldown : Effective talent level: 5.4 Power cost: 12 out of 20/20. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 7 for 8 turns. Any who stand upon it are weakened, reducing the damage they inflict by 52% Metal gloves protecting the hands up to the middle of the lower arm. |
| Light source | UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+2 eff.) Mindpower: +10 (+2 eff.) Light radius: +10 Absorbs all darkness (power 161, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 752.13 darkness damage (based on Mindpower and charge) Activation costs 6 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
| On head | Dazzlebliss the voratun helm (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: Armour: +5 Fatigue: +5% Changes stats: +8 Str / +8 Dex Changes resistances: +15% acid / +25% mind / +12% light / +15% nature Changes damage: +6% light / +6% acid Spell save: +10 (+1 eff.) Mental save: +30 (+5 eff.) Confusion immunity: +50% Maximum life: +110.00 Healing mod.: +18% Curse of Shrouds It can be used to activate talent Skullcracker, placing all other charms into a 12 cooldown : Effective talent level: 5.9 Power cost: 12 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 705.3 Physical damage. If the attack hits, the target is confused (45% effect) for 6 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. |
| On feet | Boots of the Hunter (Corpses) (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 (+2 eff.) Armour: +12 Defense: +2 (+0 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 (+2 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. Curse of Corpses 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 19 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 | Scumnaught the voratun pickaxe (dig speed 9 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +15 Armour: +13 Defense: +6 (+1 eff.) Effects on melee hit: * 10% chance to slow global speed by 82% Changes stats: +11 Str / +13 Dex / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +10% nature Maximum mana: +57.00 Spell crit. chance: +10% When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 16 cooldown : Effective talent level: 5.9 Power cost: 16 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +111 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Ring of the Archlich (Shrouds)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. The set is complete. When wielded/worn: Changes resistances: +15% darkness / +10% cold Changes damage: +24% darkness / +10% cold Spell save: +8 (+1 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +18 (+3 eff.) Talent level: +1 Call of the Crypt. Talent level: +1 Rime Wraith. Talent level: +1 Dread. Talent level: +1 Boneyard. Talent level: +1 Call of the Mausoleum. Curse of Shrouds It can be used to activate talent Impending Doom (costing 24 power out of 40/40) : Effective talent level: 3.5 Power cost: 24 out of 40/40. Range: 7 Travel Speed: instantaneous Is: necromancy and a spell Description: Your target's doom draws near. Its healing factor is reduced by 80%, and it will take 132% of its remaining life (or 1282.07, whichever is lower) over 10 turns as frostdusk damage. This spell is so powerful that every 3 turns it tears a part of the target's soul, generating one soul for you. The damage will increase with your Spellpower. 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. |
| On fingers | Ring of the War Master (Corpses)Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+1 eff.) Changes stats: +3 Str / +3 Dex / +3 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 | voratun amulet 'Woesorrow' (Madness)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +7 Defense: +11 (+2 eff.) Effects on melee hit: * 10% chance to slow global speed by 82% * 20% chance to reduce damage dealt by 41% Changes resistances: +3% cold / +9% fire / +6% light / +14% physical Changes resistances cap: +7% all Changes damage: +9% darkness / +3% mind Talent masteries: +0.40 Wild-gift / Oozing blades +0.40 Psionic / Psi-fighting Physical save: +24 (+2 eff.) Spell save: +12 (+2 eff.) Stamina each turn: +1.20 Curse of Madness Amulets make your neck look great! |
| In main hand | Razorblade, the Cursed Waraxe (Misfortune) (181% power, 16 apr)Requires: - Strength 42 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Power: 181% Range: 1.4x Uses stats: 154% Wil, 50% Mag Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +16 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Accuracy: +40 (+7 eff.) Armour penetration: +30 Changes stats: +4 Str / +4 Dex Changes resistances penetration: +30% physical Curse of Misfortune This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
| Around waist | Belinor the drakeskin leather belt (Shrouds)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +8 Wil / +8 Cun / +2 Con Changes resistances: +15% light / +3% physical / +15% darkness / +9% nature Damage against: +45% Summoned Reduced damage from: +40% Summoned Mental save: +13 (+3 eff.) Teleport immunity: +24% Maximum psi: +10.00 Spellpower: +12 (+2 eff.) Curse of Shrouds A belt that goes around your waist. |
| In off hand | Shantiz the Stormblade (Misfortune) (157% power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 157% Range: 1.3x Uses stats: 40% Wil, 50% Mag, 114% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Curse of Misfortune This surreal dagger crackles with the intensity of a vicious storm. |
| Cloak | Radiance (Nightmares) (15 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +15 (+3 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 (+3 eff.) Curse of Nightmares 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 | Crimson Robe (Misfortune) (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: +10 Cun / +10 Wil 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 (+3 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 Misfortune 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 21%; reduction 4; 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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 21% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 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 duelist (heal 296; 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 296 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the warrior (heal 272; 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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 272 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. |
heroism infusion of the sneak (die at -1156; 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: 30 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 -1156 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1156 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 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 warrior (speed 944%; 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 944% 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. |
regeneration infusion of the sneak (heal 968; 16 cd)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: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 968 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 warrior (heal 833; 12 cd)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: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 833 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 681; 16 cd)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: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 681 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. |
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: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) 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; physical, darkness, light, mind, arcane)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: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 physical, 5 darkness, 5 light, 3 mind, 5 arcane 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: 15 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 584 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. |
acid wave rune of the duelist (damage 259; 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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 259.06 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 260; 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: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 260.12 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 sneak (damage 414; 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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 414.45 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 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 wizard (damage 265; 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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 265.00 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 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. |
biting gale rune of the warrior (damage 307; 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: 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 307.34 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. |
blink rune of the duelist (range 10; phase 33; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: 10 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% 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 33%, your defense is increased by 33 and all your resistances by 33%. 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 8; phase 25; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: 8 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 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 25%, your defense is increased by 25 and all your resistances by 25%. 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 psychic (range 7; phase 27; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: 7 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 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 27%, your defense is increased by 27 and all your resistances by 27%. 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 titan (range 7; phase 24; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: 7 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 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 24%, your defense is increased by 24 and all your resistances by 24%. 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 8; phase 30; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: 8 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 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 30%, your defense is increased by 30 and all your resistances by 30%. 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 warrior (range 7; phase 23; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: 7 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 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 23%, your defense is increased by 23 and all your resistances by 23%. 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. |
blink rune of the warrior (range 7; phase 21; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: 7 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 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 21%, your defense is increased by 21 and all your resistances by 21%. 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. |
blink rune of the warrior (range 11; phase 38; cd 19)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: 11 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 11 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 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. |
ethereal rune of the duelist (power 32; resist 42%; move 69%; 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: 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 42% all resistance, you move 69% faster, and you are invisible (power 32). 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. |
ethereal rune of the psychic (power 42; resist 52%; move 49%; dur 5; 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: 21 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 52% all resistance, you move 49% 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 sneak (power 30; resist 33%; move 57%; 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: 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 33% all resistance, you move 57% faster, and you are invisible (power 30). 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. |
ethereal rune of the warrior (power 25; resist 33%; move 45%; 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: 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 33% all resistance, you move 45% faster, and you are invisible (power 25). 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. |
ethereal rune of the wizard (power 32; resist 39%; move 57%; dur 5; 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: 22 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 39% all resistance, you move 57% faster, and you are invisible (power 32). 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. |
manasurge rune of the duelist (regen 1582% over 10 turns; mana 79; 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: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1582% for 10 turns (1938 total) and instantly restoring 79 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
manasurge rune of the psychic (regen 1761% over 10 turns; mana 88; 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: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1761% for 10 turns (2157 total) and instantly restoring 88 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. |
shatter afflictions rune of the duelist (absorb 116; 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: 20 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 116 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 duelist (absorb 155; 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: 22 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 155 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 duelist (absorb 206; 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: 18 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 206 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 149; 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: 22 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 149 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 197; 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: 16 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 197 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 253; 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: 21 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 253 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 177; 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: 21 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 177 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 warrior (absorb 146; 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: 22 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 146 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 216; 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: 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 216 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 169; 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: 20 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 169 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 441; 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: 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 441 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 370; 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: 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 370 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 337; 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: 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 337 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 sneak (absorb 498; dur 5; 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: 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 498 damage for 5 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 warrior (absorb 331; 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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 331 damage for 5 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 424; 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: 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 424 damage for 3 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 warrior (threshold 52; blocks 8; 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: 17 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 52 up to 8 times. 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 psychic (range 144; 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: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 144 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 51; 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: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 51 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 154; 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: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 154 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 195; 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: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 195 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. |
Arconslaught (Corpses)Powered by arcane forces Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 4 lightning Changes stats: +14 Wil / +6 Mag Changes damage: +8% acid / +8% lightning / +8% fire / +6% arcane / +7% cold Spell save: +9 (+1 eff.) Mental save: +15 (+3 eff.) Blindness immunity: +40% Confusion immunity: +25% Mana each turn: +0.04 Spellpower on spell critical (stacks up to 3 times): +12 Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Mindpower: +14 (+2 eff.) Infravision radius: +10 Sight radius: +2 See invisible: +15 Curse of Corpses Amulets make your neck look great! |
Balancehue (Shrouds)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 8 mind / 10 light Changes stats: +6 Cun / +6 Wil Changes resistances: +21% mind / +21% light Changes damage: +24% nature Confusion immunity: +44% Psi when hit: +0.24 Maximum hate: +12.49 Mental crit. chance: +4% Curse of Shrouds Amulets make your neck look great! |
Borelabers the voratun amulet (Madness)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +30 (+5 eff.) Physical crit. chance: +8.0% Changes stats: +10 Mag / +5 Cun / +7 Con Changes resistances: +4% physical Changes damage: +30% arcane Stamina each turn: +3.75 Curse of Madness Amulets make your neck look great! |
Chamondur (Misfortune)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour penetration: +9 Physical power: +38 (+5 eff.) Changes resistances: +22% mind Changes resistances penetration: +25% physical Changes damage: +12% acid Critical mult.: +20.00% Confusion immunity: +50% Mana when firing critical spell: +2.51 Only die when reaching: -100.56 life Maximum vim: +40.00 Curse of Misfortune Amulets make your neck look great! |
Cuthimazor the Sunpassion (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 6 light / 6 fire Changes resistances: +15% darkness / +12% light Changes resistances penetration: +15% fire / +20% darkness / +15% light Changes damage: +12% fire Talent mastery: +0.26 Chronomancy / Speed Control Light radius: +2 Curse of Madness Amulets make your neck look great! |
Cystrupture (Misfortune)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 25 arcane resource burn * 25% chance to reduce armor by 54% Damage when hit (Melee): 8 mind Changes resistances: +27% temporal / +12% light / +25% nature Pinning immunity: +49% Knockback immunity: +50% Equilibrium when hit: +0.28 Maximum psi: +40.00 Mindpower: +15 (+2 eff.) Mental crit. chance: +4% Curse of Misfortune Amulets make your neck look great! |
Demonusher the stralite amulet (Madness)Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 25% chance to reduce damage dealt by 41% Damage when hit (Melee): 12 mind Changes stats: +4 Dex / +6 Con Changes resistances: +26% nature / +26% blight Critical mult.: +15.00% Mental save: +15 (+3 eff.) Poison immunity: +44% Disease immunity: +37% Maximum hate: +12.49 Mental crit. chance: +9% See invisible: +12 Curse of Madness Amulets make your neck look great! |
Duatheltickler (Madness)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 25% chance to reduce all saves and defense by 52 Damage when hit (Melee): 6 acid Changes stats: +10 Dex / +16 Mag / +3 Con Changes resistances: +9% mind / +25% darkness Changes resistances penetration: +31% mind / +15% acid Curse of Madness Amulets make your neck look great! |
Eremegamas the voratun amulet (Misfortune)Powered by arcane forces Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Wil / +3 Cun / +2 Con Changes resistances: +14% physical Changes resistances penetration: +25% blight Changes damage: +15% blight / +15% fire Critical mult.: +28.00% Mental save: +15 (+3 eff.) Confusion immunity: +25% Stamina each turn: +1.10 Mana when firing critical spell: +2.00 Spellpower: +15 (+3 eff.) Mindpower: +11 (+2 eff.) Curse of Misfortune Amulets make your neck look great! |
Feathersteel Amulet (Nightmares)Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+3 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 Nightmares The weight of the world seems a little lighter with this amulet around your neck. |
Garkul's Teeth (Corpses)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 Corpses It can be used to activate talent Shattering Shout (costing 6 power out of 48/48) : Effective talent level: 7.2 Power cost: 6 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 642.24 physical damage in a radius 9 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. |
Gleamspitter the voratun amulet (Corpses)Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 2 acid Changes stats: +1 Con / +6 Mag Changes resistances: +18% light Changes resistances penetration: +10% acid Changes damage: +6% acid / +8% temporal / +6% darkness / +15% blight / +15% fire / +14% light / +8% physical Talent masteries: +0.40 Cursed / Punishments +0.40 Technique / Two-handed assault Critical mult.: +20.00% Spellpower: +21 (+4 eff.) Spell crit. chance: +6% Curse of Corpses Amulets make your neck look great! |
Gleamwolf (Misfortune)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 25 arcane resource burn Damage when hit (Melee): 12 light Changes resistances: +7% physical / +30% fire / +25% darkness / +30% cold Changes resistances penetration: +30% mind Changes damage: +27% light Reduces incoming crit damage: 18.73% Blindness immunity: +25% Curse of Misfortune Amulets make your neck look great! |
Glimmervice the stralite amulet (Nightmares)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -9% Effects on melee hit: * 20% chance to reduce all saves and defense by 52 Changes resistances penetration: +10% darkness / +10% light Changes damage: +15% fire / +15% light / +6% mind Talent masteries: +0.33 Wild-gift / Corrosive blades +0.33 Spell / Glacial waste Cut immunity: +80% Life regen: +5.00 Healing mod.: +23% Curse of Nightmares It can be used to activate talent Heal, placing all other charms into a 21 cooldown : Effective talent level: 3.5 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 644 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Glota the copper amulet (Corpses)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes stats: +3 Wil Changes resistances: +3% temporal Critical mult.: +10.00% Knockback immunity: +10% Curse of Corpses Amulets make your neck look great! |
Hells's kiss the voratun amulet (Madness)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +20 Damage when hit (Melee): 6 mind Changes stats: +9 Cun / +11 Wil Changes damage: +6% fire Critical mult.: +20.00% Psi when hit: +0.08 Mindpower: +38 (+6 eff.) Mental crit. chance: +2% Light radius: +1 Infravision radius: +3 Curse of Madness Amulets make your neck look great! |
