











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Better Sounds Mod 1.7.4Description Added Mods: + The infamous Wilhelm scream mod + Somebody shut that dog up! Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Мод заменяет стандартные звуки в ТоМе, такие как монетки (покупка и подбор), выстрел из лука и пращи, Таланты, основанные на молнии, скрипы дверей и др. - Убран звук бешеного павлина в стартовой локации Yeek'ов. Используются следующие моды: + The infamous Wilhelm scream mod + Somebody shut that dog up! Установка: Удаление: или в игре: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Drem |
| Class | Cursed |
| Level / Exp | 46 / 30% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 108.27273363053 (base 66) |
| Dexterity | 76.545467261064 (base 37) |
| Constitution | 52.545467261063 (base 10) |
| Magic | 14.272733630532 (base 10) |
| Willpower | 77 (base 54) |
| Cunning | 109.54546726106 (base 43) |
Resources
| Hate | 60/123 |
| Equilibrium | 0 |
| Life | 1540/1540 |
| Steam | 100/100 |
| Stamina | 480/480 |
| Psi | 156/157 |
| Healing Factor | 1.0949879992403 |
| Regeneration | 14.508590989933 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +162.14972996303% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| See Invisible | 21.545467261063 |
Offense: Mainhand
| Damage | 132 |
| Accuracy | 88 |
| Crit Chance | 66% |
| APR | 44 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 84 |
| Accuracy | 88 |
| Crit Chance | 84% |
| APR | 52 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Mind
| Mindpower | 65 |
| Crit Chance | 41% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +48% |
| Physical | +83% |
| Cold | +70% |
| All | +8% |
| Darkness | +52% |
| Light | +24% |
| Temporal | +17% |
| Mind | +35% |
| Fire | +34% |
| Nature | +38% |
Offense: Damage Penetration
| Arcane | +25% |
| Physical | +39% |
| Darkness | +17% |
Defense: Base
| Armour (hardiness) | 98 (96.987013568881%) |
| Defense | 82 |
| Ranged Defense | 82 |
| Fatigue | 0 |
| Physical Save | 37 |
| Spell Save | 26 |
| Mental Save | 52 |
Defense: Resistances
| Acid | + 62%( 70%) |
| Blight | + 52%( 70%) |
| Physical | + 63%( 70%) |
| Cold | + 70%( 70%) |
| All | + 46%( 70%) |
| Darkness | + 57%( 81%) |
| Light | + 70%( 70%) |
| Temporal | + 60%( 70%) |
| Mind | + 56%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 51%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Pinning Resistance | 20% |
| Disarm Resistance | 100% |
| Confusion Resistance | 42% |
| Fear Resistance | 18% |
| Stun Resistance | 18% |
| Poison Resistance | 100% |
| Knockback Resistance | 0% |
Inscriptions (3/3)
| Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 121% efficiency and cooldown mod of 50%. |
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 640% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
| Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 152% efficiency and cooldown mod of 72%. |
Class Talents
| Cursed / Gloom | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Cursed / Predator | 1.30 |
| 2/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| Cursed / Rampage | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 4/5 |
| 4/5 |
| 1/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Slaughter | 1.56 |
| 3/5 |
| 3/5 |
| 5/5 |
| 1/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Augmented mobility | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Steamtech / Chemistry | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Skate |
| talent | Stalk |
| talent | Gloom |
| talent | Surge |
| talent | Savage Hunter |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 4.3)Penalty : Fractured Sanity: -10% Mind Resistance, -14% Confusion Immunity Power 1+: Unleashed: +13% critical damage, +15% off-hand weapon damage Power 2+: -1 Luck, +8 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 63% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 13.5% of your life, the remaining cooldown of all your talents is reduced by 1. |
| beneficial effect | Hunting: Marked Prey- Eiliniwen the skeleton magus - Mayulaith the ancient elven mummy 20% Received damage reduction against: - Mummy - Skeleton |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 5.3)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 (+42% chance to avoid traps). Power 2+: -1 Luck, +10 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+16% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 46% if the increase would be enough to kill your opponent. |
| beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+21% resist all). Shroud of Passing |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 2.3)Penalty : Fear of Death: -4% resistance against damage from the undead. Power 1+: Power over Death: +7% damage against the undead. Power 2+: -1 Luck, +2 Strength, +2 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 24 turns, retch (level 1) when you fall below 40% health Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 5.3)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 12%) for 4 turns. Power 1+: Nightwalker: +21 Darkness Resistance, +11% Max Darkness Resistance, +13 See Invisible Power 2+: -1 Luck, +10 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 21% 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 21% for 3 turns. |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you gained talent category Psionic / Augmented mobility (at mastery 1.00). | done |
You successfully escorted the lost tinker to the recall portal on level 6 of Dreadfell. Escort: lost tinker (level 6 of Dreadfell)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: temporal explorer (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Willpower by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Norgos Lair. Escort: worried loremaster (level 3 of Norgos Lair)As a reward you improved talent Disarm (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has defiled the iron acorn which now serves as a reminder of your vile nature. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have 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: 460. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have failed to destroy the Worm in time, the Sanctuary has been destroyed. | 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 |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | [vs. Frost Treads (Misfortune) (1 def, 4 armour) (On feet)]Frost Treads (Misfortune) (1 def, 4 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 (-) Defense: +1 (+0 eff.) (-) Fatigue: +7% (-) Changes stats: +4(-) Str / +4(-) Wil / +4(-) Cun Changes resistances: +10%(-) nature / +20%(-) cold Changes damage: +15%(-) cold Talents granted: +5.00(-) Moss Tread Stealth bonus: +10 (-) Light radius: +1 (-) Movement speed: +20% (-) Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. Curse of Misfortune A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | [vs. dwarven lantern 'Dairuran' (Light source)]dwarven lantern 'Dairuran' Powered by arcane forces Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +2(-) Dex / +6(-) Wil / +6(-) Con Changes resistances: +12%(-) blight / +9%(-) cold / +9%(-) temporal Changes damage: +27%(-) mind Life regen: +13.00 (-) Mental crit. chance: +3% (-) Light radius: +5 (-) Defense after a teleport: +14 (-) Resist all after a teleport: +19% (-) New effects duration reduction after a teleport: +21% (-) Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | [vs. Unrisus (Shrouds) (0 def, 4 armour) (On head)]Unrisus (Shrouds) (0 def, 4 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 (-) Fatigue: +4% (-) Changes stats: +5(-) Str / +4(-) Dex / +16(-) Cun / +6(-) Con Changes resistances: +4%(-) physical Changes resistances penetration: +25%(-) physical Mental save: +15 (+5 eff.) (-) Stamina each turn: +3.00 (-) Light radius: +3 (-) See invisible: +9 (-) Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | [vs. Steam Powered Gauntlets (Misfortune) (0 def, 12 armour) (On hands)]Steam Powered Gauntlets (Misfortune) (0 def, 12 armour) Requires: - Heavy armour training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% (-) Armour: +12 (-) Changes stats: +6(-) Str / +6(-) Dex Changes damage: +8%(-) all Talents granted: +4.00(-) Iron Grip Critical mult.: +30.00% (-) Disarm immunity: +140% (-) Steam crit. chance: +10% (-) When used to modify unarmed attacks: Power: 145% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 (-) Crit. chance: +10.0% (-) Attack speed: 83% (-) Curse of Misfortune Gauntlets. But with steam power! |
| Tool | [vs. Blindzeal [power 290] (20 cooldown) (Tool)]Blindzeal [power 290] (20 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Armour penetration: +5 (-) Changes stats: +6(-) Cun Changes resistances: +6%(-) light Changes damage: +15%(-) physical Critical mult.: +20.00% (-) Reduces incoming crit damage: 15.00% (-) It can be used to create a shield absorbing up to 290 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Gain a 25% 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. |
| On fingers | [vs. Wheel of Fate (Madness) (On fingers, 1 of 2)]Wheel of Fate (Madness) Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +24 (+6 eff.) (-) Effects on melee hit: * 10% chance to reduce armor by 18% * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 0(-20) item temporal energize / 0(-10) item acid corrode Damage when hit (Melee): 6(-) temporal Changes stats: +14(-) Str / +15(-) Con Changes resistances: +32%(-) light Changes damage: +16%(-) light / +6%(-) acid Can be unequipped or rerolled. Curse of Madness It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? Tap to cycle through comparison choices |