Hodar the Searrace (Misfortune)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 25% chance to reduce all saves and defense by 52 Changes stats: +9 Cun / +8 Str Changes resistances: +9% light / +13% physical Changes resistances penetration: +30% mind / +10% fire Changes damage: +27% mind Stamina each turn: +0.90 Curse of Misfortune Amulets make your neck look great! |
Isona the Thunderweeper (Corpses)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +12 Changes stats: +8 Cun / +9 Dex Changes resistances: +18% lightning / +18% cold / +6% arcane Life regen: +4.93 Light radius: +4 Infravision radius: +4 See invisible: +21 Curse of Corpses Amulets make your neck look great! |
Kindlewisp (Misfortune)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +10 Dex Changes resistances: +15% light / +27% cold Changes resistances penetration: +25% lightning / +15% light Changes damage: +36% light / +12% fire Light radius: +4 Curse of Misfortune Amulets make your neck look great! |
Lightbait (Nightmares)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Defense: +20 (+4 eff.) Effects on melee hit: * 10 arcane resource burn Changes stats: +3 Str / +1 Con Changes resistances: +30% light / +30% darkness Changes damage: +9% light Talent masteries: +0.26 Celestial / Light +0.26 Technique / Unarmed training Critical mult.: +10.00% Blindness immunity: +75% Stamina each turn: +3.72 Infravision radius: +10 Sight radius: +2 See invisible: +12 Curse of Nightmares Amulets make your neck look great! |
Mardanarigohek the Chillthorn (Madness)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +25 (+4 eff.) Physical power: +15 (+2 eff.) Changes stats: +9 Str / +9 Dex / +9 Wil Changes damage: +18% cold / +9% physical Critical mult.: +15.00% Curse of Madness Amulets make your neck look great! |
Moldwitch (Corpses)Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 82% Changes stats: +3 Str / +7 Con Changes resistances: +30% light / +23% darkness Changes resistances penetration: +20% blight Reduces incoming crit damage: 10.00% Physical save: +20 (+2 eff.) Blindness immunity: +85% Life regen: +11.00 Maximum life: +80.00 Light radius: +1 Infravision radius: +13 Sight radius: +2 See invisible: +14 Curse of Corpses Amulets make your neck look great! |
Morningmaim the voratun amulet (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +20 Damage when hit (Melee): 12 light / 6 fire Changes resistances penetration: +15% light Changes damage: +24% blight / +15% cold Critical mult.: +38.98% Spellpower: +30 (+5 eff.) Spell crit. chance: +3% Curse of Misfortune Amulets make your neck look great! |
Murkwitch (Corpses)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 25% chance to reduce all saves and defense by 52 Changes stats: +10 Str / +15 Mag Changes resistances: +12% darkness Changes resistances penetration: +25% blight Spell save: +22 (+3 eff.) Maximum vim: +61.64 Light radius: +4 Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +18% Curse of Corpses Amulets make your neck look great! |
Nerylaith the Sparkreeve (Shrouds)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Cun Changes resistances: +25% blight / +12% fire / +26% mind / +15% cold Changes resistances penetration: +31% lightning Changes damage: +24% light Confusion immunity: +44% Life regen: +4.96 Maximum life: +120.00 Curse of Shrouds Amulets make your neck look great! |
Obsidiandeath (Shrouds)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour penetration: +5 Armour: +4 Effects on melee hit: * 25% chance to reduce damage dealt by 41% Damage when hit (Melee): 12 blight Changes resistances: +24% blight / +3% physical Changes damage: +13% blight / +13% fire / +18% acid Critical mult.: +18.00% Maximum stamina: +36.99 Spellpower: +12 (+2 eff.) Curse of Shrouds Amulets make your neck look great! |
Quenchqueen (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Effects on melee hit: * 25% chance to reduce all saves and defense by 52 Changes stats: +10 Dex / +8 Wil / +10 Cun / +10 Con Changes resistances: +9% mind Changes resistances penetration: +15% mind / +31% cold Changes damage: +12% mind Mental save: +22 (+4 eff.) Life regen: +5.00 Stamina each turn: +1.50 Mindpower: +10 (+2 eff.) Movement speed: +10% Curse of Madness Amulets make your neck look great! |
Salotta (Misfortune)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +12 Wil / +4 Mag Changes resistances: +6% arcane Changes resistances penetration: +20% arcane Mana each turn: +0.47 Equilibrium when hit: +0.16 Spellpower on spell critical (stacks up to 3 times): +14 Maximum mana: +52.00 Maximum psi: +60.00 Mindpower: +37 (+6 eff.) Mental crit. chance: +4% Damage Shield penetration: +37% Curse of Misfortune Amulets make your neck look great! |
Tarin the Blackstake (Nightmares)Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 2 lightning Changes stats: +2 Mag Changes resistances: +9% darkness Changes resistances penetration: +5% lightning Changes damage: +3% darkness Talent mastery: +0.15 Cursed / Dark sustenance Physical save: +12 (+1 eff.) Spell save: +11 (+2 eff.) Mental save: +11 (+2 eff.) Mana each turn: +0.14 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +25.00 Curse of Nightmares Amulets make your neck look great! |
Tempestbreak the copper amulet (Shrouds)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 41% Changes resistances: +3% darkness / +6% physical Changes resistances penetration: +10% lightning Changes damage: +3% lightning Stamina each turn: +0.30 Curse of Shrouds Amulets make your neck look great! |
Unflinching Eye (Misfortune)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 Misfortune It can be used to activate talent Arcane Eye (costing 35 power out of 60/60) : Effective talent level: 3.5 Power cost: 35 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. |
clarifying steel amulet of constitution (+2) (Nightmares)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Con Changes resistances: +10% mind Confusion immunity: +28% Curse of Nightmares Amulets make your neck look great! |
clarifying voratun amulet of perfection (0.40 Psionic / Charged mastery,0.40 Celestial / Sunlight) (Nightmares)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +25% mind Talent masteries: +0.40 Psionic / Charged mastery +0.40 Celestial / Sunlight Confusion immunity: +45% Curse of Nightmares Amulets make your neck look great! |
clarifying voratun amulet of willpower (+10) (Corpses)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +10 Wil Changes resistances: +30% mind Confusion immunity: +50% Curse of Corpses Amulets make your neck look great! |
cleansing steel amulet (Misfortune)Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +16% nature / +10% blight Poison immunity: +28% Disease immunity: +25% Curse of Misfortune Amulets make your neck look great! |
cleansing voratun amulet of vision (Shrouds)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +28% nature / +16% blight Blindness immunity: +31% Poison immunity: +45% Disease immunity: +46% Infravision radius: +8 Sight radius: +2 See invisible: +11 Curse of Shrouds Amulets make your neck look great! |
copper amulet 'Infernostriker' (Misfortune)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 41% Damage when hit (Melee): 2 fire Changes stats: +3 Mag Changes resistances: +9% mind / +18% fire Changes resistances penetration: +5% fire Curse of Misfortune Amulets make your neck look great! |
copper amulet (Madness)0.10 Encumbrance. Type: jewelry / amulet ; tier 1 Curse of Madness Amulets make your neck look great! |
copper amulet (Shrouds)0.10 Encumbrance. Type: jewelry / amulet ; tier 1 Curse of Shrouds Amulets make your neck look great! |
copper amulet of manastreaming (Madness)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +1 Mag Mana each turn: +0.15 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +23.00 Curse of Madness Amulets make your neck look great! |
copper amulet of mastery (0.11 Spell / Storm) (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent mastery: +0.11 Spell / Storm Curse of Shrouds Amulets make your neck look great! |
enraging stralite amulet of magic (+8) (Shrouds)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +8 (+1 eff.) Changes stats: +8 Mag Changes damage: +9% physical Combat speed: +10% Curse of Shrouds Amulets make your neck look great! |
enraging stralite amulet of vision (Madness)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +9 (+1 eff.) Changes damage: +7% physical Blindness immunity: +34% Infravision radius: +7 Sight radius: +2 See invisible: +6 Combat speed: +10% Curse of Madness Amulets make your neck look great! |
enraging voratun amulet of dexterity (+8) (Shrouds)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Changes stats: +8 Dex Changes damage: +10% physical Combat speed: +10% Curse of Shrouds Amulets make your neck look great! |
enraging voratun amulet of perfection (0.40 Wild-gift / Venom drake aspect,0.40 Technique / Thuggery) (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Changes damage: +9% physical Talent masteries: +0.40 Wild-gift / Venom drake aspect +0.40 Technique / Thuggery Combat speed: +10% Curse of Corpses Amulets make your neck look great! |
gold amulet 'Eremydil' (Madness)Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +8 (+1 eff.) Defense: +7 (+1 eff.) Changes stats: +4 Dex / +3 Mag / +3 Wil / +5 Lck Changes resistances: +18% lightning Changes resistances penetration: +15% temporal Reduces incoming crit damage: 5.00% Stun/Freeze immunity: +20% Reduce all damage from unseen attackers: 12% Curse of Madness Amulets make your neck look great! |
gold amulet of willpower (+3) (Corpses)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Wil Curse of Corpses Amulets make your neck look great! |
grounding gold amulet of healing (Nightmares)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +11% lightning Cut immunity: +40% Stun/Freeze immunity: +20% Healing mod.: +10% Curse of Nightmares It can be used to activate talent Heal, placing all other charms into a 21 cooldown : Effective talent level: 2.5 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 558 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
grounding voratun amulet of dexterity (+8) (Madness)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +8 Dex Changes resistances: +27% lightning Stun/Freeze immunity: +31% Curse of Madness Amulets make your neck look great! |
grounding voratun amulet of vision (Nightmares)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +30% lightning Blindness immunity: +40% Stun/Freeze immunity: +45% Infravision radius: +9 Sight radius: +2 See invisible: +14 Curse of Nightmares Amulets make your neck look great! |
insulating copper amulet of strength (+3) (Shrouds)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +12% fire / +11% cold Curse of Shrouds Amulets make your neck look great! |
mindweaver's voratun amulet of strength (+9) (Madness)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +9 Str / +5 Wil Mental save: +14 (+3 eff.) Confusion immunity: +23% Mindpower: +13 (+2 eff.) Curse of Madness Amulets make your neck look great! |
mindweaver's voratun amulet of the eclipse (Corpses)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage (Melee): 11 light / 10 darkness Effects when hit in melee: * 15% chance to reduce damage dealt by 41% * 14% chance to blind Changes stats: +4 Wil Changes damage: +15% light / +13% darkness Mental save: +14 (+3 eff.) Confusion immunity: +23% Mindpower: +13 (+2 eff.) Curse of Corpses Amulets make your neck look great! |
restful stralite amulet of soulsearing (Nightmares)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -8% Changes damage: +13% blight / +12% fire Critical mult.: +17.00% Life regen: +5.00 Spellpower: +10 (+2 eff.) Curse of Nightmares Amulets make your neck look great! |
restful stralite amulet of the eclipse (Corpses)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -8% Damage (Melee): 12 light / 12 darkness Effects when hit in melee: * 13% chance to reduce damage dealt by 41% * 13% chance to blind Changes damage: +13% light / +13% darkness Life regen: +4.00 Curse of Corpses Amulets make your neck look great! |
restful voratun amulet of magic (+8) (Nightmares)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Changes stats: +8 Mag Life regen: +4.00 Curse of Nightmares Amulets make your neck look great! |
restful voratun amulet of manastreaming (Madness)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -9% Changes stats: +6 Mag Life regen: +5.00 Mana each turn: +0.49 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +53.00 Curse of Madness Amulets make your neck look great! |
restful voratun amulet of manastreaming (Nightmares)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -9% Changes stats: +5 Mag Life regen: +4.00 Mana each turn: +0.42 Spellpower on spell critical (stacks up to 3 times): +5 Maximum mana: +50.00 Curse of Nightmares Amulets make your neck look great! |
savior's gold amulet (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical save: +14 (+1 eff.) Spell save: +15 (+2 eff.) Mental save: +13 (+3 eff.) Curse of Nightmares Amulets make your neck look great! |
savior's gold amulet (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical save: +14 (+1 eff.) Spell save: +15 (+2 eff.) Mental save: +16 (+3 eff.) Curse of Shrouds Amulets make your neck look great! |
savior's stralite amulet of manastreaming (Corpses)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Mag Physical save: +22 (+2 eff.) Spell save: +22 (+3 eff.) Mental save: +18 (+3 eff.) Mana each turn: +0.46 Spellpower on spell critical (stacks up to 3 times): +5 Maximum mana: +51.00 Curse of Corpses Amulets make your neck look great! |
savior's stralite amulet of manastreaming (Madness)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Mag Physical save: +19 (+2 eff.) Spell save: +22 (+3 eff.) Mental save: +21 (+4 eff.) Mana each turn: +0.50 Spellpower on spell critical (stacks up to 3 times): +5 Maximum mana: +32.00 Curse of Madness Amulets make your neck look great! |
savior's stralite amulet of murder (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +16 Critical mult.: +12.00% Physical save: +21 (+2 eff.) Spell save: +18 (+2 eff.) Mental save: +21 (+4 eff.) Curse of Shrouds Amulets make your neck look great! |
savior's voratun amulet of manastreaming (Madness)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +5 Mag Physical save: +24 (+2 eff.) Spell save: +23 (+3 eff.) Mental save: +16 (+3 eff.) Mana each turn: +0.60 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +51.00 Curse of Madness Amulets make your neck look great! |
savior's voratun amulet of vision (Corpses)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical save: +25 (+3 eff.) Spell save: +21 (+3 eff.) Mental save: +21 (+4 eff.) Blindness immunity: +30% Infravision radius: +10 Sight radius: +2 See invisible: +12 Curse of Corpses Amulets make your neck look great! |
serendipitous gold amulet of strength (+8) (Madness)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +8 (+1 eff.) Defense: +8 (+1 eff.) Changes stats: +8 Lck / +4 Str Reduce all damage from unseen attackers: 12% Curse of Madness Amulets make your neck look great! |
serendipitous gold amulet of vision (Corpses)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +14 (+2 eff.) Defense: +10 (+2 eff.) Changes stats: +11 Lck Blindness immunity: +25% Infravision radius: +5 Sight radius: +2 See invisible: +8 Reduce all damage from unseen attackers: 12% Curse of Corpses Amulets make your neck look great! |
stabilizing stralite amulet of perfection (0.26 Celestial / Glyphs,0.26 Spell / Nightfall) (Corpses)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +20% temporal Talent masteries: +0.26 Spell / Nightfall +0.26 Celestial / Glyphs Pinning immunity: +44% Knockback immunity: +30% Curse of Corpses Amulets make your neck look great! |
stabilizing voratun amulet of dexterity (+8) (Shrouds)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +8 Dex Changes resistances: +29% temporal Pinning immunity: +44% Knockback immunity: +50% Curse of Shrouds Amulets make your neck look great! |
stabilizing voratun amulet of healing (Shrouds)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +29% temporal Cut immunity: +80% Pinning immunity: +50% Knockback immunity: +40% Healing mod.: +19% Curse of Shrouds It can be used to activate talent Heal, placing all other charms into a 21 cooldown : Effective talent level: 4.5 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 718 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
starlit gold amulet of constitution (+2) (Nightmares)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Con Changes resistances: +12% light / +11% darkness Blindness immunity: +20% Curse of Nightmares Amulets make your neck look great! |
starlit steel amulet of perfection (0.22 Technique / Combat veteran,0.22 Spell / Stone) (Nightmares)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% light / +14% darkness Talent masteries: +0.22 Technique / Combat veteran +0.22 Spell / Stone Blindness immunity: +25% Curse of Nightmares Amulets make your neck look great! |
starlit stralite amulet (Madness)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +18% light / +21% darkness Blindness immunity: +44% Curse of Madness Amulets make your neck look great! |
starseer's stralite amulet of cunning (+6) (Corpses)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +6 Cun / +4 Mag Changes damage: +6% darkness / +6% temporal / +5% light / +6% physical Spellpower: +5 (+1 eff.) Spell crit. chance: +4% Curse of Corpses Amulets make your neck look great! |
starseer's voratun amulet of mastery (0.38 Spell / Master of bones) (Nightmares)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Mag Changes damage: +7% darkness / +6% temporal / +8% light / +8% physical Talent mastery: +0.38 Spell / Master of bones Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Curse of Nightmares Amulets make your neck look great! |
starseer's voratun amulet of murder (Shrouds)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +17 Changes stats: +5 Mag Changes damage: +7% light / +8% temporal / +7% darkness / +7% physical Critical mult.: +20.00% Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Curse of Shrouds Amulets make your neck look great! |
starseer's voratun amulet of the eclipse (Nightmares)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage (Melee): 14 light / 12 darkness Effects when hit in melee: * 14% chance to reduce damage dealt by 41% * 13% chance to blind Changes stats: +5 Mag Changes damage: +8% temporal / +7% physical / +22% light / +22% darkness Spellpower: +6 (+1 eff.) Spell crit. chance: +4% Curse of Nightmares Amulets make your neck look great! |
steel amulet (Shrouds)0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Curse of Shrouds Amulets make your neck look great! |
steel amulet of vision (Corpses)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Blindness immunity: +17% Infravision radius: +2 Sight radius: +2 See invisible: +6 Curse of Corpses Amulets make your neck look great! |
stralite amulet 'Cindersorrow' (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +14 Defense: +38 (+7 eff.) Fatigue: -9% Changes stats: +8 Dex / +7 Cun / +9 Con Changes resistances: +5% physical Changes damage: +38% fire Physical save: +18 (+2 eff.) Life regen: +4.00 Stamina each turn: +1.30 Maximum stamina: +37.71 Movement speed: +10% Curse of Madness Amulets make your neck look great! |
stralite amulet 'Flamewaker' (Corpses)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 8 physical Changes stats: +4 Str / +8 Wil / +8 Cun / +7 Con Changes resistances: +18% fire Critical mult.: +24.66% Maximum stamina: +36.99 Curse of Corpses Amulets make your neck look great! |
stralite amulet 'Infernohunt' (Misfortune)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 25% chance to reduce strength, dexterity, and constitution by 44 * 25% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 10 blight Changes stats: +8 Mag Changes resistances: +38% fire Changes damage: +18% blight / +12% cold Defense after a teleport: +19 Resist all after a teleport: +19% New effects duration reduction after a teleport: +19% Curse of Misfortune Amulets make your neck look great! |
stralite amulet 'Ulyyadan' (Nightmares)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 25% chance to reduce all saves and defense by 52 Changes stats: +5 Str / +5 Dex / +11 Wil Changes resistances: +26% lightning Reduces incoming crit damage: 18.61% Stun/Freeze immunity: +40% Light radius: +4 See invisible: +9 Curse of Nightmares Amulets make your neck look great! |
stralite amulet 'Undeathquarry' (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +7 Wil / +9 Mag Changes resistances: +12% darkness / +12% nature Changes resistances penetration: +31% mind / +15% nature Reduces incoming crit damage: 18.49% Physical save: +22 (+2 eff.) Spell save: +20 (+2 eff.) Mental save: +22 (+4 eff.) See invisible: +18 Curse of Shrouds Amulets make your neck look great! |
stralite amulet of manastreaming (Shrouds)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Mag Mana each turn: +0.38 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +37.00 Curse of Shrouds Amulets make your neck look great! |
vitalizing stralite amulet of perfection (0.34 Corruption / Shadowflame,0.34 Spell / Fire alchemy) (Misfortune)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +3 Con Talent masteries: +0.34 Corruption / Shadowflame +0.34 Spell / Fire alchemy Physical save: +11 (+1 eff.) Life regen: +5.00 Maximum life: +47.00 Curse of Misfortune Amulets make your neck look great! |
vitalizing voratun amulet of strength (+7) (Misfortune)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +7 Str / +6 Con Physical save: +12 (+1 eff.) Life regen: +8.00 Maximum life: +80.00 Curse of Misfortune Amulets make your neck look great! |
voratun amulet 'Emelyba' (Corpses)Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Armour: +10 Changes stats: +10 Str / +10 Dex / +6 Mag / +13 Wil / +2 Con Changes resistances penetration: +20% mind Changes damage: +8% acid / +15% blight / +23% fire / +7% lightning / +7% cold Critical mult.: +17.00% Spellpower: +17 (+3 eff.) Spell crit. chance: +6% Mental crit. chance: +4% Curse of Corpses Amulets make your neck look great! |
voratun amulet 'Heatpierce' (Shrouds)Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +17 (+3 eff.) Defense: +20 (+4 eff.) Damage when hit (Melee): 2 fire Changes stats: +8 Dex / +5 Mag / +20 Lck Changes resistances: +6% blight / +29% temporal / +3% cold Changes damage: +6% arcane Critical mult.: +5.00% Reduces incoming crit damage: 10.00% Pinning immunity: +49% Knockback immunity: +50% Vim when firing critical spell: +2.48 Reduce all damage from unseen attackers: 20% Curse of Shrouds Amulets make your neck look great! |
voratun amulet (Corpses)0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Curse of Corpses Amulets make your neck look great! |
voratun amulet of murder (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +19 Critical mult.: +19.00% Curse of Misfortune Amulets make your neck look great! |
voratun amulet of soulsearing (Shrouds)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes damage: +11% blight / +12% fire Critical mult.: +20.00% Spellpower: +14 (+3 eff.) Curse of Shrouds Amulets make your neck look great! |
wanderer's voratun amulet (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -9% Changes stats: +8 Dex / +8 Cun / +8 Con Life regen: +4.00 Stamina each turn: +1.30 Movement speed: +10% Curse of Shrouds Amulets make your neck look great! |
warrior's stralite amulet of vision (Shrouds)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +13% physical Blindness immunity: +28% Stamina each turn: +1.00 Infravision radius: +9 Sight radius: +2 See invisible: +13 Curse of Shrouds Amulets make your neck look great! |
Aerederan (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical crit. chance: +5.0% Physical power: +30 (+4 eff.) Armour: +26 Defense: +20 (+4 eff.) Changes stats: +16 Str Changes resistances: +12% temporal / +6% physical Changes damage: +24% physical Only die when reaching: -99.92 life Curse of Nightmares Rings make your fingers look great! |
Aerowen the Eclipsebearer (Shrouds)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 10 darkness Changes resistances: +13% blight / +13% nature / +20% darkness Changes resistances penetration: +25% blight / +25% fire Changes damage: +6% darkness Poison immunity: +26% Disease immunity: +18% Curse of Shrouds Rings make your fingers look great! |
Arcbringer the stralite ring (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +12% lightning / +12% cold / +12% darkness / +18% blight Changes resistances penetration: +20% darkness Changes damage: +36% lightning / +37% cold / +15% blight Disarm immunity: +44% Pinning immunity: +44% Knockback immunity: +41% Maximum life: +44.00 Curse of Corpses Rings make your fingers look great! |
Armomadunamas (Corpses)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +10 Cun Changes resistances: +32% acid Changes resistances penetration: +15% arcane Changes damage: +16% acid / +12% arcane / +9% blight Hate when firing a critical mind attack: +5.43 Maximum mana: +100.00 Spellpower: +33 (+5 eff.) Mental crit. chance: +3% Curse of Corpses Rings make your fingers look great! |
Baladir (Nightmares)Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Defense: +12 (+2 eff.) Changes stats: +6 Cun / +9 Wil Mental save: +11 (+2 eff.) Confusion immunity: +30% Spellpower: +15 (+3 eff.) Spell crit. chance: +8% Mindpower: +11 (+2 eff.) Movement speed: +18% Activating this item is instant. Curse of Nightmares It can be used to activate talent Blinding Speed, placing all other charms into a 24 cooldown : Effective talent level: 5.9 Power cost: 24 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 44% for 5 turns. Rings make your fingers look great! |
Balancestinger the stralite ring (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +16 (+3 eff.) Damage when hit (Melee): 10 nature Changes stats: +8 Dex Changes resistances: +20% nature Changes resistances penetration: +15% nature / +25% temporal Changes damage: +9% nature / +6% temporal Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Corpses Rings make your fingers look great! |
Barkcut (Madness)Powered by arcane forces Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 4 fire Changes resistances: +28% lightning / +9% fire / +40% darkness Changes damage: +14% lightning / +20% darkness / +3% fire / +30% nature / +12% acid Mental save: +15 (+3 eff.) Confusion immunity: +50% Curse of Madness Rings make your fingers look great! |
Berand the Tempestshaper (Nightmares)Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +20 Changes stats: +10 Str / +16 Mag / +13 Cun Changes resistances: +18% blight / +3% lightning Changes resistances penetration: +5% nature Changes damage: +3% lightning / +9% blight Spellpower: +27 (+4 eff.) Curse of Nightmares Rings make your fingers look great! |
Blackquill the voratun ring (Shrouds)Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 25% chance to reduce damage dealt by 41% Changes stats: +8 Wil / +8 Cun / +7 Con Changes resistances: +38% lightning / +12% temporal Changes resistances penetration: +15% darkness Changes damage: +19% lightning Spell save: +19 (+2 eff.) Silence immunity: +20% Maximum life: +60.00 Maximum stamina: +37.00 Mindpower: +15 (+2 eff.) Curse of Shrouds Rings make your fingers look great! |
Blindgrit (Nightmares)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +10 Wil / +7 Mag Changes resistances: +5% arcane Changes resistances penetration: +25% light Changes damage: +21% arcane Spell save: +14 (+2 eff.) Light radius: +3 Damage Shield penetration: +30% Curse of Nightmares Rings make your fingers look great! |
Brightmoon (Madness)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 25% chance to slow global speed by 82% Changes stats: +13 Str / +4 Wil / +13 Con Changes resistances: +18% lightning / +12% fire Reduces incoming crit damage: 18.49% Mental save: +13 (+3 eff.) Confusion immunity: +36% Light radius: +3 Curse of Madness Rings make your fingers look great! |
Ce'Nilrakira the Rainparry (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +18 (+3 eff.) Armour penetration: +12 Changes stats: +9 Dex Changes resistances: +9% darkness / +15% lightning Changes resistances penetration: +25% physical Changes damage: +30% nature Critical mult.: +25.00% Only die when reaching: -100.56 life Curse of Shrouds Rings make your fingers look great! |
Ce'Nita (Misfortune)Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +15 (+3 eff.) Changes stats: +8 Cun / +5 Mag Changes resistances: +3% blight / +3% physical / +6% arcane / +3% temporal Physical save: +12 (+1 eff.) Blindness immunity: +100% Maximum life: +40.00 Spellpower: +15 (+3 eff.) Infravision radius: +9 See stealth: +33 See invisible: +50 Curse of Misfortune Rings make your fingers look great! |
Chargebreeze (Corpses)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Armour: +10 Defense: +30 (+6 eff.) Damage when hit (Melee): 12 lightning Changes stats: +12 Dex / +6 Con Changes resistances: +18% lightning / +23% physical Changes damage: +18% physical Curse of Corpses Rings make your fingers look great! |
Chillstone the gold ring (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +11 (+2 eff.) Effects on melee hit: * 20% chance to reduce armor by 54% Changes stats: +12 Dex / +6 Wil / +14 Cun Changes resistances: +15% acid Changes damage: +15% cold Light radius: +3 Curse of Shrouds Rings make your fingers look great! |
Coalmonster (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Changes stats: +3 Con Changes resistances: +3% blight / +5% arcane / +3% nature Changes damage: +12% darkness Stun/Freeze immunity: +22% Life regen: +2.00 Curse of Misfortune Rings make your fingers look great! |
Cyriwen the voratun ring (Madness)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +12% blight / +36% fire / +19% temporal / +18% physical Changes damage: +12% blight / +18% physical Mental save: +22 (+4 eff.) Mana each turn: +0.20 Spell crit. chance: +6% Curse of Madness Rings make your fingers look great! |
Dagirab (Nightmares)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +20 (+4 eff.) Changes resistances: +24% lightning / +9% fire / +6% nature / +1% physical Changes damage: +12% lightning Physical save: +12 (+1 eff.) Equilibrium when hit: +0.08 Mental crit. chance: +2% Curse of Nightmares Rings make your fingers look great! |
Daimesus the Duathelwind (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 25% chance to reduce damage dealt by 41% Damage when hit (Melee): 8 mind / 12 fire Changes resistances: +9% lightning / +21% darkness Changes resistances penetration: +31% lightning / +25% mind Changes damage: +33% fire Disarm immunity: +43% Pinning immunity: +44% Knockback immunity: +44% Maximum life: +44.00 Curse of Corpses Rings make your fingers look great! |
Dourimmortal the stralite ring (Madness)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 25% chance to reduce damage dealt by 41% Damage when hit (Melee): 8 mind / 6 darkness Changes resistances: +34% acid / +15% darkness Changes resistances penetration: +31% mind Changes damage: +17% acid / +18% light / +36% darkness Curse of Madness Rings make your fingers look great! |
Duvidular the gold ring (Madness)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 44 Damage when hit (Melee): 10 mind Changes resistances: +16% blight Changes damage: +16% blight Psi when hit: +0.28 Maximum hate: +10.00 Maximum psi: +30.00 Mindpower: +20 (+3 eff.) Curse of Madness Rings make your fingers look great! |
Elavena the voratun ring (Nightmares)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +18 Changes stats: +14 Dex / +5 Con Mental save: +15 (+3 eff.) Cut immunity: +25% Confusion immunity: +50% Teleport immunity: +25% Only die when reaching: -98.63 life Light radius: +4 Curse of Nightmares Rings make your fingers look great! |
Elemental Fury (Corpses)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. Curse of Corpses This ring shines with many colors. |
Exiler (Misfortune)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 (+2 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). Curse of Misfortune It can be used to attempt to inflict 380.24 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 5 turn(s) Activation costs 19 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. |
Flashcutter the gold ring (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Str / +2 Con Changes resistances penetration: +25% lightning Changes damage: +6% darkness Disarm immunity: +28% Pinning immunity: +27% Knockback immunity: +25% Maximum life: +22.00 Infravision radius: +3 Curse of Misfortune Rings make your fingers look great! |
Furnacebright (Nightmares)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 25 arcane resource burn * 25% chance to reduce all saves and defense by 52 Changes resistances: +41% acid / +30% cold / +15% mind / +15% light Changes damage: +16% acid / +6% fire Curse of Nightmares Rings make your fingers look great! |
Galewarden the stralite ring (Shrouds)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +12 (+2 eff.) Damage when hit (Melee): 6 lightning Changes stats: +3 Mag Changes resistances: +21% darkness Physical save: +21 (+2 eff.) Spell save: +12 (+2 eff.) Knockback immunity: +25% Only die when reaching: -99.28 life Maximum life: +120.00 Spellpower: +9 (+2 eff.) Mindpower: +13 (+2 eff.) Healing mod.: +15% Curse of Shrouds Rings make your fingers look great! |
Galigas the stralite ring (Madness)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Mag Changes resistances penetration: +25% blight Critical mult.: +10.00% Life regen: +17.00 Mana when firing critical spell: +2.00 Maximum life: +86.00 Maximum psi: +20.00 Maximum vim: +20.00 Spellpower: +10 (+2 eff.) Mindpower: +30 (+5 eff.) Healing mod.: +17% Curse of Madness Rings make your fingers look great! |
Gawyn the stralite ring (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +4 Cun Changes resistances penetration: +31% mind Critical mult.: +24.82% Physical save: +16 (+2 eff.) Spell save: +16 (+2 eff.) Mental save: +11 (+2 eff.) Equilibrium when hit: +0.32 Maximum hate: +12.00 Mindpower: +20 (+3 eff.) Curse of Corpses Rings make your fingers look great! |
Gilikalthorain the Cureenvy (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +20 Effects on melee hit: * 25% chance to slow global speed by 82% Damage when hit (Melee): 6 nature / 8 light Changes stats: +10 Str Changes resistances: +19% temporal / +18% cold / +24% nature / +18% fire Spell save: +18 (+2 eff.) Curse of Madness Rings make your fingers look great! |
Glareoracle (Nightmares)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Mag Changes resistances: +32% darkness / +12% acid Changes resistances penetration: +31% light Changes damage: +16% darkness Critical mult.: +20.00% Mana each turn: +0.52 Mana when firing critical spell: +2.48 Spellpower on spell critical (stacks up to 3 times): +12 Defense after a teleport: +19 Resist all after a teleport: +19% New effects duration reduction after a teleport: +19% Curse of Nightmares Rings make your fingers look great! |
Goragen (Corpses)Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+1 eff.) Physical power: +6 (+1 eff.) Defense: +18 (+3 eff.) Changes stats: +2 Str / +6 Wil / +5 Cun Changes resistances: +9% temporal Spellpower: +10 (+2 eff.) Mindpower: +14 (+2 eff.) Movement speed: +12% Activating this item is instant. Curse of Corpses It can be used to activate talent Blinding Speed, placing all other charms into a 24 cooldown : Effective talent level: 5.9 Power cost: 24 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 44% for 5 turns. Rings make your fingers look great! |
Icethorn the stralite ring (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +14 Wil Changes resistances: +18% temporal / +12% cold Changes damage: +15% cold Stun/Freeze immunity: +40% Life regen: +8.00 Equilibrium when hit: +0.20 Maximum hate: +6.00 Maximum psi: +40.00 Defense after a teleport: +19 Resist all after a teleport: +19% New effects duration reduction after a teleport: +19% Curse of Nightmares Rings make your fingers look great! |
Ivadhenn the Blindfoe (Misfortune)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +68% lightning Changes resistances penetration: +30% lightning / +31% fire Changes damage: +19% lightning / +18% fire / +18% acid Light radius: +4 Curse of Misfortune Rings make your fingers look great! |
Jetwreath the voratun ring (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +20 (+3 eff.) Effects on melee hit: * 25% chance to reduce damage dealt by 41% * 25% chance to reduce all saves and defense by 52 Changes stats: +12 Str / +10 Dex / +4 Wil / +6 Cun / +12 Con Changes damage: +21% mind Curse of Nightmares Rings make your fingers look great! |
Koruichik the Gleamroar (Nightmares)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 8 blight Changes resistances: +15% light / +30% fire Changes resistances penetration: +31% blight / +30% light / +31% nature Changes damage: +12% light / +24% fire Light radius: +4 Curse of Nightmares Rings make your fingers look great! |
Layyra the Iceschism (Corpses)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +10 Changes stats: +8 Mag Changes resistances: +18% light / +15% cold Changes damage: +24% acid Spell save: +16 (+2 eff.) Silence immunity: +23% Confusion immunity: +23% Maximum mana: +80.00 Spell crit. chance: +6% Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +18% Curse of Corpses 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 (+4 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+2 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 18 power out of 30/30) : Effective talent level: 3.5 Power cost: 18 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. |
Neriretta (Madness)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +37 (+6 eff.) Physical crit. chance: +7.0% Armour: +8 Defense: +20 (+4 eff.) Damage when hit (Melee): 8 arcane Changes stats: +16 Dex / +7 Cun / +4 Con Mental save: +15 (+3 eff.) Confusion immunity: +50% Curse of Madness Rings make your fingers look great! |
Niharayon the Jetwyrd (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 21% chance to reduce damage dealt by 41% Changes stats: +5 Con Changes resistances: +21% darkness / +21% cold Changes resistances penetration: +26% darkness Changes damage: +31% darkness / +15% cold Spell save: +18 (+2 eff.) Maximum stamina: +30.00 Curse of Shrouds Rings make your fingers look great! |
Phoenixpanic (Misfortune)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 25% chance to reduce armor by 54% Damage when hit (Melee): 12 fire Changes stats: +13 Dex / +3 Wil / +4 Cun Changes resistances penetration: +25% acid Changes damage: +15% blight Blindness immunity: +50% Infravision radius: +6 See stealth: +25 See invisible: +25 Curse of Misfortune Rings make your fingers look great! |
Plagueslicer (Madness)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +4 Wil Changes resistances: +28% fire / +6% arcane / +15% nature Changes resistances penetration: +25% blight / +25% arcane Changes damage: +24% blight / +14% fire / +18% nature Spellpower: +30 (+5 eff.) Damage Shield penetration: +37% Curse of Madness Rings make your fingers look great! |
Prismedge (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+2 eff.) Effects on melee hit: * 25% chance to slow global speed by 82% Changes stats: +7 Dex Changes resistances: +9% light Changes resistances penetration: +25% light Changes damage: +27% mind Critical mult.: +20.00% Equilibrium when hit: +0.28 Maximum hate: +8.00 Mental crit. chance: +8% Curse of Nightmares Rings make your fingers look great! |
Ragobers the Pureward (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+2 eff.) Effects on melee hit: * 25% chance to slow global speed by 82% Changes stats: +9 Cun / +9 Dex Changes resistances: +21% blight / +15% nature / +25% light Silence immunity: +25% Stun/Freeze immunity: +25% Teleport immunity: +25% Life regen: +4.96 Mana each turn: +0.28 Curse of Shrouds Rings make your fingers look great! |
Ring of Growth (Madness)Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+1 eff.) Life regen: +3.00 Healing mod.: +20% Curse of Madness This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Ring of the Dead (Corpses)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 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! Curse of Corpses 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. |
Sparkwither the stralite ring (Corpses)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +35 (+7 eff.) Damage when hit (Melee): 12 lightning Changes stats: +4 Str Changes damage: +12% physical Physical save: +18 (+2 eff.) Mental save: +13 (+3 eff.) Confusion immunity: +44% Stamina each turn: +3.00 Spellpower on spell critical (stacks up to 3 times): +12 Maximum mana: +80.00 Curse of Corpses Rings make your fingers look great! |
Tundrabone (Madness)Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +14 (+2 eff.) Changes stats: +10 Str / +16 Con Changes resistances: +12% temporal / +18% arcane / +6% cold Changes damage: +18% arcane Reduces incoming crit damage: 15.00% Spell save: +14 (+2 eff.) Confusion immunity: +20% Pinning immunity: +20% Maximum stamina: +21.00 Healing mod.: +10% Curse of Madness Rings make your fingers look great! |
Turildir (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+3 eff.) Armour penetration: +17 Defense: +17 (+3 eff.) Changes stats: +7 Mag Reduces incoming crit damage: 18.49% Maximum mana: +80.00 Maximum vim: +61.64 Spell crit. chance: +10% Light radius: +4 Infravision radius: +4 See invisible: +18 Curse of Madness It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 4.5 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 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 194% 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! |
Unrygas the Festerhash (Misfortune)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.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +10 Dex / +8 Mag / +17 Cun / +6 Con Changes resistances: +6% nature / +6% temporal Changes damage: +9% nature / +3% temporal Spell save: +20 (+2 eff.) Maximum stamina: +40.00 Spellpower: +14 (+3 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Curse of Misfortune Rings make your fingers look great! |
Vargh Redemption (Madness)Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 Curse of Madness It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 22.95 cold and 20.86 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 35 power out of 60/60. This azure ring seems to be always moist to the touch. |
Vileraptor (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 82% Changes resistances: +12% acid / +6% darkness Changes damage: +12% nature / +6% acid Disarm immunity: +23% Pinning immunity: +23% Knockback immunity: +21% Maximum life: +24.00 Curse of Misfortune Rings make your fingers look great! |
Windwrecker (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +18 (+3 eff.) Effects on melee hit: * 25% chance to slow global speed by 82% * 25 arcane resource burn Changes stats: +9 Dex Changes resistances: +15% fire / +21% darkness / +6% arcane Changes resistances penetration: +25% fire Changes damage: +18% lightning / +33% nature Curse of Misfortune Rings make your fingers look great! |
Xossra the Shadewither (Nightmares)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +9 Wil Changes resistances: +34% lightning / +12% darkness / +15% acid Changes damage: +17% lightning Life regen: +4.96 Only die when reaching: -99.28 life Light radius: +4 Infravision radius: +4 See invisible: +30 Curse of Nightmares Rings make your fingers look great! |
conjurer's stralite ring of warding (Shrouds)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +7 Mag / +8 Wil Changes resistances: +26% acid / +20% fire / +24% lightning / +26% cold Spellpower: +13 (+2 eff.) Curse of Shrouds Rings make your fingers look great! |
conjurer's voratun ring of pilfering (Shrouds)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +16 (+3 eff.) Armour penetration: +14 Defense: +17 (+3 eff.) Changes stats: +8 Mag / +8 Wil Spellpower: +12 (+2 eff.) Curse of Shrouds It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 4.5 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 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 194% 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! |
conjurer's voratun ring of power (Madness)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +8 (+1 eff.) Changes stats: +8 Mag / +8 Wil Spellpower: +25 (+4 eff.) Mindpower: +13 (+2 eff.) Curse of Madness Rings make your fingers look great! |
copper ring 'Sewernigh' (Shrouds)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +20 (+4 eff.) Damage when hit (Melee): 2 nature Changes resistances: +9% blight / +22% nature / +6% light Changes damage: +11% nature / +6% fire Spell save: +3 (+1 eff.) Cut immunity: +20% Knockback immunity: +20% Healing mod.: +10% Curse of Shrouds Rings make your fingers look great! |
copper ring (Madness)0.10 Encumbrance. Type: jewelry / ring ; tier 1 Curse of Madness Rings make your fingers look great! |
copper ring of tenacity (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +21% Pinning immunity: +21% Knockback immunity: +20% Maximum life: +23.00 Curse of Madness Rings make your fingers look great! |
gladiator's gold ring (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +9 (+1 eff.) Changes stats: +6 Str / +6 Con Curse of Misfortune Rings make your fingers look great! |
gladiator's stralite ring of speed (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 (+2 eff.) Physical power: +13 (+2 eff.) Defense: +12 (+2 eff.) Changes stats: +7 Str / +8 Con Movement speed: +22% Activating this item is instant. Curse of Misfortune It can be used to activate talent Blinding Speed, placing all other charms into a 24 cooldown : Effective talent level: 4.5 Power cost: 24 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 38% for 5 turns. Rings make your fingers look great! |
gladiator's voratun ring of warding (Shrouds)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +11 (+2 eff.) Changes stats: +10 Str / +9 Con Changes resistances: +28% acid / +29% fire / +30% lightning / +27% cold Curse of Shrouds Rings make your fingers look great! |
marksman's stralite ring of light (+36%) (Corpses)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+2 eff.) Changes stats: +6 Dex Changes resistances: +36% light Changes damage: +18% light Curse of Corpses Rings make your fingers look great! |
marksman's stralite ring of pilfering (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +25 (+4 eff.) Armour penetration: +10 Defense: +11 (+2 eff.) Changes stats: +7 Dex Curse of Shrouds It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 4.5 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 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 194% 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! |
marksman's stralite ring of tenacity (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+2 eff.) Changes stats: +6 Dex Disarm immunity: +44% Pinning immunity: +44% Knockback immunity: +39% Maximum life: +44.00 Curse of Misfortune Rings make your fingers look great! |
marksman's voratun ring of pilfering (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +30 (+5 eff.) Armour penetration: +17 Defense: +12 (+2 eff.) Changes stats: +8 Dex Curse of Shrouds It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 4.5 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 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 194% 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! |