| On fingers | [vs. Wheel of Fate (Madness) (On fingers, 1 of 2)]Brightrace (Madness) Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +40 (+8 eff.) Physical power: +0 (+0 eff.) (-24 (-6 eff.)) Armour: +16 Defense: +14 (+3 eff.) Damage (Melee): 0(-20) item temporal energize / 0(-10) item acid corrode Damage when hit (Melee): 0(-6) temporal Changes stats: +8(-6) Str / +10 Dex / +8 Cun / +2(-13) Con Changes resistances: +6%(-26%) light Changes damage: +0%(-16%) light / +0%(-6%) acid Psi when hit: +0.20 Maximum hate: +8.00 Mental crit. chance: +4% Movement speed: +21% Activating this item is instant. Curse of Madness It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 4.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings make your fingers look great! Tap to cycle through comparison choices |
| Around neck | [vs. Haledodur the gold amulet (Around neck)]Haledodur the gold amulet Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +16 (-) Defense: +10 (+2 eff.) (-) Damage when hit (Melee): 4(-) mind Changes stats: +4(-) Cun Changes resistances: +6%(-) light Talent masteries: +0.26(-) Cursed / Slaughter Pinning immunity: +20% (-) Amulets make your neck look great! |
| In main hand | [vs. dwarven-steel waraxe 'Isimiwyn' (Madness) (138% power, 24 apr) (In main hand)]dwarven-steel waraxe 'Isimiwyn' (Madness) (138% power, 24 apr) Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Power: 139% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +24 (-) Crit. chance: +24.5% (-) Attack speed: 100% (-) On weapon hit: * 20% chance to reduce armor by 18% * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +8(-) darkness Damage (radius 1) on hit: +4(-) acid Damage against: +7% (-)Living When wielded/worn: Armour: +4 (-) Spell save: +3 (+1 eff.) (-) Defense after a teleport: +10 (-) Resist all after a teleport: +10% (-) New effects duration reduction after a teleport: +10% (-) Curse of Madness One-handed war axes. |
| Around waist | [vs. Eilinibeth the drakeskin leather belt (Shrouds) (Around waist)]Eilinibeth the drakeskin leather belt (Shrouds) Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) (-) Armour penetration: +2 (-) Armour: +22 (-) Defense: +35 (+8 eff.) (-) Changes stats: +5(-) Dex / +3(-) Con Changes resistances: +18%(-) temporal Changes damage: +9%(-) temporal Critical mult.: +15.00% (-) Defense after a teleport: +18 (-) Resist all after a teleport: +18% (-) New effects duration reduction after a teleport: +18% (-) Slows Projectiles: +25% (-) Curse of Shrouds It can be used to create a temporary shield that absorbs 365 damage Activation puts all charms on cooldown for 30 turns. A belt that goes around your waist. |
| In off hand | [vs. dwarven-steel waraxe 'Isimiwyn' (Madness) (138% power, 24 apr) (In main hand, 1 of 2)]Mandible of Ungolmor (Corpses) (150% power, 32 apr) Requires: - Cunning 38 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 150% (+11%) Range: 1.3x (-0.1x) Uses stats: 35% Dex, 30% Cun, 35% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +32 (+8) Crit. chance: +42.0% (+17.5%) Attack speed: 100% (-) When this weapon hits: Poisonous Bite (20% chance level 3). On weapon hit: * 0% chance to reduce armor by 18% - Projects up to 0 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On weapon crit: + inflicts spydric poison dealing 200 damage over 3 turns and pinning the target Damage (Melee): +0(-8) darkness Damage (radius 1) on hit: +0(-4) acid Damage conversion: 30% darkness Damage against: +0% (-7% )Living When wielded/worn: Armour: +15 (+11) Changes stats: +8 Cun / +4 Dex Changes damage: +30% nature / +20% darkness Talent granted: +5 Toxic Death Spell save: +0 (+0 eff.) (-3 (-1 eff.)) Poison immunity: +100% Light radius: -2 Defense after a teleport: +0 (-10) Resist all after a teleport: +0% (-10%) New effects duration reduction after a teleport: +0% (-10%) Curse of Corpses This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. Tap to cycle through comparison choices |
| Cloak | [vs. Cyrowe the elven-silk cloak (Misfortune) (3 def, 0 armour) (Cloak)]Cyrowe the elven-silk cloak (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: +71 (+16 eff.) (-) Armour penetration: +13 (-) Defense: +3 (+0 eff.) (-) Fatigue: -17% (-) Damage when hit (Melee): 2(-) arcane Changes stats: +3(-) Wil Changes resistances: +25%(-) light / +25%(-) fire Changes resistances penetration: +25%(-) arcane Critical mult.: +30.00% (-) Stealth bonus: +15 (-) Mana each turn: +0.08 (-) Spellpower on spell critical (stacks up to 3 times): +8 (-) Maximum life: +189.00 (-) Maximum stamina: +78.00 (-) 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. |