mule's stralite ring of fire (+32%) (Misfortune)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -8% Changes resistances: +32% fire Changes damage: +16% fire Maximum encumbrance: +30 Curse of Misfortune Rings make your fingers look great! |
painweaver's voratun ring (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +19 (+3 eff.) Changes damage: +7% all Spellpower: +20 (+3 eff.) Mindpower: +17 (+3 eff.) Curse of Misfortune Rings make your fingers look great! |
pixie's steel ring (Nightmares)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Cun / +3 Mag Spellpower: +7 (+2 eff.) Curse of Nightmares Rings make your fingers look great! |
pixie's stralite ring of tenacity (Madness)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Cun / +6 Mag Disarm immunity: +32% Pinning immunity: +38% Knockback immunity: +31% Maximum life: +41.00 Spellpower: +9 (+2 eff.) Curse of Madness Rings make your fingers look great! |
pixie's voratun ring of speed (Shrouds)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+2 eff.) Defense: +9 (+2 eff.) Changes stats: +7 Cun / +6 Mag Spellpower: +12 (+2 eff.) Movement speed: +24% Activating this item is instant. Curse of Shrouds It can be used to activate talent Blinding Speed, placing all other charms into a 24 cooldown : Effective talent level: 4.5 Power cost: 24 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 38% for 5 turns. Rings make your fingers look great! |
psionicist's copper ring (Shrouds)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+1 eff.) Curse of Shrouds Rings make your fingers look great! |
psionicist's copper ring of lightning (+22%) (Nightmares)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +22% lightning Changes damage: +11% lightning Mental save: +6 (+1 eff.) Curse of Nightmares Rings make your fingers look great! |
psionicist's stralite ring of arcana (+0.34/turn) (Nightmares)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +8 Wil Mental save: +16 (+3 eff.) Silence immunity: +40% Mana each turn: +0.34 Curse of Nightmares Rings make your fingers look great! |
psionicist's stralite ring of life (Nightmares)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Wil Mental save: +12 (+2 eff.) Life regen: +17.00 Maximum life: +79.00 Healing mod.: +18% Curse of Nightmares Rings make your fingers look great! |
psionicist's stralite ring of pilfering (Nightmares)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 (+2 eff.) Armour penetration: +11 Defense: +14 (+3 eff.) Changes stats: +9 Wil Mental save: +18 (+3 eff.) Curse of Nightmares It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 4.5 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 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 194% 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! |
rogue's copper ring of corrosion (+20%) (Madness)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+1 eff.) Changes stats: +3 Cun Changes resistances: +20% acid Changes damage: +10% acid Curse of Madness Rings make your fingers look great! |
rogue's gold ring of the mind (+10%) (Corpses)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +8 (+1 eff.) Changes stats: +4 Cun Changes resistances: +10% mind Changes damage: +10% mind Curse of Corpses Rings make your fingers look great! |
rogue's stralite ring of misery (Misfortune)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +4 (+1 eff.) Effects on melee hit: * 11% chance to reduce all saves and defense by 52 Damage (Melee): 5 physical Effects on ranged hit: * 15% chance to reduce all saves and defense by 52 Damage (Ranged): 17 physical Changes stats: +10 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +5.00 Curse of Misfortune It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 4.5 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 167% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
rogue's stralite ring of perseverance (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +18 (+3 eff.) Changes stats: +9 Cun Stun/Freeze immunity: +39% Life regen: +5.00 Curse of Nightmares Rings make your fingers look great! |
rogue's voratun ring of life (Shrouds)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +18 (+3 eff.) Changes stats: +9 Cun Life regen: +15.00 Maximum life: +100.00 Healing mod.: +13% Curse of Shrouds Rings make your fingers look great! |
savage's stralite ring of perseverance (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Con Spell save: +17 (+2 eff.) Stun/Freeze immunity: +44% Life regen: +5.00 Maximum stamina: +19.00 Curse of Misfortune Rings make your fingers look great! |
savage's stralite ring of power (Nightmares)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +5 Con Spell save: +14 (+2 eff.) Maximum stamina: +12.00 Spellpower: +10 (+2 eff.) Mindpower: +10 (+2 eff.) Curse of Nightmares Rings make your fingers look great! |
savior's copper ring (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +7 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +7 (+2 eff.) Curse of Nightmares Rings make your fingers look great! |
savior's stralite ring of sensing (Madness)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical save: +15 (+2 eff.) Spell save: +16 (+2 eff.) Mental save: +13 (+3 eff.) Blindness immunity: +35% Infravision radius: +6 See stealth: +13 See invisible: +21 Curse of Madness Rings make your fingers look great! |
sneakthief's stralite ring of speed (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +22 (+4 eff.) Defense: +10 (+2 eff.) Changes stats: +8 Cun / +8 Dex Movement speed: +21% Activating this item is instant. Curse of Nightmares It can be used to activate talent Blinding Speed, placing all other charms into a 24 cooldown : Effective talent level: 7.2 Power cost: 24 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 49% for 5 turns. Rings make your fingers look great! |
sneakthief's stralite ring of warding (Corpses)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 (+2 eff.) Changes stats: +9 Cun / +6 Dex Changes resistances: +23% acid / +26% fire / +20% lightning / +26% cold Curse of Corpses Rings make your fingers look great! |
solipsist's stralite ring (Corpses)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Cun / +5 Wil Mindpower: +5 (+1 eff.) Curse of Corpses Rings make your fingers look great! |
solipsist's stralite ring of light (+36%) (Nightmares)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +7 Cun / +8 Wil Changes resistances: +36% light Changes damage: +18% light Mindpower: +13 (+2 eff.) Curse of Nightmares Rings make your fingers look great! |
solipsist's voratun ring of luminosity (Nightmares)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 36 light Damage (Ranged): 38 light Changes stats: +4 Mag / +6 Wil / +8 Cun Changes damage: +16% light Mindpower: +15 (+2 eff.) Curse of Nightmares Rings make your fingers look great! |
solipsist's voratun ring of luminosity (Shrouds)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 40 light Damage (Ranged): 27 light Changes stats: +10 Mag / +8 Wil / +7 Cun Changes damage: +16% light Mindpower: +13 (+2 eff.) Curse of Shrouds Rings make your fingers look great! |
steel ring 'Xeronne' (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +8 (+1 eff.) Changes stats: +5 Str / +10 Wil / +6 Con Maximum psi: +20.00 Light radius: +3 See invisible: +12 Curse of Madness Rings make your fingers look great! |
steel ring of pilfering (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +7 Defense: +9 (+2 eff.) Curse of Corpses It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 4.5 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 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 194% 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! |
stralite ring 'Hellwalker' (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +12% mind / +21% fire Changes resistances penetration: +30% blight Changes damage: +24% mind / +18% fire Stun/Freeze immunity: +44% Life regen: +8.00 Vim when firing critical spell: +2.47 Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +25 (+4 eff.) Curse of Misfortune Rings make your fingers look great! |
stralite ring 'Islomina' (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +4 Wil / +8 Mag Changes damage: +21% mind Critical mult.: +23.15% Reduces incoming crit damage: 17.36% Stun/Freeze immunity: +63% Life regen: +12.63 Curse of Corpses Rings make your fingers look great! |
stralite ring 'Lightningqueller' (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 (+2 eff.) Changes stats: +9 Dex / +13 Wil / +15 Cun Changes resistances: +9% light Changes resistances penetration: +15% mind / +31% lightning Critical mult.: +24.82% Mental crit. chance: +5% Curse of Misfortune Rings make your fingers look great! |
stralite ring 'Salyriata' (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +37 (+6 eff.) Armour: +34 Defense: +35 (+7 eff.) Changes stats: +9 Str / +9 Dex / +7 Con Critical mult.: +24.82% Curse of Nightmares Rings make your fingers look great! |
stralite ring 'Scorchreeve' (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -9% Changes stats: +17 Wil Changes resistances penetration: +31% fire Maximum encumbrance: +36 Mental save: +15 (+3 eff.) Hate when firing a critical mind attack: +4.00 Maximum hate: +12.00 Mindpower: +37 (+6 eff.) Curse of Misfortune Rings make your fingers look great! |
stralite ring 'Swampdeath' (Misfortune)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 23% chance to slow global speed by 82% Changes stats: +10 Str / +12 Dex / +13 Mag Changes damage: +18% temporal Spell save: +18 (+2 eff.) Infravision radius: +4 See invisible: +24 Curse of Misfortune Rings make your fingers look great! |
stralite ring 'Yvibrenne' (Misfortune)Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 44 Damage (Melee): 26 light Damage (Ranged): 29 light Damage when hit (Melee): 6 mind Changes stats: +4 Mag Changes resistances: +24% light / +15% temporal Changes resistances penetration: +15% mind Changes damage: +15% temporal / +26% light / +6% mind Mental crit. chance: +3% Curse of Misfortune Rings make your fingers look great! |
stralite ring of life (Misfortune)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Life regen: +17.00 Maximum life: +88.00 Healing mod.: +18% Curse of Misfortune Rings make your fingers look great! |
stralite ring of luminosity (Nightmares)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage (Melee): 20 light Damage (Ranged): 26 light Changes stats: +5 Mag Changes damage: +14% light Curse of Nightmares Rings make your fingers look great! |
stralite ring of misery (Madness)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 14% chance to reduce all saves and defense by 52 Damage (Melee): 21 physical Effects on ranged hit: * 18% chance to reduce all saves and defense by 52 Damage (Ranged): 29 physical Changes stats: +7 Cun Hate when firing a critical mind attack: +3.00 Maximum hate: +12.00 Curse of Madness It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 4.5 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 167% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
titan's stralite ring of clarity (Misfortune)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +8 Con Physical save: +16 (+2 eff.) Mental save: +13 (+3 eff.) Confusion immunity: +37% Curse of Misfortune Rings make your fingers look great! |
treant's voratun ring of fire (+13%) (Corpses)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +13% blight / +38% fire / +15% nature Changes damage: +19% fire Poison immunity: +26% Disease immunity: +27% Curse of Corpses Rings make your fingers look great! |
treant's voratun ring of life (Nightmares)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +14% nature / +15% blight Poison immunity: +24% Disease immunity: +28% Life regen: +18.00 Maximum life: +74.00 Healing mod.: +20% Curse of Nightmares Rings make your fingers look great! |
treant's voratun ring of misery (Nightmares)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 15% chance to reduce all saves and defense by 52 Damage (Melee): 35 physical Effects on ranged hit: * 17% chance to reduce all saves and defense by 52 Damage (Ranged): 29 physical Changes stats: +8 Cun Changes resistances: +12% nature / +15% blight Poison immunity: +30% Disease immunity: +23% Hate when firing a critical mind attack: +3.00 Maximum hate: +12.00 Curse of Nightmares It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 7.2 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 184% weapon damage. If the attack hits, the target will bleed for 343% weapon damage over 7 turns, and all healing will be reduced by 77%. Rings make your fingers look great! |
treant's voratun ring of the mind (+13%) (Corpses)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +13% blight / +13% nature / +17% mind Changes damage: +17% mind Poison immunity: +30% Disease immunity: +24% Curse of Corpses Rings make your fingers look great! |
voratun ring 'Darkriver' (Nightmares)Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 41% Changes stats: +4 Con Changes resistances: +49% darkness Changes damage: +17% darkness / +12% fire Physical save: +12 (+1 eff.) Spell save: +35 (+4 eff.) Mental save: +14 (+3 eff.) Maximum stamina: +39.00 Curse of Nightmares Rings make your fingers look great! |
voratun ring 'Earirerand' (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +4 Physical power: +15 (+2 eff.) Changes stats: +10 Str / +9 Wil / +20 Con Mana when firing critical spell: +2.48 Spellpower: +37 (+6 eff.) Spell crit. chance: +4% Damage Shield penetration: +37% Curse of Misfortune Rings make your fingers look great! |
voratun ring 'Mayimina' (Shrouds)Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+2 eff.) Changes stats: +15 Str / +2 Dex / +8 Mag / +8 Wil / +16 Con Changes resistances: +9% temporal / +6% arcane / +6% nature Spell save: +20 (+2 eff.) Maximum stamina: +34.00 Spellpower: +15 (+3 eff.) Healing mod.: +10% Curse of Shrouds Rings make your fingers look great! |
voratun ring 'Unlightvile' (Corpses)Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 41% Damage when hit (Melee): 2 acid Changes stats: +6 Cun / +7 Wil Changes resistances: +19% mind / +5% arcane Changes resistances penetration: +20% darkness Changes damage: +19% mind / +6% arcane Life regen: +17.00 Maximum life: +80.00 Mindpower: +12 (+2 eff.) Healing mod.: +18% Curse of Corpses Rings make your fingers look great! |
voratun ring (Madness)0.10 Encumbrance. Type: jewelry / ring ; tier 5 Curse of Madness Rings make your fingers look great! |
voratun ring of life (Misfortune)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Life regen: +14.00 Maximum life: +100.00 Healing mod.: +19% Curse of Misfortune Rings make your fingers look great! |
voratun ring of luminosity (Shrouds)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 31 light Damage (Ranged): 37 light Changes stats: +9 Mag Changes damage: +19% light Curse of Shrouds Rings make your fingers look great! |
warrior's copper ring of power (Madness)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +6 Changes stats: +3 Str Spellpower: +6 (+1 eff.) Mindpower: +6 (+1 eff.) Curse of Madness Rings make your fingers look great! |
warrior's gold ring (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Str Curse of Madness Rings make your fingers look great! |
warrior's voratun ring of misery (Shrouds)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +16 Effects on melee hit: * 19% chance to reduce all saves and defense by 52 Damage (Melee): 29 physical Effects on ranged hit: * 18% chance to reduce all saves and defense by 52 Damage (Ranged): 30 physical Changes stats: +9 Cun / +8 Str Hate when firing a critical mind attack: +2.00 Maximum hate: +15.00 Curse of Shrouds It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 7.2 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 184% weapon damage. If the attack hits, the target will bleed for 343% weapon damage over 7 turns, and all healing will be reduced by 77%. Rings make your fingers look great! |
wizard's copper ring of lightning (+22%) (Misfortune)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Changes resistances: +22% lightning Changes damage: +11% lightning Spell save: +6 (+1 eff.) Curse of Misfortune Rings make your fingers look great! |
wizard's stralite ring of luminosity (Nightmares)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage (Melee): 34 light Damage (Ranged): 27 light Changes stats: +16 Mag Changes damage: +17% light Spell save: +16 (+2 eff.) Curse of Nightmares Rings make your fingers look great! |
wizard's stralite ring of misery (Corpses)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 17% chance to reduce all saves and defense by 52 Damage (Melee): 27 physical Effects on ranged hit: * 14% chance to reduce all saves and defense by 52 Damage (Ranged): 25 physical Changes stats: +8 Cun / +8 Mag Spell save: +16 (+2 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +13.00 Curse of Corpses It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 5.9 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 176% weapon damage. If the attack hits, the target will bleed for 330% weapon damage over 7 turns, and all healing will be reduced by 72%. Rings make your fingers look great! |
wizard's voratun ring of warding (Shrouds)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +10 Mag Changes resistances: +30% acid / +30% fire / +28% lightning / +30% cold Spell save: +20 (+2 eff.) Curse of Shrouds Rings make your fingers look great! |
Khulmanar's Wrath (Shrouds) (208% power, 8 apr)Requires: - Strength 52 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 209% Range: 1.5x Uses stats: 176% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +50 fire Damage conversion: 20% fire When wielded/worn: Changes resistances: +20% fire Changes resistances penetration: +25% fire Changes damage: +20% fire The wearer is treated as a demon. Curse of Shrouds It can be used to activate talent Infernal Breath (costing 21 power out of 35/35) : Effective talent level: 4.5 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Exhale a wave of dark fire with radius 7. Any non demon caught in the area will take 190.63 fire damage, and flames will be left dealing a further 44.48 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
Ce'Nussra the voratun dagger (Misfortune) (180% power, 12 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 181% Range: 1.3x Uses stats: 97% Wil, 57% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +12 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 168 acid damage (1/turn) * 25% chance for lightning to strike from the target to a second target dealing 168 damage When wielded/worn: Accuracy: +25 (+4 eff.) Armour penetration: +17 Defense: +10 (+2 eff.) Changes stats: +4 Dex / +2 Con Changes resistances penetration: +30% acid / +15% physical / +25% temporal Changes damage: +30% acid Critical mult.: +15.00% Stamina each turn: +2.00 Curse of Misfortune Sharp, short and deadly. |
Strikefame the voratun dagger (Corpses) (194% 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: 194% Range: 1.3x Uses stats: 97% Wil, 57% Cun, 50% Mag Damage type: Physical 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) On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 1) on hit: +8 lightning When wielded/worn: Physical crit. chance: +15.0% Changes stats: +5 Cun Changes resistances: +9% lightning Changes damage: +18% lightning Light radius: +2 Infravision radius: +2 Curse of Corpses Sharp, short and deadly. |
voratun dagger 'Branogorn' (Misfortune) (180% 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: 181% Range: 1.3x Uses stats: 97% Wil, 57% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Curse of Death (20% chance level 5). When wielded/worn: Accuracy: +37 (+6 eff.) Defense: +14 (+3 eff.) Damage when hit (Melee): 6 blight Changes stats: +11 Str Changes resistances: +9% acid Changes resistances penetration: +20% blight Changes damage: +9% arcane / +15% physical Disarm immunity: +50% Spellpower on spell critical (stacks up to 3 times): +6 Curse of Misfortune Sharp, short and deadly. |
voratun dagger 'Coalroar' (Corpses) (179% 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: 180% Range: 1.3x Uses stats: 97% Wil, 57% Cun, 50% Mag Damage type: Physical 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 41% On weapon crit: * Splash the target with acid dealing 281 damage over 5 turns and reducing armor and accuracy by 36 Damage (radius 1) on hit: +24 nature Damage (radius 2) on crit: +4 darkness When wielded/worn: Accuracy: +38 (+6 eff.) Defense: +15 (+3 eff.) Changes stats: +7 Dex Changes resistances: +6% light / +3% nature Changes resistances penetration: +5% darkness Disarm immunity: +50% Combat speed: +10% Curse of Corpses Sharp, short and deadly. |
voratun dagger 'Gorevice' (Nightmares) (192% power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 193% Range: 1.3x Uses stats: 97% Wil, 57% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (radius 2) on crit: +20 darkness / +125 fire When wielded/worn: Defense: +37 (+7 eff.) Changes resistances penetration: +50% fire Changes damage: +6% nature Maximum life: +40.00 Global speed: +20% Curse of Nightmares Sharp, short and deadly. |
voratun dagger 'Hazesmasher' (Misfortune) (183% 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: 183% Range: 1.3x Uses stats: 97% Wil, 57% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 10% chance to reduce damage dealt by 41% * Create an explosion dealing 168 lightning damage (1/turn) Damage (Melee): +50 cold Damage (radius 1) on hit: +8 cold Damage (radius 2) on crit: +16 darkness When wielded/worn: Accuracy: +23 (+4 eff.) Armour penetration: +15 Changes resistances: +15% cold Changes resistances penetration: +20% lightning / +15% physical Changes damage: +30% lightning Curse of Misfortune Sharp, short and deadly. |
Fulelatharab (Nightmares) (216% 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: 216% Range: 1.5x Uses stats: 176% Wil, 50% Mag Damage type: Physical 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: * 23% chance to reduce strength, dexterity, and constitution by 44 On weapon crit: * Splash the target with acid dealing 281 damage over 5 turns and reducing armor and accuracy by 36 Damage (Melee): +28 blight Damage (radius 1) on hit: +12 physical When wielded/worn: Physical power: +20 (+3 eff.) Changes resistances: +3% physical Changes damage: +15% physical Disease immunity: +49% Only die when reaching: -60.00 life Curse of Nightmares Massive two-handed mauls. |
Haleruirak the Morningquill (Corpses) (203% power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 204% Range: 1.5x Uses stats: 176% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Damage (radius 2) on crit: +61 acid / +63 nature When wielded/worn: Accuracy: +65 (+11 eff.) Armour penetration: +62 Defense: +5 (+1 eff.) Damage when hit (Melee): 10 light Changes stats: +1 Cun Changes resistances: +3% darkness / +6% arcane / +12% mind Changes resistances penetration: +35% acid / +21% physical / +35% nature / +21% all Changes damage: +3% light Maximum life: +60.00 Curse of Corpses Massive two-handed mauls. |
Isegamina the Hazeonslaught (Shrouds) (223% power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 223% Range: 1.5x Uses stats: 176% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Wound the target dealing 449 physical damage across 5 turns and reducing healing by 50% Damage (radius 1) on hit: +8 cold Damage (radius 2) on crit: +103 fire When wielded/worn: Accuracy: +5 (+1 eff.) Physical crit. chance: +23.0% Physical power: +21 (+3 eff.) Changes stats: +1 Dex Changes resistances: +12% mind Changes resistances penetration: +35% fire Life regen: +5.00 Only die when reaching: -40.00 life Global speed: +15% Curse of Shrouds Massive two-handed mauls. |