| Main armor | [vs. Bilenail the silk robe (Misfortune) (0 def, 5 armour) (Main armor)]Bilenail the silk robe (Misfortune) (0 def, 5 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +5 (-) Armour Hardiness: +20% (-) Fatigue: +1% (-) Damage when hit (Melee): 4(-) nature Changes stats: +6(-) Cun / +3(-) Wil Changes resistances: +30%(-) acid / +28%(-) physical / +29%(-) cold / +28%(-) fire / +13%(-) all Changes resistances penetration: +17%(-) darkness / +14%(-) physical Changes damage: +34%(-) acid / +48%(-) physical / +24%(-) darkness / +26%(-) fire / +27%(-) cold Talents cooldown: Refit Golem (-9(-) turns) Maximum hate: +15.00 (-) Mindpower: +9 (+2 eff.) (-) Mental crit. chance: +5% (-) Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
[vs. Implant: Medical Injector [medical injector implant (efficiency 121% / cooldown 50%)] (on body, 1 of 2)]medical injector implant of the sneak (efficiency 226% / cooldown 90%) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 226%(+105%) efficiency and cooldown mod of 90%.(+40%) Its effects scale with your +Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Tap to cycle through comparison choices |
[vs. Implant: Medical Injector [medical injector implant (efficiency 121% / cooldown 50%)] (on body, 1 of 2)]medical injector implant of the sneak (efficiency 197% / cooldown 91%) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 197%(+76%) efficiency and cooldown mod of 91%.(+41%) Its effects scale with your +Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Tap to cycle through comparison choices |
steam generator implant of the sneak (steam 17)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 16.7 steam per turn. Can be activated for an instant burst of 83 steam. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the duelist (heal 198; 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 198 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 sneak (heal 274; 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 274 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the warrior (heal 316; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 316 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 -807; dur 8; cd 31)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: 31 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -807 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 807 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your 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 428; 15 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: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 428 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 588; 13 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: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 588 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. |
wild infusion of the psychic (res 32%; physical; dur 4; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 32% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 40%; mental; dur 4; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 40% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 27%; magical; dur 3; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 27% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
biting gale rune of the psychic (damage 534; 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 534.48 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 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. |
biting gale rune of the warrior (damage 573; dur 4; cd 21)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 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 573.24 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. |
shatter afflictions rune of the sneak (absorb 154; 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 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 154 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 169; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 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 Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 163; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 163 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. |
stormshield rune of the sneak (threshold 32; blocks 7; 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 32 up to 7 times. 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. |
stormshield rune of the warrior (threshold 25; blocks 6; 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 25 up to 6 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. |
2 schematic: Acid GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Antimagic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Corrosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fiery SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Flash PowderRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus LensRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Hand CannonRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: HeadlampRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron GripRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Kinetic StabiliserRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental StimulatorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Moss TreadRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Power DistributorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Razor EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rustproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw ProjectorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second SkinRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking TouchRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Silver FiligreeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Solid ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: SteamsawRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunder GrenadeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral InjectorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Viral NeedlegunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Winterchill EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
[vs. Haledodur the gold amulet (Around neck)]Earthen Beads Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +0 (-16) Defense: +0 (+0 eff.) (-10 (-2 eff.)) Damage when hit (Melee): 0(-4) mind Changes stats: +0(-4) Cun / +5 Wil Changes resistances: +0%(-6%) light Damage affinity(heal): +15% nature Talent mastery: +0.00(-0.26) Cursed / Slaughter Pinning immunity: +0% (-20%) Life regen: +2.00 Mindpower: +5 (+2 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 35 power out of 35/35) : Effective talent level: 3.5 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 400 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
[vs. Haledodur the gold amulet (Around neck)]Olizor the steel amulet Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +0 (-16) Defense: +5 (+1 eff.) (-5 (-1 eff.)) Damage when hit (Melee): 0(-4) mind Changes stats: +0(-4) Cun / +3 Con Changes resistances: +11% lightning / +3% nature / +0%(-6%) light Changes damage: +6% arcane Talent mastery: +0.00(-0.26) Cursed / Slaughter Reduces incoming crit damage: 5.00% Physical save: +12 (+5 eff.) Spell save: +10 (+5 eff.) Mental save: +11 (+3 eff.) Pinning immunity: +0% (-20%) Stun/Freeze immunity: +20% Amulets make your neck look great! |
[vs. Haledodur the gold amulet (Around neck)]steel amulet 'Darkwitch' Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +0 (-16) Defense: +0 (+0 eff.) (-10 (-2 eff.)) Effects on melee hit: * 10% chance to reduce damage dealt by 30% Damage when hit (Melee): 6 arcane / 0(-4) mind Changes stats: +0(-4) Cun Changes resistances: +0%(-6%) light / +16% mind / +12% darkness Changes resistances penetration: +25% mind / +10% blight Talent mastery: +0.00(-0.26) Cursed / Slaughter Confusion immunity: +31% Pinning immunity: +0% (-20%) Spell crit. chance: +2% Damage Shield penetration: +30% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets make your neck look great! |
[vs. Haledodur the gold amulet (Around neck)]Brodohir Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +0 (-16) Defense: +0 (+0 eff.) (-10 (-2 eff.)) Damage when hit (Melee): 0(-4) mind Changes stats: +2 Dex / +0(-4) Cun Changes resistances: +9% acid / +17%(+11%) light / +19% fire / +13% darkness / +14% cold Talent mastery: +0.00(-0.26) Cursed / Slaughter Mental save: +9 (+3 eff.) Blindness immunity: +24% Silence immunity: +10% Pinning immunity: +0% (-20%) Healing mod.: +10% Amulets make your neck look great! |
[vs. Haledodur the gold amulet (Around neck)]Galeflash the gold amulet Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +6 (-10) Defense: +0 (+0 eff.) (-10 (-2 eff.)) Damage when hit (Melee): 0(-4) mind Changes stats: +0(-4) Cun Changes resistances: +3%(-3%) light / +6% cold Changes damage: +9% lightning Talent mastery: +0.00(-0.26) Cursed / Slaughter Reduces incoming crit damage: 5.00% Physical save: +14 (+6 eff.) Spell save: +10 (+5 eff.) Mental save: +22 (+7 eff.) Pinning immunity: +0% (-20%) Only die when reaching: -20.00 life Amulets make your neck look great! |
[vs. Haledodur the gold amulet (Around neck)]The Far-Hand Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +0 (-16) Defense: +0 (+0 eff.) (-10 (-2 eff.)) Damage when hit (Melee): 0(-4) mind Changes stats: +0(-4) Cun / +10 Con Changes resistances: +0%(-6%) light Talent mastery: +0.00(-0.26) Cursed / Slaughter Pinning immunity: +0% (-20%) Teleport immunity: +100% It can be used to activate talent Teleport (costing 36 power out of 36/36) : Effective talent level: 5.5 Power cost: 36 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (114). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