Radhygas the Sootoozer (Nightmares) (206% 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: 207% Range: 1.5x Uses stats: 176% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 168 lightning damage (1/turn) Damage (radius 1) on hit: +12 blight Damage (radius 2) on crit: +8 blight When wielded/worn: Accuracy: +48 (+8 eff.) Armour penetration: +21 Defense: +14 (+3 eff.) Changes resistances penetration: +31% lightning / +17% physical / +10% darkness / +10% cold Changes damage: +42% lightning / +21% cold / +6% darkness Disarm immunity: +70% Curse of Nightmares Massive two-handed mauls. |
Voratun Hammer of the Deep Bellow (Nightmares) (218% power, 7 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 218% Range: 1.5x Uses stats: 176% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Flameshock (10% chance level 3). Damage (Melee): +30 fire When wielded/worn: Changes damage: +15% physical Curse of Nightmares The legendary hammer of the Dwarven master smiths. For ages it was used to forge powerful weapons with searing heat until it became highly powerful by itself. |
stralite greatmaul 'Snowwhisper' (Nightmares) (196% power, 3 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 197% Range: 1.5x Uses stats: 176% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 281 damage over 5 turns and reducing armor and accuracy by 36 Damage (radius 1) on hit: +4 cold When wielded/worn: Accuracy: +30 (+5 eff.) Damage when hit (Melee): 6 blight Changes stats: +19 Str Changes resistances: +6% blight Changes resistances penetration: +10% blight Changes damage: +15% cold / +27% physical Curse of Nightmares Massive two-handed mauls. |
voratun greatmaul 'Bethasena' (Misfortune) (222% 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: 222% Range: 1.5x Uses stats: 176% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 168 lightning damage (1/turn) When wielded/worn: Armour penetration: +22 Physical crit. chance: +19.0% Armour: +8 Changes stats: +3 Str / +3 Dex / +5 Con Changes resistances penetration: +34% lightning Changes damage: +35% lightning / +6% physical / +6% arcane Critical mult.: +49.00% Stamina each turn: +2.00 Curse of Misfortune Massive two-handed mauls. |
voratun greatmaul 'Eilinylewen' (Corpses) (206% 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: 207% Range: 1.5x Uses stats: 176% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 281 damage over 5 turns and reducing armor and accuracy by 36 When wielded/worn: Accuracy: +34 (+6 eff.) Armour penetration: +42 Physical crit. chance: +22.0% Armour: +4 Changes stats: +2 Dex Changes resistances penetration: +10% temporal / +20% mind / +21% physical Critical mult.: +48.00% Physical save: +3 (+0 eff.) Stamina each turn: +3.77 Curse of Corpses Massive two-handed mauls. |
Berelin the dwarven-steel greatsword (Corpses) (194% power, 2 apr)Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 195% Range: 1.6x Uses stats: 176% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance to reduce armor by 54% * 50% chance to put 1 talent on cooldown for 7 turns (checks Confusion immunity) On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +16.0% Effects on melee hit: * 25% chance to reduce armor by 54% Changes stats: +1 Mag Vim when firing critical spell: +2.48 Spellpower on spell critical (stacks up to 3 times): +4 Spell crit. chance: +3% Curse of Corpses Massive two-handed swords. |
Dazzlewisp the stralite greatsword (Nightmares) (205% power, 3 apr)Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 205% Range: 1.6x Uses stats: 176% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 42% chance to reduce all saves and defense by 52 On weapon crit: * Wound the target dealing 449 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +30 mind Damage (radius 1) on hit: +4 light When wielded/worn: Physical crit. chance: +19.0% Physical power: +19 (+3 eff.) Changes stats: +3 Str / +12 Wil / +13 Cun Changes resistances penetration: +15% light Maximum psi: +60.00 Curse of Nightmares Massive two-handed swords. |
Hazespawn the stralite greatsword (Misfortune) (189% power, 3 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 189% Range: 1.6x Uses stats: 176% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% When this weapon hits: Curse of Impotence (20% chance level 4). Damage (Melee): +20 arcane / +8 cold When wielded/worn: Accuracy: +30 (+5 eff.) Armour penetration: +19 Physical crit. chance: +19.0% Damage when hit (Melee): 2 arcane Changes stats: +13 Str Changes damage: +6% arcane / +19% physical Critical mult.: +50.98% Psi when hit: +0.08 Hate when firing a critical mind attack: +1.00 Mental crit. chance: +1% Curse of Misfortune Massive two-handed swords. |
Stormhack (Nightmares) (203% power, 4 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 203% Range: 1.6x Uses stats: 176% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On weapon crit: * Splash the target with acid dealing 281 damage over 5 turns and reducing armor and accuracy by 36 Damage (Melee): +8 arcane Damage (radius 2) on crit: +79 lightning / +51 cold When wielded/worn: Changes stats: +1 Cun / +1 Dex Changes resistances penetration: +35% lightning / +34% cold Changes damage: +12% lightning / +9% blight Maximum mana: +20.00 Movement speed: +56% Defense after a teleport: +19 Resist all after a teleport: +19% New effects duration reduction after a teleport: +19% Curse of Nightmares Massive two-handed swords. |
Tundrapanic (Madness) (200% power, 4 apr)Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 201% Range: 1.6x Uses stats: 176% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 28% chance to slow global speed by 82% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +21.0% Effects on melee hit: * 25 arcane resource burn Changes stats: +21 Con / +21 Wil Changes resistances: +6% acid / +12% cold / +9% darkness / +12% lightning Changes damage: +9% fire Maximum life: +152.00 Curse of Madness Massive two-handed swords. |
stralite greatsword 'Gloomstreak' (Nightmares) (190% power, 3 apr)Requires: - Strength 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 191% Range: 1.6x Uses stats: 176% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Damage (radius 1) on hit: +4 cold Damage (radius 2) on crit: +52 acid / +48 nature When wielded/worn: Armour penetration: +19 Changes stats: +19 Con / +19 Wil Changes resistances: +21% acid / +6% light / +6% darkness / +20% lightning / +9% blight / +21% fire / +25% cold / +13% all Changes resistances penetration: +30% acid / +27% nature / +10% darkness Spell save: +22 (+3 eff.) Maximum life: +126.00 Curse of Nightmares Massive two-handed swords. |
voratun greatsword 'Jetwish' (Corpses) (200% 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: 200% Range: 1.6x Uses stats: 176% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% 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) On weapon crit: * Splash the target with acid dealing 281 damage over 5 turns and reducing armor and accuracy by 36 Damage (radius 1) on hit: +12 mind Damage (radius 2) on crit: +12 blight / +16 mind When wielded/worn: Accuracy: +35 (+6 eff.) Armour penetration: +19 Changes stats: +1 Wil Changes resistances: +6% darkness Changes resistances penetration: +17% all Critical mult.: +10.00% Mindpower: +20 (+3 eff.) Curse of Corpses Massive two-handed swords. |
Corpsebow (Corpses)Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Power: 139% 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: +7 When this weapon hits: Cyst Burst (25% chance level 1). When this weapon hits: Epidemic (25% chance level 1). When wielded/worn: Effects on ranged hit: * 40% chance to reduce strength, dexterity, and constitution by 44 Damage (Ranged): 20 blight Changes damage: +20% blight Disease immunity: +50% Spellpower: +10 (+2 eff.) Curse of Corpses A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. This item has been sent to the Item's Vault. |
Merkul's Second Eye (Misfortune)Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Power: 139% 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: +9 When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +400% When wielded/worn: Damage (Ranged): 25 arcane Light radius: +2 Curse of Misfortune This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
Yaryyastir the Chillbreacher (Corpses)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: 139% 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): +30 acid When wielded/worn: Accuracy: +23 (+4 eff.) Physical crit. chance: +17.0% Physical power: +20 (+3 eff.) Damage when hit (Melee): 8 mind Changes stats: +11 Str / +3 Dex / +1 Mag / +3 Wil Changes resistances penetration: +10% cold Changes damage: +33% acid / +3% cold Reduces incoming crit damage: 18.49% Curse of Corpses Longbows are used to shoot arrows at your foes. |
dragonbone longbow 'Growthpython' (Shrouds)Requires: - Dexterity 48 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 139% 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 82% Travel speed: +200% Damage (radius 2) on crit: +4 acid When wielded/worn: Effects on ranged hit: * 38 arcane resource burn * 10% chance to reduce all saves and defense by 52 Damage when hit (Melee): 8 mind Changes stats: +11 Dex / +11 Wil / +22 Cun Changes resistances penetration: +15% acid Changes damage: +3% nature Talent mastery: +0.30 Wild-gift / Antimagic Mindpower: +23 (+4 eff.) Combat speed: +10% Curse of Shrouds Longbows are used to shoot arrows at your foes. |
elven-wood longbow 'Icewaker' (Corpses)Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Power: 144% 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: +9 Damage (Ranged): +32 lightning / +12 cold When wielded/worn: Accuracy: +26 (+4 eff.) Armour penetration: +20 Ammo reloads per turn: +3 Changes resistances: +6% acid / +9% cold / +12% nature Changes resistances penetration: +14% physical / +20% temporal / +20% all Changes damage: +30% lightning / +24% physical / +29% temporal Talent cooldown: Arrow Stitching (-1 turn) Maximum stamina: +30.00 Curse of Corpses Longbows are used to shoot arrows at your foes. |
Blastonslaught the stralite longsword (Shrouds) (189% power, 5 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 4 Power: 189% Range: 1.4x Uses stats: 154% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When this weapon hits: Curse of Vulnerability (20% chance level 4). On weapon hit: * Create an explosion dealing 168 cold damage (1/turn) When wielded/worn: Damage when hit (Melee): 6 lightning Changes stats: +3 Mag Changes resistances penetration: +24% cold Changes damage: +21% cold Mana when firing critical spell: +2.47 Spellpower on spell critical (stacks up to 3 times): +8 Maximum mana: +120.00 Curse of Shrouds Sharp, long, and deadly. |
Camurig the voratun longsword (Misfortune) (199% power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 199% Range: 1.4x Uses stats: 154% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance to gain 10% of a turn (3/turn limit) * 25% chance to reduce armor by 54% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 449 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +8 temporal Damage (radius 2) on crit: +16 arcane / +12 temporal When wielded/worn: Physical crit. chance: +30.0% Physical power: +15 (+2 eff.) Changes resistances penetration: +15% acid Curse of Misfortune Sharp, long, and deadly. |
Hettygen the voratun longsword (Nightmares) (184% 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: 184% Range: 1.4x Uses stats: 154% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Curse of Impotence (20% chance level 5). Damage (radius 1) on hit: +16 acid Damage (radius 2) on crit: +8 acid When wielded/worn: Accuracy: +13 (+2 eff.) Armour penetration: +15 Physical crit. chance: +15.0% Defense: +10 (+2 eff.) Damage when hit (Melee): 4 mind Changes stats: +5 Cun / +4 Wil Changes resistances penetration: +10% mind Critical mult.: +35.00% Disarm immunity: +50% Hate when firing a critical mind attack: +1.00 Mental crit. chance: +3% Curse of Nightmares Sharp, long, and deadly. |
Thunderpiercer (Misfortune) (186% power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 186% Range: 1.4x Uses stats: 154% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 7 turns (checks Confusion immunity) On weapon crit: * Wound the target dealing 449 physical damage across 5 turns and reducing healing by 50% Damage (radius 1) on hit: +12 lightning Damage (radius 2) on crit: +77 fire When wielded/worn: Physical crit. chance: +14.0% Physical power: +12 (+2 eff.) Effects on melee hit: * 20% chance to slow global speed by 82% Damage when hit (Melee): 8 lightning Changes stats: +2 Mag / +2 Con Changes resistances: +6% lightning / +12% temporal Changes resistances penetration: +25% fire Global speed: +11% Curse of Misfortune Sharp, long, and deadly. |
voratun longsword 'Zubythra' (Corpses) (185% power, 8 apr)Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 185% Range: 1.4x Uses stats: 154% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +8 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 10% chance to reduce all saves and defense by 52 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 2) on crit: +32 lightning / +45 cold / +8 mind / +12 physical Damage against: +26% Unnatural When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +4 Physical crit. chance: +13.0% Changes stats: +6 Con / +7 Wil Changes resistances penetration: +23% lightning / +25% cold Only die when reaching: -80.00 life Movement speed: +50% Curse of Corpses Sharp, long, and deadly. |
Ce'Nywe (Corpses) (188% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 188% Range: 1.4x Uses stats: 154% Wil, 50% Mag Damage type: Physical 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: * 20% chance to reduce strength, dexterity, and constitution by 44 * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +20 blight Damage (radius 1) on hit: +20 fire When wielded/worn: Changes stats: +3 Wil Changes resistances: +6% lightning Mental save: +6 (+1 eff.) Disease immunity: +60% Mindpower: +20 (+3 eff.) Healing mod.: +10% Curse of Corpses Blunt and deadly. |
Crooked Club (Misfortune) (168% power, 4 apr)Requires: - Strength 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Power: 168% Range: 1.4x Uses stats: 154% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) Damage (Melee): +14 % chance of confusion / +30 physical When wielded/worn: Accuracy: +12 (+2 eff.) Curse of Misfortune An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
Gevena the Blindparry (Madness) (201% power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 201% Range: 1.4x Uses stats: 154% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (radius 2) on crit: +45 acid / +45 nature When wielded/worn: Armour penetration: +28 Physical crit. chance: +15.0% Changes stats: +4 Cun / +2 Mag Changes resistances: +9% light Changes resistances penetration: +25% acid / +25% nature / +5% blight Changes damage: +3% blight Critical mult.: +35.00% Infravision radius: +2 See invisible: +9 Curse of Madness Blunt and deadly. |
Infernostrike (Nightmares) (189% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 189% Range: 1.4x Uses stats: 154% Wil, 50% Mag Damage type: Physical 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 168 damage * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (Melee): +20 temporal When wielded/worn: Accuracy: +15 (+2 eff.) Physical power: +10 (+1 eff.) Effects on melee hit: * 10% chance to slow global speed by 82% Changes stats: +2 Con Changes resistances: +15% fire / +20% temporal Stamina each turn: +3.00 Maximum stamina: +36.99 Curse of Nightmares Blunt and deadly. |
Pureserpent the voratun mace (Misfortune) (201% power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 202% Range: 1.4x Uses stats: 154% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (radius 2) on crit: +39 lightning / +45 cold When wielded/worn: Physical power: +15 (+2 eff.) Effects on melee hit: * 20% chance to slow global speed by 82% Changes stats: +2 Mag / +5 Cun / +7 Con Changes resistances penetration: +21% lightning / +15% physical / +10% nature / +25% cold Mental save: +9 (+2 eff.) Disarm immunity: +35% Hate when firing a critical mind attack: +4.00 Maximum hate: +8.00 Movement speed: +39% Curse of Misfortune Blunt and deadly. |
Thunderfall (Madness) (192% power, 6 apr)Requires: - Willpower 30 - Strength 50 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Power: 192% Range: 1.4x Uses stats: 154% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (radius 1) on hit: +50 lightning / +50 physical Damage (radius 2) on crit: +100 lightning / +100 physical Curse of Madness It can be used to perform a melee strike against a target at up to range 10 for an automatic critical hit as lightning damage Activation costs 35 power out of 60/60. Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls. |
Ureslak's Femur (Corpses) (194% power, 5 apr)Requires: - Dexterity 30 - Strength 45 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 It is part of a set of items. What would happen if more of Ureslak's remains were reunited? Power: 194% Range: 1.4x Uses stats: 154% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 10% chance to shimmer to a different hue and gain powers Curse of Corpses A shortened femur of the mighty prismatic dragon Ureslak, this erratic club still resonates with his volatile nature. |
Voidwind the voratun mace (Shrouds) (188% power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 189% Range: 1.4x Uses stats: 154% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (radius 2) on crit: +44 acid / +35 nature When wielded/worn: Accuracy: +25 (+4 eff.) Armour penetration: +44 Physical crit. chance: +15.0% Changes resistances penetration: +25% acid / +15% physical / +24% nature Changes damage: +18% darkness Critical mult.: +35.00% Equilibrium when hit: +0.16 Psi when hit: +0.12 Maximum hate: +6.00 Curse of Shrouds Blunt and deadly. |
voratun mace 'Scumstreak' (Corpses) (188% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 189% Range: 1.4x Uses stats: 154% Wil, 50% Mag Damage type: Physical 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 168 damage * Create an explosion dealing 168 cold damage (1/turn) When wielded/worn: Accuracy: +25 (+4 eff.) Damage when hit (Melee): 2 arcane Changes stats: +11 Str Changes resistances: +9% nature / +12% temporal Changes resistances penetration: +23% cold Changes damage: +6% temporal / +15% physical / +15% arcane / +30% cold Curse of Corpses Blunt and deadly. |
Chalilerim (Misfortune) (116% 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: 116% 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: Damage (Melee): 20 physical Changes resistances: +6% lightning / +18% physical / +16% mind Changes resistances penetration: +10% mind / +18% physical Changes damage: +22% mind / +18% physical Talent granted: +1 Attune Mindstar Physical save: +9 (+1 eff.) Spell save: +14 (+2 eff.) Mental save: +10 (+2 eff.) Poison immunity: +10% Equilibrium when hit: +2.00 Psi when hit: +2.40 Only die when reaching: -60.00 life Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Damage Resonance (when hit): +16% 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. |
Charged Focus (Misfortune) (100% power, 24 apr, lightning damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. You feel two unconnected psionic channels on this item. Power: 100% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Lightning Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +15% lightning Changes resistances penetration: +9% lightning Changes damage: +15% lightning Talent mastery: +0.15 Psionic / Charged mastery Talent granted: +1 Psionic Maelstrom Mental save: +9 (+2 eff.) Maximum psi: +30.00 Mindpower: +12 (+2 eff.) Mental crit. chance: +6% Curse of Misfortune Electrical energies are focussed in the core of this mindstar. |
Eyal's Will (Corpses) (124% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Power: 124% Range: 1.1x Uses stats: 100% Wil, 50% Mag, 20% 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: Changes stats: +10 Wil Changes resistances: +25% blight / +15% nature Changes resistances penetration: +20% nature / +10% acid Changes damage: +20% nature / +10% acid Talent mastery: +0.10 Wild-gift / Mindstar mastery Talent granted: +3 Ooze Spit Mindpower: +18 (+3 eff.) Mental crit. chance: +9% Curse of Corpses It can be used to activate talent Slime Wave (costing 18 power out of 30/30) : Effective talent level: 4.5 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 9, doing 109.70 slime damage for 17 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
Eye of Summer (Corpses) (94% power, 18 apr, fire damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Power: 95% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Fire Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: -10% cold Changes resistances penetration: +10% fire Changes damage: +10% fire Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Global speed: +5% Talent on hit(mindpower): Flame Fury (10% chance level 2). Curse of Corpses This mindstar glows with a bright warm light, but seems somehow incomplete. |
Khelorig the Bogtickler (Madness) (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% On weapon hit: * 20% chance to slow global speed by 82% Damage (Melee): +8 light When wielded/worn: Damage (Melee): 20 acid Changes stats: +4 Cun / +4 Wil Changes resistances: +26% acid / +8% physical / +20% darkness Changes resistances penetration: +20% acid / +10% physical / +20% darkness Changes damage: +20% acid / +8% physical / +20% darkness / +12% nature Talent mastery: +0.20 Cursed / Darkness Talent granted: +1 Attune Mindstar Spell save: +9 (+1 eff.) Blindness immunity: +22% Confusion immunity: +10% Life regen: +5.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% 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. |
Aerilaith the Boltbraid (Shrouds)Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Power: 139% 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: Arcane Vortex (10% chance level 5). When this weapon hits: Shoot (10% chance level 1). Damage (Ranged): +15 acid When wielded/worn: Damage when hit (Melee): 8 light Changes stats: +7 Mag Changes resistances: +9% lightning Changes resistances penetration: +5% lightning / +15% temporal Changes damage: +22% acid / +18% temporal / +14% arcane / +6% light Spellpower: +15 (+3 eff.) Curse of Shrouds Slings are used to hurl stones or metal shots at your foes. |
Burnbiter (Corpses)Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Power: 139% 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 On weapon hit: * 25% chance to reduce armor by 54% Damage (radius 2) on crit: +45 lightning / +45 cold When wielded/worn: Changes stats: +13 Str / +17 Dex / +12 Mag / +5 Wil / +12 Cun / +13 Con Changes resistances: +6% fire Changes resistances penetration: +24% lightning / +23% cold / +10% fire / +15% acid Changes damage: +12% acid / +12% fire Movement speed: +44% Curse of Corpses Slings are used to hurl stones or metal shots at your foes. |
Eldoral Last Resort (Shrouds)Requires: - Dexterity 26 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Power: 139% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 118% Firing range: +10 When wielded/worn: Changes stats: +3 Cun / +4 Dex Changes damage: +15% physical Talents cooldown: Swift Shot (-1 turn) Hurricane Shot (-2 turns) When dropping below 30% max HP, you gain 20% attack speed, lose 100% fatigue, and your shots don't consume ammo for 5 turns. 30 turns cd. Curse of Shrouds A sling with an inscription on its handle: 'May the wielder be granted cunning in his fight against the darkness'. This item has been sent to the Item's Vault. |
Nithan's Force (Nightmares)Requires: - Dexterity 32 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 5 Power: 139% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 111% Firing range: +10 When wielded/worn: Changes stats: +10 Str / +5 Con Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +35% physical Pinning immunity: +30% Knockback immunity: +30% Curse of Nightmares It can be used to activate talent Bull Shot (costing 10 power out of 16/16) : Effective talent level: 7.2 Power cost: 10 out of 16/16. Range: melee/personal Travel Speed: instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 243% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... |