[vs. Haledodur the gold amulet (Around neck)]Zubedheseda Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Armour: +2 (-14) Defense: +17 (+4 eff.) (+7 (+2 eff.)) Damage when hit (Melee): 0(-4) mind Changes stats: +4 Dex / +7 Wil / +0(-4) Cun / +6 Con / +14 Lck Changes resistances: +0%(-6%) light Talent mastery: +0.00(-0.26) Cursed / Slaughter Physical save: +9 (+4 eff.) Blindness immunity: +25% Pinning immunity: +0% (-20%) Infravision radius: +6 Sight radius: +2 See invisible: +13 Reduce all damage from unseen attackers: 16% Amulets make your neck look great! |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
[vs. Wheel of Fate (Madness) (On fingers, 1 of 2)]Glintusher the copper ring Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-24 (-6 eff.)) Damage (Melee): 0(-20) item temporal energize / 0(-10) item acid corrode Damage when hit (Melee): 0(-6) temporal Changes stats: +0(-14) Str / +5 Wil / +0(-15) Con Changes resistances: +6% blight / +6% nature / +0%(-32%) light Changes damage: +0%(-16%) light / +0%(-6%) acid Mental save: +6 (+2 eff.) Poison immunity: +14% Disease immunity: +13% Maximum hate: +6.00 Mindpower: +25 (+7 eff.) Mental crit. chance: +2% Light radius: +3 Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. Wheel of Fate (Madness) (On fingers, 1 of 2)]copper ring of the mountain (+11%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-24 (-6 eff.)) Damage (Melee): 0(-20) item temporal energize / 0(-10) item acid corrode Damage when hit (Melee): 0(-6) temporal Changes stats: +0(-14) Str / +0(-15) Con Changes resistances: +0%(-32%) light / +11% physical Changes damage: +0%(-6%) acid / +11% physical / +0%(-16%) light Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. Wheel of Fate (Madness) (On fingers, 1 of 2)]warrior's copper ring (Nightmares) Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-24 (-6 eff.)) Armour: +6 Damage (Melee): 0(-20) item temporal energize / 0(-10) item acid corrode Damage when hit (Melee): 0(-6) temporal Changes stats: +3(-11) Str / +0(-15) Con Changes resistances: +0%(-32%) light Changes damage: +0%(-16%) light / +0%(-6%) acid Curse of Nightmares Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. Wheel of Fate (Madness) (On fingers, 1 of 2)]Camyrek the Voidschism (Misfortune) Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +0 (+0 eff.) (-24 (-6 eff.)) Effects on melee hit: * 20% chance to reduce damage dealt by 30% Damage (Melee): 0(-20) item temporal energize / 0(-10) item acid corrode Damage when hit (Melee): 0(-6) temporal Changes stats: +0(-14) Str / +5 Wil / +0(-15) Con Changes resistances: +6%(-26%) light Changes damage: +12% blight / +0%(-16%) light / +0%(-6%) acid Disarm immunity: +30% Pinning immunity: +27% Knockback immunity: +25% Spellpower on spell critical (stacks up to 3 times): +10 Maximum life: +28.00 Maximum vim: +20.00 Spellpower: +10 (+8 eff.) Spell crit. chance: +3% Curse of Misfortune Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. Wheel of Fate (Madness) (On fingers, 1 of 2)]Hettuntir (Nightmares) Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +0 (+0 eff.) (-24 (-6 eff.)) Armour: +4 Effects on melee hit: * 13% chance to reduce all saves and defense by 37 Damage (Melee): 0(-10) item acid corrode / 17 physical / 0(-20) item temporal energize Effects on ranged hit: * 12% chance to reduce all saves and defense by 37 Damage (Ranged): 12 physical Damage when hit (Melee): 0(-6) temporal Changes stats: +0(-14) Str / +3 Cun / +0(-15) Con Changes resistances: +0%(-32%) light Changes resistances penetration: +10% blight Changes damage: +0%(-6%) acid / +3% physical / +0%(-16%) light Critical mult.: +20.00% Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 Curse of Nightmares It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 166% 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! Tap to cycle through comparison choices |
[vs. Wheel of Fate (Madness) (On fingers, 1 of 2)]Belulaith the Unlightfear (Madness) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +0 (+0 eff.) (-24 (-6 eff.)) Effects on melee hit: * 20% chance to reduce damage dealt by 30% Damage (Melee): 0(-20) item temporal energize / 0(-10) item acid corrode Damage when hit (Melee): 0(-6) temporal Changes stats: +2(-12) Str / +2 Dex / +9 Mag / +2 Wil / +0(-15) Con Changes resistances: +12% darkness / +0%(-32%) light Changes resistances penetration: +20% darkness Changes damage: +0%(-16%) light / +0%(-6%) acid Spell save: +14 (+7 eff.) See invisible: +12 Curse of Madness Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. Wheel of Fate (Madness) (On fingers, 1 of 2)]Elemental Fury (Madness) Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +0 (+0 eff.) (-24 (-6 eff.)) Damage (Melee): 0(-20) item temporal energize / 0(-10) item acid corrode Damage when hit (Melee): 0(-6) temporal Changes stats: +0(-14) Str / +6 Mag / +6 Cun / +0(-15) Con Changes resistances: +0%(-32%) light Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +0%(-16%) light / +0%(-6%) acid / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. Curse of Madness This ring shines with many colors. Tap to cycle through comparison choices |