drakeskin leather sling 'Adygatha' (Nightmares)Requires: - Dexterity 48 - Talent Shoot Infused by nature 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Power: 139% 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 Damage (radius 1) on hit: +8 arcane When wielded/worn: Damage when hit (Melee): 4 arcane Changes stats: +8 Str / +6 Dex / +6 Mag / +12 Wil / +8 Cun / +23 Con Changes damage: +21% mind Talent mastery: +0.10 Wild-gift / Fungus Maximum life: +74.00 Curse of Nightmares It can be used to regenerate 184 life over 5 turns Activation puts all charms on cooldown for 12 turns. Slings are used to hurl stones or metal shots at your foes. |
Boreruiyachak the Flarepanic (Misfortune) (173% 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: 173% 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: +17.0% Physical power: +20 (+3 eff.) Armour: +8 Changes resistances: +15% acid Changes resistances penetration: +5% fire Changes damage: +30% acid / +6% physical Talent granted: +1 Command Staff Critical mult.: +5.00% Vim when firing critical spell: +6.00 Maximum vim: +35.00 Spellpower: +36 (+6 eff.) Spell crit. chance: +19% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
Crystal Shard (Misfortune) (158% power, 4 apr, physical element)Requires: - Magic 20 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 158% Range: 1.2x Uses stats: 180% Mag, 40% Wil Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% Damage conversion: 50% blight When wielded/worn: Changes resistances: +10% arcane / +10% blight Changes damage: +18% arcane / +18% blight Damage affinity(heal): +20% arcane Spellpower: +14 (+3 eff.) Spell crit. chance: +4% Curse of Misfortune It can be used to create 2 living shards of crystal to serve you for 10 turns Activation costs 27 power out of 45/45. This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
Horuigen the dragonbone magestaff (Shrouds) (173% power, 6 apr, arcane element)Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Power: 173% 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: Armour: +4 Defense: +15 (+3 eff.) Changes stats: +1 Dex / +7 Con Changes resistances: +9% blight Changes resistances penetration: +15% physical Changes damage: +30% arcane Talent granted: +1 Command Staff Blindness immunity: +10% Life regen: +2.00 Spellpower: +25 (+4 eff.) Spell crit. chance: +5% Light radius: +4 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 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 316.80 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. |
Isyletha the Blindpunish (Nightmares) (173% power, 6 apr, fire 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: 173% 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: +15 (+2 eff.) Armour: +4 Damage when hit (Melee): 4 physical Changes stats: +6 Mag / +3 Cun / +13 Con Changes damage: +6% darkness / +30% fire Talent granted: +1 Command Staff Critical mult.: +20.00% Life regen: +3.70 Spellpower: +35 (+6 eff.) Spell crit. chance: +18% Healing mod.: +53% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
Tidesquall (Shrouds) (173% 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: 173% 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: Effects on melee hit: * 25% chance to reduce damage dealt by 41% Changes stats: +7 Con Changes resistances: +9% acid / +6% light Changes resistances penetration: +19% cold Changes damage: +36% cold Talent granted: +1 Command Staff Critical mult.: +20.00% Spell save: +12 (+2 eff.) Life regen: +1.80 Spellpower: +25 (+4 eff.) Spell crit. chance: +18% Healing mod.: +26% Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
Yvylena (Misfortune) (173% power, 6 apr, acid 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: 173% 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: +2 Dex / +20 Mag / +15 Wil / +16 Cun Changes resistances: +6% blight / +15% cold Changes resistances penetration: +15% acid Changes damage: +30% acid / +3% mind Talent granted: +1 Command Staff Physical save: +15 (+2 eff.) Spell save: +15 (+2 eff.) Mental save: +14 (+3 eff.) Life regen: +4.93 Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +15 (+3 eff.) Spell crit. chance: +13% Mental crit. chance: +1% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
dragonbone vilestaff 'Silyna' (Shrouds) (173% power, 6 apr, acid 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: 173% 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: * 20% chance to reduce all saves and defense by 52 Changes stats: +1 Wil Changes resistances penetration: +15% acid Changes damage: +30% acid / +6% arcane / +6% mind Talent granted: +1 Command Staff Critical mult.: +15.00% Mana each turn: +0.61 Spellpower on spell critical (stacks up to 3 times): +16 Spellpower: +32 (+5 eff.) Spell crit. chance: +9% Damage Shield penetration: +10% 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 18 turns. Staves designed for wielders of magic, by the greats of the art. |
yew starstaff 'Lightseam' (Madness) (162% power, 4 apr, temporal element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 163% 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: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Mag / +4 Wil Changes resistances: +6% light Changes resistances penetration: +5% acid / +10% fire / +15% light Changes damage: +3% acid / +20% temporal / +3% light Talent granted: +1 Command Staff Mana each turn: +0.28 Maximum mana: +142.00 Maximum pos.energy: +15.00 Maximum neg.energy: +15.00 Spellpower: +15 (+3 eff.) Spell crit. chance: +14% Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
Adona (Misfortune) (181% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 181% Range: 1.4x Uses stats: 154% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% 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) * 25% chance for lightning to strike from the target to a second target dealing 168 damage On weapon crit: * Wound the target dealing 449 physical damage across 5 turns and reducing healing by 50% Damage (radius 2) on crit: +20 mind When wielded/worn: Physical crit. chance: +13.0% Physical power: +15 (+2 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 52 Damage when hit (Melee): 6 mind Changes stats: +2 Str / +1 Con Spell save: +9 (+1 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Curse of Misfortune One-handed war axes. |
Flamerace the voratun waraxe (Nightmares) (183% power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 184% Range: 1.4x Uses stats: 154% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +4 fire Damage (radius 2) on crit: +28 lightning / +39 cold / +20 fire When wielded/worn: Accuracy: +50 (+8 eff.) Damage when hit (Melee): 8 mind Changes stats: +11 Str / +7 Dex Changes resistances: +6% arcane Changes resistances penetration: +25% lightning / +24% cold / +10% mind Changes damage: +12% mind / +15% physical Mental crit. chance: +2% Movement speed: +49% Combat speed: +10% Curse of Nightmares One-handed war axes. |
Searwhisper the voratun waraxe (Shrouds) (183% power, 8 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 184% Range: 1.4x Uses stats: 154% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 35% chance to reduce all saves and defense by 52 On weapon crit: * Wound the target dealing 449 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +19 mind / +4 fire When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +12.0% Physical power: +30 (+4 eff.) Changes stats: +13 Str / +11 Dex / +13 Mag / +19 Wil / +22 Cun / +12 Con Changes resistances: +2% physical Changes resistances penetration: +5% fire Infravision radius: +2 Curse of Shrouds One-handed war axes. |
voratun waraxe 'Brightwalker' (Corpses) (183% 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: 184% Range: 1.4x Uses stats: 154% Wil, 50% Mag Damage type: Physical 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: * 18% chance to reduce strength, dexterity, and constitution by 44 Damage (Melee): +20 blight / +30 cold Damage (radius 2) on crit: +16 fire When wielded/worn: Physical crit. chance: +4.0% Physical power: +15 (+2 eff.) Changes stats: +3 Str / +7 Con Changes resistances penetration: +14% physical Changes damage: +9% fire Physical save: +9 (+1 eff.) Disease immunity: +29% Disarm immunity: +35% Stamina each turn: +2.00 Only die when reaching: -60.00 life Maximum stamina: +30.00 Curse of Corpses One-handed war axes. |
voratun waraxe 'Emelirin' (Corpses) (184% 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: 185% Range: 1.4x Uses stats: 154% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 168 damage When wielded/worn: Accuracy: +49 (+8 eff.) Armour penetration: +30 Physical crit. chance: +3.0% Armour: +2 Changes stats: +1 Dex Changes resistances penetration: +15% physical / +14% all Changes damage: +6% physical / +18% temporal Critical mult.: +10.00% Curse of Corpses One-handed war axes. |
voratun waraxe 'Xeragathra' (Madness) (182% power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 182% Range: 1.4x Uses stats: 154% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +8 mind When wielded/worn: Accuracy: +25 (+4 eff.) Changes stats: +13 Str / +18 Dex / +13 Mag / +25 Wil / +15 Cun / +27 Con Changes resistances: +9% temporal Blindness immunity: +25% Stun/Freeze immunity: +20% Maximum life: +110.00 Mental crit. chance: +3% Combat speed: +10% Curse of Madness One-handed war axes. |
Hydra's Bite (Madness) (197% power, 7 apr)Requires: - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 4 It must be held with both hands. Power: 197% Range: 1.1x Uses stats: 142% Wil, 45% Cun, 50% Mag Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +7 Crit. chance: +14.0% Attack speed: 125% When this weapon hits: Lightning Breath (10% chance level 3). When this weapon hits: Poison Breath (10% chance level 3). When this weapon hits: Acid Breath (10% chance level 3). On weapon hit: * hit up to two adjacent enemies When wielded/worn: Changes damage: +12% acid / +12% nature / +12% lightning Curse of Madness This three-headed stralite flail strikes with the power of a hydra. With each attack it lashes out, hitting everyone around you. |
Emblem of Evasion (Shrouds)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+3 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. Curse of Shrouds It can be used to activate talent Evasion (costing 18 power out of 30/30) : Effective talent level: 7.2 Power cost: 18 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 39% chance to evade melee and ranged attacks and 70 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Girdle of Preservation (Nightmares)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+2 eff.) Spell save: +15 (+2 eff.) Mental save: +15 (+3 eff.) Confusion immunity: +20% Curse of Nightmares A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
Lightning Catcher (Shrouds)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Fatigue: +5% Changes resistances: +30% lightning Stun/Freeze immunity: +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. Curse of Shrouds A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
Mighty Girdle (Corpses)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 Curse of Corpses This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Cloth of Dreams (Shrouds) (10 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) Mindpower: +6 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. Curse of Shrouds It can be used to activate talent Slumber (costing 6 power out of 25/25) : Effective talent level: 4.5 Power cost: 6 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 5 turns, rendering it unable to act. Every 123 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Ethereal Embrace (Misfortune) (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +8 Mag Changes resistances: +12% arcane / +12% darkness Changes damage: +15% arcane / +15% darkness Talent masteries: +0.10 Spell / Aether +0.20 Spell / Arcane +0.20 Spell / Nightfall Spellpower on spell critical (stacks up to 3 times): +5 Spell crit. chance: +6% Damage Shield Duration: +1 Damage Shield Power: +15% Damage shields have +1 duration and +15% power Curse of Misfortune It can be used to activate talent Aether Breach (costing 17 power out of 28/28) : Effective talent level: 3.5 Power cost: 17 out of 28/28. Range: 7 Travel Speed: instantaneous Is: a spell and usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 4 random arcane explosions in the target area. Each explosion does 217.19 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
Tarrydig the elven-silk cloak (Nightmares) (28 def, 6 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +6 Defense: +28 (+5 eff.) Changes stats: +4 Cun / +4 Dex Changes resistances: +28% darkness Changes resistances penetration: +20% darkness Changes damage: +22% darkness Stealth bonus: +20 Physical save: +14 (+1 eff.) Mental save: +13 (+3 eff.) Poison immunity: +20% Disarm immunity: +25% Only die when reaching: -50.00 life 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. |
Ureslak's Molted Scales (Shrouds) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 It is part of a set of items. It would go well with another part of Ureslak. When wielded/worn: Changes resistances: +20% lightning / +20% darkness / +20% fire / +20% cold / +20% nature / -30% arcane Changes resistances cap: +10% lightning / +10% darkness / +10% fire / +10% cold / +10% nature / -30% arcane Curse of Shrouds It can be used to energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.) Activation costs 30 power out of 50/50. This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
elven-silk cloak 'Floedredge' (Nightmares) (3 def, 12 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +31 (+5 eff.) Armour: +12 Defense: +3 (+0 eff.) Fatigue: -9% Changes stats: +4 Cun / +5 Wil Changes resistances: +6% acid / +36% cold / +6% temporal / +15% fire Changes resistances penetration: +30% cold Maximum life: +110.00 Maximum stamina: +40.00 Mental crit. chance: +8% Light radius: +2 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. |
elven-silk cloak 'Ravenkarma' (Misfortune) (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: +30 (+5 eff.) Defense: +3 (+0 eff.) Fatigue: -10% Changes stats: +2 Cun / +2 Wil Changes resistances: +20% darkness Changes resistances penetration: +30% darkness Changes damage: +40% darkness Stealth bonus: +20 Physical save: +15 (+2 eff.) Mental save: +37 (+7 eff.) Only die when reaching: -50.00 life Maximum life: +110.00 Maximum stamina: +40.00 Mindpower: +20 (+3 eff.) 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. |
Blazeravage (Corpses) (15 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +15 (+3 eff.) Changes stats: +10 Mag Changes resistances: +4% physical / +5% arcane / +15% all Changes resistances penetration: +5% lightning / +12% temporal / +5% light / +15% physical Changes damage: +12% lightning / +28% physical / +30% temporal / +20% all Physical save: +3 (+0 eff.) Spell save: +30 (+3 eff.) Spellpower: +25 (+4 eff.) Spell crit. chance: +6% Reduces paradox anomalies(equivalent to willpower): +16 Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Radhyhir the silk robe (Shrouds) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +1 Cun / +4 Mag Changes resistances: +15% light / +13% all Changes resistances penetration: +7% temporal / +10% mind / +11% physical Changes damage: +16% arcane / +9% physical / +10% light / +15% temporal Mental save: +9 (+2 eff.) Equilibrium when hit: +0.04 Maximum mana: +64.00 Maximum hate: +8.00 Reduces paradox anomalies(equivalent to willpower): +11 Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Silk Current (Madness) (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+2 eff.) Damage when hit (Melee): 10 cold Changes resistances: +7% all / +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent masteries: +0.30 Spell / Glacial waste +0.30 Spell / Rime wraith +0.30 Spell / Water +0.30 Spell / Frost alchemy +0.30 Spell / Grave +0.30 Spell / Ice Spellpower: +5 (+1 eff.) Movement speed: +15% Talent on hit(spell): Water Jet (5% chance level 1). Curse of Madness This deep blue robe flows and ripples as if pushed by an invisible tide. |
elven-silk robe 'Searsting' (Misfortune) (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: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 2 fire / 8 temporal Changes stats: +8 Str / +8 Mag / +8 Wil Changes resistances: +15% lightning / +6% temporal / +20% blight / +15% cold / +33% mind / +15% all Changes damage: +28% lightning / +20% physical / +30% cold / +39% mind / +9% temporal Life regen: +4.50 Maximum life: +100.00 Healing mod.: +29% Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe 'Pitchsear' (Shrouds) (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +6 Mag / +5 Wil / +5 Cun Changes resistances: +23% mind / +6% arcane / +6% darkness / +13% all Changes damage: +6% arcane / +23% mind / +22% light / +46% darkness Silence immunity: +44% Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +26 (+4 eff.) Spell crit. chance: +9% Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Gleamhue the pair of drakeskin leather boots (Misfortune) (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% Damage when hit (Melee): 4 light Changes stats: +6 Dex / +1 Wil / +6 Cun / +6 Con / +15 Lck Changes damage: +9% light / +9% mind Critical mult.: +15.00% Stealth bonus: +13 Physical save: +24 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +22 (+4 eff.) Confusion immunity: +20% Stamina each turn: +0.90 Only die when reaching: -60.00 life Maximum life: +60.00 Movement speed: +10% Curse of Misfortune A pair of boots made of leather. |
Mayada (Shrouds) (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Armour: +5 Fatigue: -16% Changes resistances: +6% cold Changes resistances penetration: +10% acid Reduces incoming crit damage: 18.61% Maximum encumbrance: +39 Physical save: +13 (+1 eff.) Spell save: +3 (+1 eff.) Mental save: +3 (+1 eff.) Cut immunity: +25% Pinning immunity: +10% Stamina each turn: +0.90 Maximum life: +60.00 Movement speed: +10% Curse of Shrouds Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Mayagann the pair of drakeskin leather boots (Nightmares) (18 def, 13 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +13 Defense: +18 (+3 eff.) Changes stats: +2 Wil / +6 Mag Changes resistances: +29% darkness / +28% temporal Changes resistances penetration: +18% temporal / +20% darkness / +15% arcane Changes damage: +6% arcane Mana when firing critical spell: +2.51 Maximum mana: +40.00 Infravision radius: +3 Defense after a teleport: +30 Resist all after a teleport: +20% New effects duration reduction after a teleport: +26% Activating this item is instant. Curse of Nightmares It can be used to activate talent Evasion, placing all other charms into a 18 cooldown : Effective talent level: 4.5 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 37% chance to evade melee and ranged attacks and 50 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Crystle's Astral Bindings (Madness) (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+1 eff.) Spell crit. chance: +3% When used to modify unarmed attacks: Power: 156% Range: 1.1x Uses stats: 70% Mag, 85% Cun, 85% Wil Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +6.0% Attack speed: 100% When this weapon hits: Dust to Dust (15% chance level 1). When this weapon hits: Mind Blast (10% chance level 1). When this weapon hits: Turn Back the Clock (10% chance level 1). Damage conversion: 100% temporal darkness Talent on hit(spell): Dust to Dust (10% chance level 2). Curse of Madness Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Fist of the Destroyer (Misfortune) (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: +9 Str / +9 Mag / +3 Cun 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: 179% Range: 1.4x Uses stats: 70% Mag, 85% Cun, 85% Wil Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% 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: 0% Curse of Misfortune It can be used to activate talent Darkfire (costing 7 power out of 12/12) : Effective talent level: 6.5 Power cost: 7 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 177.07 fire damage and 324.04 darkness damage in a radius of 7. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
Hand of the World-Shaper (Shrouds) (0 def, 12 armour)Requires: - Heavy armour training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth Spellpower: +10 (+2 eff.) Spell crit. chance: +10% When used to modify unarmed attacks: Power: 182% Range: 1.4x Uses stats: 60% Mag, 85% Wil, 85% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +7.0% Attack speed: 83% When this weapon hits: Earthen Missiles (15% chance level 5). Damage (radius 1) on hit: +50 gravity Damage (radius 2) on crit: +30 gravity pin Curse of Shrouds It can be used to activate talent Earthquake (costing 18 power out of 30/30) : Effective talent level: 5.5 Power cost: 18 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 115.96 physical damage in a radius of 4 each turn for 8 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
Sludgegrip (Corpses) (0 def, 0 armour)Requires: - Level 15 Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+0 eff.) When used to modify unarmed attacks: Power: 147% Range: 1.1x Uses stats: 85% Wil, 50% Mag, 85% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Slime Spit (35% chance level 1). Curse of Corpses These gloves are coated with a thick, green liquid. This item has been sent to the Item's Vault. |
Snow Giant Wraps (Misfortune) (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 When used to modify unarmed attacks: Power: 160% Range: 1.1x Uses stats: 85% Wil, 85% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Call Lightning (25% chance level 5). Damage (Melee): +10 lightning / +10 cold Curse of Misfortune It can be used to activate talent Throw Boulder (costing 4 power out of 6/6) : Effective talent level: 3.5 Power cost: 4 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 214.60 physical damage and knocking targets back 6 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Spellhunt Remnants (Nightmares) (4 def, 5 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 Defense: +4 (+1 eff.) Changes stats: +8 Cun / +8 Wil Changes resistances penetration: +20% nature Changes damage: +20% nature Spell save: +10 (+1 eff.) Maximum life: +80.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +12% When used to modify unarmed attacks: Power: 171% Range: 1.4x Uses stats: 85% Wil, 50% Mag, 85% Cun Damage type: Physical Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Mana Clash (10% chance level 2). On weapon hit: * 35 arcane resource burn Damage (Melee): +17 silence Can't be worn by those with arcane powers. Curse of Nightmares It can be used to destroy an arcane item (of a higher tier than the gauntlets) Activation costs 1 power out of 150/150. These voratun gauntlets shine brightly beneath a thin layer of wear. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
Unryzilaldil the voratun gauntlets (Corpses) (0 def, 9 armour)Requires: - Heavy armour training Powered by arcane forces Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +9 Fatigue: +5% Effects on melee hit: * 20% chance to reduce all saves and defense by 52 Damage (Melee): 10 acid / 10 fire / 8 cold / 22 lightning Changes stats: +5 Mag / +5 Wil Changes resistances: +10% lightning / +6% mind Changes damage: +11% lightning Critical mult.: +10.00% Mental save: +15 (+3 eff.) Maximum life: +80.00 Maximum hate: +2.00 Maximum psi: +30.00 Mindpower: +15 (+2 eff.) Mental crit. chance: +1% When used to modify unarmed attacks: Power: 185% Range: 1.4x Uses stats: 85% Wil, 85% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +13 Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Lightning Breath (10% chance level 5). When this weapon hits: Battle Shout (10% chance level 5). Damage (Melee): +16 ice / +29 fire / +29 acid / +27 lightning Damage (radius 2) on crit: +15 lightning Curse of Corpses Metal gloves protecting the hands up to the middle of the lower arm. |