[vs. Wheel of Fate (Madness) (On fingers, 1 of 2)]The Black Ring (Misfortune) Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +0 (+0 eff.) (-24 (-6 eff.)) Damage (Melee): 0(-20) item temporal energize / 0(-10) item acid corrode Damage when hit (Melee): 0(-6) temporal Changes stats: +0(-14) Str / +0(-15) Con Changes resistances: +0%(-32%) light Changes damage: +0%(-16%) light / +0%(-6%) acid Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+4 eff.) Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). Curse of Misfortune "An innocuous bauble. Until you look through the hole." Tap to cycle through comparison choices |
[vs. Wheel of Fate (Madness) (On fingers, 1 of 2)]gold ring 'Demonoozer' (Shrouds) Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +0 (+0 eff.) (-24 (-6 eff.)) Effects on melee hit: * 20% chance to reduce damage dealt by 30% Damage (Melee): 0(-20) item temporal energize / 0(-10) item acid corrode Damage when hit (Melee): 0(-6) temporal Changes stats: +0(-14) Str / +0(-15) Con Changes resistances: +28%(-4%) light / +5% arcane Changes damage: +0%(-6%) acid / +14%(-2%) light / +15% darkness Mental save: +16 (+5 eff.) Confusion immunity: +57% Curse of Shrouds Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. Wheel of Fate (Madness) (On fingers, 1 of 2)]Ashpierce the stralite ring (Madness) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +0 (+0 eff.) (-24 (-6 eff.)) Armour: +8 Defense: +30 (+6 eff.) Damage (Melee): 0(-20) item temporal energize / 0(-10) item acid corrode Damage when hit (Melee): 0(-6) temporal Changes stats: +0(-14) Str / +0(-15) Con Changes resistances: +18% blight / +5% arcane / +0%(-32%) light Changes resistances penetration: +20% fire Changes damage: +18% blight / +0%(-16%) light / +0%(-6%) acid Reduces incoming crit damage: 15.00% Silence immunity: +20% Curse of Madness Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. Wheel of Fate (Madness) (On fingers, 1 of 2)]Iseldatha (Madness) Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+2 eff.) Physical power: +0 (+0 eff.) (-24 (-6 eff.)) Damage (Melee): 0(-20) item temporal energize / 0(-10) item acid corrode Damage when hit (Melee): 4 arcane / 0(-6) temporal Changes stats: +0(-14) Str / +6 Dex / +6 Mag / +0(-15) Con Changes resistances: +0%(-32%) light Changes damage: +0%(-6%) acid / +0%(-16%) light / +3% arcane / +9% mind Spell save: +18 (+9 eff.) Life regen: +10.00 Mana each turn: +0.04 Maximum life: +61.00 Healing mod.: +12% Curse of Madness Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. Wheel of Fate (Madness) (On fingers, 1 of 2)]solipsist's stralite ring of life (Corpses) Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +0 (+0 eff.) (-24 (-6 eff.)) Damage (Melee): 0(-20) item temporal energize / 0(-10) item acid corrode Damage when hit (Melee): 0(-6) temporal Changes stats: +0(-14) Str / +6 Wil / +5 Cun / +0(-15) Con Changes resistances: +0%(-32%) light Changes damage: +0%(-16%) light / +0%(-6%) acid Life regen: +9.00 Maximum life: +65.00 Mindpower: +10 (+3 eff.) Healing mod.: +12% Curse of Corpses Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. Wheel of Fate (Madness) (On fingers, 1 of 2)]stralite ring 'Blastterror' (Misfortune) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +0 (+0 eff.) (-24 (-6 eff.)) Damage (Melee): 0(-20) item temporal energize / 0(-10) item acid corrode Damage when hit (Melee): 0(-6) temporal Changes stats: +0(-14) Str / +2 Wil / +12 Cun / +0(-15) Con Changes resistances: +36% acid / +0%(-32%) light Changes resistances penetration: +15% lightning / +25% fire Changes damage: +18%(+12%) acid / +0%(-16%) light / +6% lightning Critical mult.: +20.00% Curse of Misfortune Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. Wheel of Fate (Madness) (On fingers, 1 of 2)]stralite ring 'Frostlore' (Shrouds) Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +0 (+0 eff.) (-24 (-6 eff.)) Damage (Melee): 0(-20) item temporal energize / 0(-10) item acid corrode Damage when hit (Melee): 0(-6) temporal Changes stats: +0(-14) Str / +6 Wil / +6 Cun / +0(-15) Con Changes resistances: +9% cold / +28% darkness / +0%(-32%) light Changes resistances penetration: +25% acid / +5% cold Changes damage: +9%(+3%) acid / +6% cold / +14% darkness / +0%(-16%) light Physical save: +16 (+6 eff.) Spell save: +13 (+7 eff.) Mental save: +14 (+4 eff.) Mindpower: +10 (+3 eff.) Curse of