Boroblek the Kilnimmortal (Shrouds) (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Effects on melee hit: * 25% chance to reduce armor by 54% * 25% chance to reduce all saves and defense by 52 Damage when hit (Melee): 6 mind Changes stats: +10 Mag / +10 Con Changes resistances: +18% acid / +20% physical / +20% darkness / +9% cold / +20% temporal Changes resistances penetration: +10% fire Changes damage: +20% temporal / +17% physical / +20% darkness / +16% arcane Maximum hate: +14.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Activating this item is instant. Curse of Shrouds It can be used to activate talent Arcane Eye, placing all other charms into a 6 cooldown : Effective talent level: 6.5 Power cost: 6 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... |
Cloud Caller (Corpses) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Curse of Corpses It can be used to activate talent Call Lightning (costing 9 power out of 30/30) : Effective talent level: 2.5 Power cost: 9 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 113.82 to 341.46 lightning damage (227.64 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Erumnir the elven-silk wizard hat (Corpses) (13 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +5 Defense: +13 (+2 eff.) Changes stats: +2 Str / +10 Mag / +10 Con Changes resistances: +39% blight / +6% cold Changes resistances penetration: +10% physical Changes damage: +39% blight / +18% arcane Reduces incoming crit damage: 10.00% Maximum stamina: +36.99 Activating this item is instant. Curse of Corpses It can be used to activate talent Arcane Eye, placing all other charms into a 6 cooldown : Effective talent level: 6.5 Power cost: 6 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... |
Gleamblight the elven-silk wizard hat (Misfortune) (3 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Damage when hit (Melee): 2 darkness / 2 fire Changes stats: +25 Cun / +16 Wil Changes resistances: +5% arcane / +6% fire / +6% light / +12% darkness Changes resistances penetration: +10% darkness / +15% light Changes damage: +6% light Mental save: +41 (+7 eff.) Mindpower: +6 (+1 eff.) Mental crit. chance: +8% Curse of Misfortune It can be used to activate talent Hateful Whisper, placing all other charms into a 9 cooldown : Effective talent level: 4.2 Power cost: 9 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 384 Mind damage and spreads amongst your foes, dealing damage and feeding you 4.4 Hate for each new victim. Each turn for 2 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 31% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
Heatstreaker the elven-silk wizard hat (Nightmares) (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +20 Cun / +8 Wil Changes resistances: +9% fire Mental save: +45 (+8 eff.) Life regen: +6.00 Mana when firing critical spell: +2.48 Maximum vim: +30.00 Spell crit. chance: +3% Mental crit. chance: +7% Defense after a teleport: +19 Resist all after a teleport: +19% New effects duration reduction after a teleport: +19% Damage Shield Power: +14% Curse of Nightmares It can be used to activate talent Hateful Whisper, placing all other charms into a 9 cooldown : Effective talent level: 5.4 Power cost: 9 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 432 Mind damage and spreads amongst your foes, dealing damage and feeding you 5.3 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 4 tiles if one is available; beyond this, all affected targets have a 35% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
Malslek the Accursed's Hat (Madness) (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +2 (+0 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 (-2 eff.) Hate when firing a critical mind attack: +2.00 Hate per kill: +2.00 Maximum hate: +20.00 Spellpower: +10 (+2 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 Madness 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. |
Spiderblight the drakeskin leather cap (Shrouds) (0 def, 5 armour)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 slow global speed by 82% * 20% chance to reduce armor by 54% Changes stats: +8 Str / +8 Dex / +10 Wil Changes resistances: +15% acid / +11% blight / +11% fire / +6% nature / +14% cold Changes damage: +6% mind Mental save: +15 (+3 eff.) Curse of Shrouds It can be used to activate talent Skullcracker, placing all other charms into a 12 cooldown : Effective talent level: 5.9 Power cost: 12 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 705.3 Physical damage. If the attack hits, the target is confused (45% effect) for 6 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. |
Steel Helm of Garkul (Corpses) (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 (+1 eff.) Spell save: +12 (+2 eff.) Mental save: +12 (+2 eff.) Curse of Corpses A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
The Face of Fear (Misfortune) (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+1 eff.) Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 (+3 eff.) Curse of Misfortune It can be used to activate talent Instill Fear (costing 11 power out of 45/45) : Effective talent level: 3.5 Power cost: 11 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 41.20 mind and 73.20 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 42% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 42. Terrified: Deals 10.30 mind and 18.30 darkness damage per turn and increases cooldowns by 63%. Haunted: Causes the target to suffer 16.00 mind and 28.43 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
Tundraquill the elven-silk wizard hat (Misfortune) (38 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +38 (+7 eff.) Changes stats: +7 Cun / +6 Dex Changes resistances: +21% darkness Changes damage: +18% cold Mental save: +33 (+6 eff.) Life regen: +5.00 Light radius: +4 Infravision radius: +4 Curse of Misfortune A pointy cloth hat, very wizardly... |
drakeskin leather cap 'Fulalevon' (Nightmares) (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: +11 (+2 eff.) Armour: +5 Fatigue: +5% Changes stats: +7 Str / +9 Dex / +2 Mag / +6 Wil Changes resistances: +6% blight / +15% physical / +25% darkness Changes resistances penetration: +20% arcane Changes damage: +18% temporal Physical save: +39 (+4 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +10 (+2 eff.) Infravision radius: +8 Curse of Nightmares A cap made of leather. |
elven-silk wizard hat 'Splendourwire' (Misfortune) (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Effects on melee hit: * 25% chance to gain 10% of a turn (3/turn limit) Changes resistances: +6% temporal / +20% mind / +9% light Changes resistances penetration: +25% temporal Changes damage: +20% mind / +6% temporal Life regen: +10.70 Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +18% Damage Shield Power: +28% Curse of Misfortune A pointy cloth hat, very wizardly... |
Eroleg the Dimpall (Shrouds) (5 def, 10 armour)Requires: - Heavy armour training - Strength 48 Powered by arcane forces Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Physical power: +5 (+1 eff.) Armour: +10 Defense: +5 (+1 eff.) Fatigue: +12% Damage (Melee): 23 acid / 21 fire Damage when hit (Melee): 16 acid / 16 fire Changes stats: +7 Str / +6 Con Changes resistances: +24% acid / +26% fire / +20% light / +20% darkness Changes resistances penetration: +10% darkness / +20% arcane Critical mult.: +20.00% Stamina each turn: +2.00 Maximum life: +100.00 Curse of Shrouds A suit of armour made of mail. |
Eilineda the Prismwell (Shrouds) (30 def, 18 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +9 (+1 eff.) Armour: +18 Defense: +30 (+6 eff.) Fatigue: +8% Changes stats: +10 Dex / +4 Wil / +10 Cun / +3 Con Changes resistances: +20% acid / +17% physical / +3% light / +19% lightning / +20% cold / +6% mind / +18% fire Critical mult.: +20.00% Mindpower: +15 (+2 eff.) See invisible: +30 Curse of Shrouds A suit of armour made of leather. |
Rainshear (Misfortune) (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: Armour: +18 Defense: +35 (+7 eff.) Fatigue: +8% Changes stats: +5 Cun Changes resistances: +21% lightning / +6% arcane Changes resistances penetration: +25% arcane / +15% cold Changes damage: +12% arcane Mental save: +25 (+5 eff.) Life regen: +5.90 Stamina each turn: +2.50 Light radius: +4 Curse of Misfortune A suit of armour made of leather. |
Bregiyatir (Shrouds) (0 def, 22 armour)Requires: - Massive armour training - Strength 60 Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +22 Fatigue: +22% Changes stats: +4 Str / +6 Wil / +3 Con Changes resistances: +15% acid / +30% darkness / +30% blight / +15% cold / +27% lightning Allows you to breathe in: water Critical mult.: +10.00% Reduces incoming crit damage: 10.00% Mental crit. chance: +3% Light radius: +2 Infravision radius: +4 Curse of Shrouds A suit of armour made of metal plates. |
Elyth the voratun shield (Corpses) (0 def, 10 armour, 210% power, 208.5 block)Requires: - Shield usage training - Strength 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: 210% Range: 1.2x Uses stats: 154% Wil, 50% Mag Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +208 On weapon hit: * reduce the cooldown of your ward talent by 1 Damage (radius 1) on hit: +4 physical When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+1 eff.) Armour: +10 Fatigue: +8% On shield block: * Cause enemies within radius 6 to bleed for 449 physical damage over 5 turns (1/turn) Changes stats: +5 Con Changes resistances: +20% nature / +19% blight Maximum wards: +8 lightning / +8 temporal / +8 darkness / +8 fire / +7 nature / +8 blight / +8 cold / +8 arcane / +7 light Changes damage: +3% physical Talents granted: +1 Ward +1 Block Critical mult.: +20.00% Maximum stamina: +20.00 Curse of Corpses Handheld deflection devices. |
Mayawen the voratun shield (Corpses) (0 def, 20 armour, 219% power, 193 block)Requires: - Shield usage training - Strength 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: 219% Range: 1.2x Uses stats: 154% Wil, 50% Mag Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +193 On weapon hit: * 25% chance to reduce all saves and defense by 52 * Deal physical damage equal to your armor (90) On weapon crit: * Smash the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +14.0% Physical power: +14 (+2 eff.) Armour: +20 Fatigue: +8% Effects on melee hit: * 25% chance to reduce all saves and defense by 52 Changes stats: +2 Str / +3 Mag / +2 Cun Changes resistances: +20% nature / +18% blight Talent granted: +1 Block Infravision radius: +4 Curse of Corpses Handheld deflection devices. |
Arkul's Siege Arrows (14/14, 207% power, 100 apr)Requires: - Strength 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Power: 207% Range: 1.4x Uses stats: 119% Wil, 50% Mag, 57% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +100 Crit. chance: +10.0% Capacity: 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
Byrim the Poxreaper (16/21, 213% power, 18 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 214% Range: 1.4x Uses stats: 97% Wil, 79% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +33 Armour Penetration: +18 Crit. chance: +26.0% Capacity: 21 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 367 physical damage On weapon crit: * Wound the target dealing 449 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +8 light / +20 temporal / +25 nature / +60 physical Damage (radius 2) on crit: +20 nature Arrows are used with bows to pierce your foes to death. |
Carrionblow the quiver of dragonbone arrows (23/23, 214% power, 18 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 214% Range: 1.4x Uses stats: 97% Wil, 79% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +3.0% Capacity: 23 Turns elapse between self-loadings: 6 On weapon hit: * 44% chance to reduce all saves and defense by 52 * 10 arcane resource burn * 20% chance to knock the target back 3 spaces and deal 367 physical damage Damage (Ranged): +12 lightning / +60 physical / +38 mind / +24 nature Damage (radius 1) on hit: +16 nature Damage (radius 2) on crit: +25 nature Arrows are used with bows to pierce your foes to death. |
Delahad (57/57, 196% power, 25 apr)Requires: - Dexterity 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 4 Power: 196% Range: 1.4x Uses stats: 97% Wil, 79% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 Crit. chance: +2.5% Capacity: 57 Turns elapse between self-loadings: 3 On weapon hit: * 10% chance to reduce all saves and defense by 52 * 20% chance to knock the target back 3 spaces and deal 367 physical damage On weapon crit: * Splash the target with acid dealing 281 damage over 5 turns and reducing armor and accuracy by 36 Damage (Ranged): +21 physical / +16 mind Damage (radius 1) on hit: +8 arcane / +4 mind Damage (radius 2) on crit: +12 arcane Arrows are used with bows to pierce your foes to death. |
Demonsun the quiver of dragonbone arrows (21/21, 210% power, 36 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: 210% Range: 1.4x Uses stats: 97% Wil, 79% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +36 Crit. chance: +21.0% Capacity: 21 On weapon hit: * 25% chance to reduce damage dealt by 41% * 50% chance to put 1 talent on cooldown for 7 turns (checks Confusion immunity) Travel speed: +200% Damage (Ranged): +45 cold / +8 arcane Damage (radius 1) on hit: +16 darkness / +8 arcane / +16 light Damage (radius 2) on crit: +24 darkness Arrows are used with bows to pierce your foes to death. |
Isluba the quiver of dragonbone arrows (21/54, 196% power, 18 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 196% Range: 1.4x Uses stats: 97% Wil, 79% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +3.0% Capacity: 54 Turns elapse between self-loadings: 6 On weapon hit: * 48% chance to reduce all saves and defense by 52 Damage Shield penetration (this weapon only): +30% Damage (Ranged): +33 mind / +20 blight / +8 arcane / +29 nature Damage (radius 1) on hit: +20 arcane When wielded/worn: Ammo reloads per turn: +8 Arrows are used with bows to pierce your foes to death. |
Quiver of the Sun (25/25, 177% power, 15 apr)Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Power: 177% Range: 1.4x Uses stats: 97% Wil, 70% Mag, 68% Cun Damage type: Bright light Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +2.0% Capacity: 25 On weapon hit: * 25% chance to blind Travel speed: +300% Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
Runokor the quiver of elven-wood arrows (20/20, 191% power, 23 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 4 Power: 191% Range: 1.4x Uses stats: 97% Wil, 79% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +23 Crit. chance: +8.5% Capacity: 20 When this weapon hits: Curse of Defenselessness (20% chance level 4). On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 44 * 25% chance for lightning to strike from the target to a second target dealing 168 damage Travel speed: +200% Damage (Ranged): +12 blight Damage (radius 1) on hit: +20 blight Damage (radius 2) on crit: +8 blight Arrows are used with bows to pierce your foes to death. |
Samagadir the Unlightsun (22/22, 208% power, 26 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 209% Range: 1.4x Uses stats: 97% Wil, 79% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +26 Crit. chance: +17.0% Capacity: 22 On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 44 * 20% chance to reduce damage dealt by 41% * 20% chance to knock the target back 3 spaces and deal 367 physical damage Travel speed: +200% Damage (Ranged): +45 lightning / +15 physical / +4 darkness Damage (radius 2) on crit: +15 lightning Arrows are used with bows to pierce your foes to death. |
Splendourraider (24/24, 214% power, 18 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 214% Range: 1.4x Uses stats: 97% Wil, 79% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +26.0% Capacity: 24 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 367 physical damage On weapon crit: * Wound the target dealing 449 physical damage across 5 turns and reducing healing by 50% Damage Shield penetration (this weapon only): +20% Damage (Ranged): +59 physical / +12 light / +20 fire / +30 nature / +12 arcane Damage (radius 1) on hit: +24 light / +8 fire Arrows are used with bows to pierce your foes to death. |
The Titan's Quiver (18/18, 202% power, 20 apr)Requires: - Strength 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Power: 202% Range: 1.4x Uses stats: 119% Wil, 50% Mag, 57% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +8.0% Capacity: 18 On weapon crit: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. |
Uluhad the Arcraptor (20/20, 215% 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: 216% Range: 1.4x Uses stats: 97% Wil, 79% 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: * 25% chance to reduce all saves and defense by 52 * 25% chance to slow global speed by 82% * 20% chance to knock the target back 3 spaces and deal 367 physical damage On weapon crit: * Splash the target with acid dealing 281 damage over 5 turns and reducing armor and accuracy by 36 * Wound the target dealing 449 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +25 lightning / +57 physical Arrows are used with bows to pierce your foes to death. |
Void Quiver (0/0, 187% power, 120 apr)Requires: - Dexterity 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Power: 188% Range: 1.4x Uses stats: 97% Wil, 90% Mag, 79% Cun Damage type: Temporal darkness Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +120 Crit. chance: +6.0% When this weapon hits: Spatial Tether (15% chance level 1). When this weapon hits: Dimensional Anchor (15% chance level 1). An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
quiver of dragonbone arrows 'Nimbusslice' (21/50, 212% power, 18 apr)Requires: - Dexterity 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 212% Range: 1.4x Uses stats: 97% Wil, 79% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +26.0% Capacity: 50 On weapon hit: * 25% chance to reduce damage dealt by 41% * 10% chance to reduce all saves and defense by 52 On weapon crit: * Deals 157 Manaburn damage and puts 1 random spell talent on cooldown for 7 turns (checks Confusion immunity) * Wound the target dealing 449 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +8 darkness Damage (radius 1) on hit: +8 lightning Damage (radius 2) on crit: +8 lightning When wielded/worn: Ammo reloads per turn: +8 Arrows are used with bows to pierce your foes to death. |
quiver of dragonbone arrows 'Tarrurostir' (18/18, 209% power, 22 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 209% Range: 1.4x Uses stats: 97% Wil, 79% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +22 Crit. chance: +20.0% Capacity: 18 On weapon hit: * 50% chance to put 1 talent on cooldown for 7 turns (checks Confusion immunity) * 20% chance to knock the target back 3 spaces and deal 367 physical damage On weapon crit: * Wound the target dealing 449 physical damage across 5 turns and reducing healing by 50% Travel speed: +207% Damage (Ranged): +48 physical Damage (radius 1) on hit: +16 temporal When wielded/worn: Ammo reloads per turn: +4 Arrows are used with bows to pierce your foes to death. |
quiver of elven-wood arrows 'Undeatharc' (18/18, 183% power, 14 apr)Requires: - Dexterity 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 4 Power: 184% Range: 1.4x Uses stats: 97% Wil, 79% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +2.5% Capacity: 18 On weapon hit: * 25% chance to slow global speed by 82% * 20% chance to knock the target back 3 spaces and deal 367 physical damage * Create an explosion dealing 228 lightning damage (1/turn) On weapon crit: * Splash the target with acid dealing 281 damage over 5 turns and reducing armor and accuracy by 36 Damage (Ranged): +50 physical / +4 nature Damage (radius 1) on hit: +20 nature / +4 lightning Damage (radius 2) on crit: +20 nature Arrows are used with bows to pierce your foes to death. |
2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3916 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
7 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 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 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 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. |
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. |
30 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 (+2 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 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. |
Cuthesalin the Vilebraid (dig speed 11 turns)Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Damage when hit (Melee): 12 nature Changes stats: +5 Cun / +3 Str Changes resistances penetration: +20% lightning Changes damage: +14% fire / +15% mind / +27% nature Mental save: +14 (+3 eff.) Psi when hit: +0.16 Hate when firing a critical mind attack: +5.00 Maximum hate: +12.33 Mindpower: +37 (+6 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Gonn (dig speed 17 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Changes damage: +34% mind Spell save: +20 (+2 eff.) Maximum psi: +56.35 Lowers spell cool-downs by: 10% Damage Shield penetration: +34% Defense after a teleport: +17 Resist all after a teleport: +17% New effects duration reduction after a teleport: +17% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Huridan the voratun pickaxe (dig speed 9 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +7 Physical power: +10 (+1 eff.) Changes stats: +3 Str / +4 Mag / +3 Wil Changes resistances: +15% nature Changes damage: +10% nature Critical mult.: +20.00% Spell save: +6 (+1 eff.) Mental save: +3 (+1 eff.) Maximum hate: +10.00 Maximum vim: +10.00 Infravision radius: +1 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Pick of Dwarven Emperors (dig speed 12 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Con Changes resistances penetration: +10% physical Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig It can be used to activate talent Earthquake (costing 18 power out of 30/30) : Effective talent level: 5.5 Power cost: 18 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 115.96 physical damage in a radius of 4 each turn for 8 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
Voryma the voratun pickaxe (dig speed 9 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +6 Physical crit. chance: +14.0% Physical power: +10 (+1 eff.) Damage when hit (Melee): 4 blight Changes stats: +16 Str / +2 Mag / +9 Wil / +4 Con Changes resistances: +12% mind / +6% fire Changes damage: +6% arcane Critical mult.: +20.00% Physical save: +3 (+0 eff.) Blindness immunity: +20% Mana each turn: +0.08 Mental crit. chance: +15% Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Xaninn (dig speed 10 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +15 Fatigue: -10% Damage when hit (Melee): 6 temporal Changes stats: +13 Str / +3 Dex Changes resistances penetration: +5% blight / +24% physical / +31% temporal Changes damage: +6% temporal Reduces incoming crit damage: 18.61% When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 16 cooldown : Effective talent level: 4.5 Power cost: 16 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +94 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Blindvagrant' (dig speed 11 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +25 (+4 eff.) Armour penetration: +2 Physical crit. chance: +12.0% Armour: +4 Changes stats: +13 Str / +10 Wil / +12 Cun / +5 Con Changes resistances penetration: +15% light / +15% physical Only die when reaching: -40.00 life Maximum stamina: +20.00 Mental crit. chance: +14% Light radius: +3 Infravision radius: +12 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
25 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. |
spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
26 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 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. |
Dúathedlen HeartPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 4 When wielded/worn: Physical power: +7 (+1 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). This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
EilinurianaPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +25 (+4 eff.) Armour penetration: +15 Changes stats: +3 Cun Changes resistances: +15% light Changes resistances penetration: +15% all Changes damage: +15% darkness / +15% arcane Damage affinity(heal): +5% darkness Mental save: +13 (+3 eff.) Only die when reaching: -80.00 life Spell crit. chance: +3% Light radius: +7 Infravision radius: +5 See stealth: +25 See invisible: +25 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to activate talent Moonlight Ray, placing all other charms into a 5 cooldown : Effective talent level: 6.6 Power cost: 5 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 694.44 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Yvybrema the dwarven lanternPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +12 Damage when hit (Melee): 8 arcane Changes stats: +5 Dex Changes resistances: +14% light Changes resistances penetration: +14% all Changes damage: +12% darkness Damage affinity(heal): +5% darkness Mental save: +15 (+3 eff.) Light radius: +7 Infravision radius: +7 See stealth: +25 See invisible: +31 It can be used to activate talent Moonlight Ray, placing all other charms into a 5 cooldown : Effective talent level: 6.6 Power cost: 5 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 694.44 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern 'Yveretira'Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical power: +15 (+2 eff.) Defense: +20 (+4 eff.) Changes stats: +3 Cun / +1 Dex Changes resistances: +11% blight / +15% darkness Blindness immunity: +48% Confusion immunity: +17% Maximum psi: +20.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +5% Light radius: +13 Infravision radius: +5 See stealth: +5 See invisible: +18 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 3.5 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 32 for 6 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Bladed RiftPowered 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 (+2 eff.) Mindpower: +10 (+2 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 9 power out of 25/25) : Effective talent level: 6.5 Power cost: 9 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. |
Eternity's CounterPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: +15% temporal Changes damage: +15% temporal Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. It can be used to flip the hourglass (sands currently flowing towards stability) Activation costs 12 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
Fortune's EyeCrafted 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 (+2 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 11 power out of 35/35) : Effective talent level: 3.5 Power cost: 11 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 32 for 6 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." |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Prothotipe's Prismatic EyeRequires: - Level 15 Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag 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 Con / +5 Mag 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. This item has been sent to the Item's Vault. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
32 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. |
11 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. |
5 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% 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. |
30 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. |
useless but awesome rockInfused by nature 0.00 Encumbrance. [Unique] Type: misc / rock It can be used to talk to your pet rock Activation costs 6 power out of 10/10. Awesome rock!!! |
Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 493.63 fire damage (based on Magic) Activation costs 30 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of 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 18 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 118 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. |
Chargeworth the pouch of voratun shots (25/62, 212% power, 17 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 212% Range: 1.2x Uses stats: 40% Wil, 50% Mag, 129% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +17 Crit. chance: +18.0% Capacity: 62 Turns elapse between self-loadings: 2 On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 168 damage On weapon crit: * Wound the target dealing 449 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +24 lightning Damage (radius 1) on hit: +8 mind / +12 light Damage (radius 2) on crit: +20 lightning Shots are used with slings to pummel your foes to death. |
Frozen Shards (25/25, 175% power, 15 apr)Requires: - Dexterity 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Power: 175% Range: 1.2x Uses stats: 40% Wil, 50% Mag, 129% Cun Damage type: Ice Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Capacity: 25 On weapon hit: * bursts into an icy cloud In this dark blue pouch lie several small orbs of ice. A strange vapour surrounds them, and touching them chills you to the bone. |
Kindlevalor (46/48, 216% power, 16 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 216% Range: 1.2x Uses stats: 40% Wil, 50% Mag, 129% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +16 Crit. chance: +7.0% Capacity: 48 Turns elapse between self-loadings: 2 On weapon hit: * 10% chance to reduce all saves and defense by 52 * 20% chance to knock the target back 3 spaces and deal 367 physical damage Damage (Ranged): +35 physical / +4 light / +8 blight / +25 mind Damage (radius 1) on hit: +8 light Damage (radius 2) on crit: +8 blight / +20 mind Shots are used with slings to pummel your foes to death. |
Star Shot (20/20, 175% power, 15 apr)Requires: - Dexterity 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Power: 175% Range: 1.2x Uses stats: 40% Wil, 50% Mag, 129% Cun Damage type: Fire Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Capacity: 20 On weapon hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. |
pouch of voratun shots 'Cracklegasher' (25/25, 204% 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: 204% Range: 1.2x Uses stats: 40% Wil, 50% Mag, 129% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +34.0% Capacity: 25 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 449 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +25 blight / +20 cold / +20 lightning Damage (radius 1) on hit: +25 blight / +16 lightning Shots are used with slings to pummel your foes to death. |
It Which WrithesPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects Activation costs 6 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Blasthunt [power 475] (9 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 all saves and defense by 52 Changes resistances: +9% lightning Changes damage: +12% lightning / +9% arcane / +6% mind Maximum mana: +60.00 It can be used to project a gust of wind in a cone knocking all creatures back 14 spaces and dealing 475 physical damage Activation puts all charms on cooldown for 9 turns. When used: * Heal for 110. * Gain a 40% chance to evade weapon attacks for 2 turns. * Reduce 3 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Eclipseknight [power 173] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 6 arcane / 6 darkness Changes stats: +2 Wil Changes resistances penetration: +5% darkness Maximum hate: +2.00 Mindpower: +20 (+3 eff.) It can be used to setup a psionic shield, reducing all damage taken by 173 for 5 turns Activation puts all charms on cooldown for 15 turns. When used: * Heal for 110. Torques are made by powerful psionics to store psionic powers. |
Emumina the stralite torque of gale force [power 370] (9 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Accuracy: +37 (+6 eff.) Armour: +14 Changes stats: +3 Dex / +4 Con Changes resistances: +4% physical Changes damage: +21% physical Spell save: +22 (+3 eff.) Pinning immunity: +25% Knockback immunity: +25% Infravision radius: +3 It can be used to project a gust of wind in a cone knocking all creatures back 12 spaces and dealing 370 physical damage Activation puts all charms on cooldown for 9 turns. When used: * Increase all damage penetration by 22% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Nenik [power 435] (9 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Armour penetration: +5 Defense: +15 (+3 eff.) Changes resistances: +2% physical Critical mult.: +10.00% Psi when hit: +0.04 Maximum hate: +4.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to project a gust of wind in a cone knocking all creatures back 13 spaces and dealing 435 physical damage Activation puts all charms on cooldown for 9 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. * Reduce fatigue by 60% for 2 turns. * Gain a 40% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Polura the voratun torque of clear mind [power 5] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +35 (+5 eff.) Armour: +2 Defense: +15 (+3 eff.) Changes stats: +3 Con 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 15 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. * Increase the duration of 3 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
voratun torque of gale force 'Glolle' [power 435] (9 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Defense: +15 (+3 eff.) Changes resistances: +6% arcane Physical save: +18 (+2 eff.) Disarm immunity: +20% Life regen: +4.96 Only die when reaching: -40.00 life Maximum life: +60.00 It can be used to project a gust of wind in a cone knocking all creatures back 13 spaces and dealing 435 physical damage Activation puts all charms on cooldown for 9 turns. When used: * Increase all damage by 30% for 2 turns. * Increase all damage penetration by 30% for 2 turns. * Reduce 3 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
voratun torque of gale force 'Umbrawyrd' [power 475] (9 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes stats: +1 Dex / +5 Mag / +2 Wil / +2 Cun Changes resistances: +6% light Changes damage: +24% darkness It can be used to project a gust of wind in a cone knocking all creatures back 14 spaces and dealing 475 physical damage Activation puts all charms on cooldown for 9 turns. When used: * Reduce 3 talent cooldowns by 2. * Increase all damage by 30% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
voratun torque of mindblast 'Splendourhue' [power 450] (9 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes stats: +3 Wil Changes resistances penetration: +10% blight / +15% fire / +25% arcane Changes damage: +6% light Spell save: +9 (+1 eff.) Spellpower on spell critical (stacks up to 3 times): +6 Damage Shield penetration: +20% It can be used to blast the opponent's mind dealing 464 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 9 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Belinarizor the dragonbone totem of summon tentacle [power 445] (15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Changes stats: +2 Dex / +4 Con Mana when firing critical spell: +1.00 Vim when firing critical spell: +2.00 Spellpower: +20 (+3 eff.) Spell crit. chance: +2% It can be used to summon a resilient tentacle up to 5 spaces away for 10 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1254 Base Damage: 529 Armor: 50 All Resist: 47 Activation puts all charms on cooldown for 15 turns. When used: * Heal for 110. * Increase all damage by 17% for 2 turns. * Increase the duration of 3 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
Curecrypt [power 458] (9 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 82% Damage when hit (Melee): 6 nature Changes resistances: +15% mind / +3% nature / +6% darkness Changes damage: +9% nature It can be used to heal yourself and all friendly characters within 10 spaces for 458 Activation puts all charms on cooldown for 9 turns. When used: * Increase all damage by 29% for 2 turns. * Reduce fatigue by 60% for 2 turns. * Increase all damage penetration by 27% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Earurath [power 386] (9 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +5.02 Mindpower: +30 (+5 eff.) It can be used to heal yourself and all friendly characters within 10 spaces for 386 Activation puts all charms on cooldown for 9 turns. When used: * Increase all damage penetration by 30% for 2 turns. * Increase the duration of 3 beneficial effects by 2. * Reduce 3 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Hellsidol [power 465] (15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Armour: +8 Changes stats: +2 Wil / +2 Con Changes resistances: +9% darkness / +3% fire Reduces incoming crit damage: 10.00% Physical save: +6 (+1 eff.) 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: 1330 Base Damage: 556 Armor: 50 All Resist: 42 Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 3 beneficial effects by 2. * Gain a 35% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+1 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects when hit in melee: * 18% chance to slow global speed by 82% Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+2 eff.) Mindpower: +8 (+1 eff.) It can be used to call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.) Activation costs 30 power out of 50/50. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+1 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns Activation costs 6 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
3 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. |
Bogwire [power 488] (12 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Changes resistances: +12% mind Changes resistances penetration: +10% light / +15% mind Changes damage: +9% nature / +6% mind It can be used to create a shield absorbing up to 488 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 12 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. * Increase all damage penetration by 30% for 2 turns. * Gain a 36% 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. |
Eryrion [power 560] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Changes stats: +3 Cun / +1 Str Maximum wards: +6 lightning / +5 blight / +6 arcane / +6 nature Changes damage: +9% acid Talent granted: +1 Ward Mental save: +15 (+3 eff.) Maximum psi: +10.00 Mental crit. chance: +2% Light radius: +3 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 112 lightning damage and will be dazed for 1 turn (560 total damage) Activation puts all charms on cooldown for 9 turns. When used: * Increase all damage by 18% 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. |
Lightbringer's WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+2 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 169 light damage (based on your Magic and Strength) to your foes within radius 5 each turn Activation costs 21 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
Rootpierce the dragonbone wand of lightning storm [power 554] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 82% Damage when hit (Melee): 6 nature Changes stats: +2 Str / +3 Con Changes resistances: +3% light Changes resistances penetration: +10% light Changes damage: +15% nature It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 110 lightning damage and will be dazed for 1 turn (554 total damage) Activation puts all charms on cooldown for 9 turns. When used: * Increase all damage penetration by 22% 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. |
Ulyrain [power 560] (12 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Changes stats: +4 Str / +3 Dex / +3 Mag / +3 Wil Maximum wards: +6 acid / +6 fire / +6 mind / +6 nature Talent granted: +1 Ward Spell crit. chance: +5% Infravision radius: +2 It can be used to create a shield absorbing up to 560 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 12 turns. When used: * 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. |
Void ShardPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Spellpower: +10 (+2 eff.) It can be used to release a radius 2 burst of void energy at up to range 5, dealing 196.82 temporal and 360.18 darkness damage (based on Magic) Activation costs 12 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
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 18 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. |
48 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. |
27 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 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
40 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. |
5 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. |
22 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. |
4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
15 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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 different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Titanium Tetrachloride the Lich Adventurer level 28
61st Regrowth 123rd year of Ascendancy at 15:16 see stats
A living one! (Insane (Roguelike) difficulty)
Was teleported into Caldizar's Fortress, far into the void between the stars.By Titanium Tetrachloride the Lich Adventurer level 50
10th Flare 124th year of Ascendancy at 03:37 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Titanium Tetrachloride the Halfling Adventurer level 23
2nd Regrowth 123rd year of Ascendancy at 10:23 see stats
Explorer (Insane (Roguelike) difficulty)
Used the Sher'Tul fortress exploratory farportal at least 7 times with the same character.By Titanium Tetrachloride the Lich Adventurer level 39
19th Dusk 123rd year of Ascendancy at 10:19 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Titanium Tetrachloride the Halfling Adventurer level 20
45th Haze 122nd year of Ascendancy at 15:18 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Titanium Tetrachloride the Lich Adventurer level 50
53rd Haze 123rd year of Ascendancy at 21:13 see stats
Headbanger (Insane (Roguelike) difficulty)
Headbanged 20 bosses to death.By Titanium Tetrachloride the Lich Adventurer level 50
41st Regrowth 124th year of Ascendancy at 01:00 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Titanium Tetrachloride the Lich Adventurer level 28
61st Regrowth 123rd year of Ascendancy at 13:32 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Titanium Tetrachloride the Halfling Adventurer level 10
9th Dusk 122nd year of Ascendancy at 04:14 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Titanium Tetrachloride the Halfling Adventurer level 20
19th Haze 122nd year of Ascendancy at 16:32 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Titanium Tetrachloride the Lich Adventurer level 30
10th Pyre 123rd year of Ascendancy at 01:22 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Titanium Tetrachloride the Lich Adventurer level 40
20th Dusk 123rd year of Ascendancy at 20:36 see stats
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Titanium Tetrachloride the Lich Adventurer level 50
79th Dusk 123rd year of Ascendancy at 01:21 see stats
Lichform (Insane (Roguelike) difficulty)
Achieved your wild dreams of power and eternal life: you turned into a Lich!By Titanium Tetrachloride the Lich Adventurer level 27
16th Regrowth 123rd year of Ascendancy at 17:18 see stats
Overpowered! (Insane (Roguelike) difficulty)
Did over 6000 damage in one attack.By Titanium Tetrachloride the Lich Adventurer level 50
2nd Regrowth 124th year of Ascendancy at 04:23 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Titanium Tetrachloride the Halfling Adventurer level 7
5th Flare 122nd year of Ascendancy at 14:38 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Titanium Tetrachloride the Lich Adventurer level 38
8th Dusk 123rd year of Ascendancy at 22:11 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Titanium Tetrachloride the Halfling Adventurer level 25
7th Regrowth 123rd year of Ascendancy at 22:25 see stats
Tales of the Spellblaze (Insane (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Titanium Tetrachloride the Lich Adventurer level 28
61st Regrowth 123rd year of Ascendancy at 15:16 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Titanium Tetrachloride the Halfling Adventurer level 2
75th Pyre 122nd year of Ascendancy at 14:21 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Titanium Tetrachloride the Halfling Adventurer level 7
1st Summertide 122nd year of Ascendancy at 11:30 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Titanium Tetrachloride the Lich Adventurer level 28
61st Regrowth 123rd year of Ascendancy at 15:16 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Titanium Tetrachloride the Lich Adventurer level 45
56th Dusk 123rd year of Ascendancy at 08:28 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Titanium Tetrachloride the Halfling Adventurer level 13
27th Dusk 122nd year of Ascendancy at 12:49 see stats
The sky is falling! (Insane (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Titanium Tetrachloride the Halfling Adventurer level 21
73rd Haze 122nd year of Ascendancy at 18:45 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Titanium Tetrachloride the Halfling Adventurer level 27
16th Regrowth 123rd year of Ascendancy at 14:59 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Titanium Tetrachloride the Halfling Adventurer level 23
8th Decay 122nd year of Ascendancy at 13:52 see stats
Log
There is an item here: Erenik the elven-silk robe (Madness) (0 def, 0 armour)
There is an item here: Vestments of the Conclave (Shrouds) (0 def, 0 armour)
There is an item here: Isariabeth the cashmere cloak (Madness) (27 def, 10 armour)
There is an item here: Serpentine Cloak (Nightmares) (20 def, 0 armour)
There is an item here: Sootworm the elven-silk cloak (Misfortune) (3 def, 0 armour)
There is an item here: Robe of the Archmage (Shrouds) (10 def, 10 armour)
There is an item here: Un'fezan's Cap (Misfortune) (1 def, 0 armour)
There is an item here: Breath of Eyal (Shrouds) (10 def, 10 armour)
There is an item here: Temporal Augmentation Robe - Designed In-Style (Madness) (9 def, 3 armour)
There is an item here: Ivawen (Shrouds) (3 def, 0 armour)
There is an item here: Summertide Phial
There is an item here: elven-wood wand of shielding 'Unrogoldil' [power 434] (12 cooldown)
There is an item here: Evermoss Robe (Corpses) (12 def, 0 armour)
There is an item here: Eye of the Forest (Madness) (8 def, 0 armour)
There is an item here: Cinderfeet (Madness) (3 def, 5 armour)
There is an item here: Baritar the gold amulet (Shrouds)
There is an item here: Gloremina the Quenchswift (Madness)
There is an item here: Aeregamas (Misfortune) (2 def, 0 armour)
There is an item here: Sludgegrip (Madness) (0 def, 0 armour)
There is an item here: Flamewrought (Madness) (0 def, 2 armour)
There is an item here: pair of drakeskin leather boots 'Glolevea' (Shrouds) (0 def, 5 armour)
There is an item here: Lustreblow (Madness) (0 def, 3 armour)
There is an item here: elven-silk robe 'Balubar' (Misfortune) (5 def, 5 armour)
There is an item here: The Calm (Nightmares) (15 def, 0 armour)
There is an item here: Spider-Silk Robe of Spydrë (Shrouds) (10 def, 15 armour)
There is an item here: Duskstinger (Nightmares) (17 def, 0 armour)
Titanium Tetrachloride drops on the floor: Bindings of Eternal Night (Misfortune) (12 def, 12 armour).
The furious lightning storm around Titanium Tetrachloride calms down and disappears.























































































































































































































