Shrouds Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. Wheel of Fate (Madness) (On fingers, 1 of 2)]stralite ring 'Rhibar' (Nightmares) Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +5 (+1 eff.) Physical power: +9 (+2 eff.) (-15 (-4 eff.)) Damage (Melee): 0(-10) item acid corrode / 26 light / 0(-20) item temporal energize Damage (Ranged): 34 light Damage when hit (Melee): 0(-6) temporal Changes stats: +7(-7) Str / +8 Mag / +4 Cun / +8(-7) Con Changes resistances: +0%(-32%) light Changes damage: +14%(-2%) light / +0%(-6%) acid Mental save: +7 (+2 eff.) Confusion immunity: +36% Only die when reaching: -60.00 life Curse of Nightmares Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. Wheel of Fate (Madness) (On fingers, 1 of 2)]stralite ring 'Shadowbane' (Corpses) Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +11 Physical power: +0 (+0 eff.) (-24 (-6 eff.)) Defense: +9 (+2 eff.) Damage (Melee): 0(-20) item temporal energize / 0(-10) item acid corrode Damage when hit (Melee): 0(-6) temporal Changes stats: +0(-14) Str / +6 Mag / +5(-10) Con Changes resistances: +3% darkness / +0%(-32%) light Changes damage: +0%(-6%) acid / +0%(-16%) light / +9% darkness / +3% mind Physical save: +10 (+4 eff.) Spell save: +12 (+6 eff.) Curse of Corpses It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 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 178% 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! Tap to cycle through comparison choices |
[vs. Wheel of Fate (Madness) (On fingers, 1 of 2)]Cyrulaith the Balancegore (Madness) Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 (+3 eff.) (-11 (-3 eff.)) Armour: +6 Damage (Melee): 0(-20) item temporal energize / 0(-10) item acid corrode Damage when hit (Melee): 0(-6) temporal Changes stats: +7(-7) Str / +8 Mag / +8 Cun / +8(-7) Con Changes resistances: +6% lightning / +2% physical / +0%(-32%) light / +6% temporal Changes resistances penetration: +15% nature Changes damage: +0%(-16%) light / +0%(-6%) acid Blindness immunity: +47% Cut immunity: +20% Spellpower: +15 (+10 eff.) Infravision radius: +6 See stealth: +25 See invisible: +25 Curse of Madness Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. Wheel of Fate (Madness) (On fingers, 1 of 2)]Floezeal (Madness) Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +0 (+0 eff.) (-24 (-6 eff.)) Damage (Melee): 0(-20) item temporal energize / 0(-10) item acid corrode Damage when hit (Melee): 0(-6) temporal Changes stats: +0(-14) Str / +7 Wil / +7 Cun / +0(-15) Con Changes resistances: +0%(-32%) light Changes damage: +0%(-6%) acid / +12% cold / +0%(-16%) light Critical mult.: +10.00% Physical save: +11 (+5 eff.) Spell save: +15 (+8 eff.) Mental save: +21 (+7 eff.) Stun/Freeze immunity: +50% Life regen: +5.00 Equilibrium when hit: +0.04 Mana when firing critical spell: +1.00 Mindpower: +10 (+3 eff.) Curse of Madness Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. Wheel of Fate (Madness) (On fingers, 1 of 2)]Rootpeal (Madness) Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Physical power: +0 (+0 eff.) (-24 (-6 eff.)) Effects on melee hit: * 21% chance to slow global speed by 65% Damage (Melee): 0(-20) item temporal energize / 0(-10) item acid corrode Damage when hit (Melee): 0(-6) temporal Changes stats: +0(-14) Str / +9 Dex / +2 Mag / +16 Cun / +0(-15) Con Changes resistances: +15% temporal / +9% nature / +0%(-32%) light Changes damage: +0%(-16%) light / +0%(-6%) acid Reduces incoming crit damage: 15.66% Light radius: +3 Infravision radius: +3 Curse of Madness Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. Wheel of Fate (Madness) (On fingers, 1 of 2)]voratun ring 'Tarig' (Shrouds) Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Physical power: +24 (+6 eff.) (-) Defense: +5 (+1 eff.) Damage (Melee): 0(-20) item temporal energize / 0(-10) item acid corrode Damage when hit (Melee): 0(-6) temporal Changes stats: +8(-6) Str / +8(-7) Con Changes resistances: +32% lightning / +0%(-32%) light / +11% blight / +12% fire / +10% nature Changes damage: +16% lightning / +0%(-16%) light / +0%(-6%) acid Physical save: +3 (+2 eff.) Poison immunity: +23% Disease immunity: +22% Only die when reaching: -20.00 life Curse of Shrouds Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. dwarven-steel waraxe 'Isimiwyn' (Madness) (138% power, 24 apr) (In main hand)]Glowqueller (Nightmares) (158% power, 3 apr) Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 159% (+20%) Range: 1.6x (+0.2x) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 (-21) Crit. chance: +4.5% (-20.0%) Attack speed: 100% (-) On weapon hit: * 0% chance to reduce armor by 18% * 37% chance to reduce all saves and defense by 37 - Projects up to 0 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +0(-8) darkness / +30 mind / +20 light Damage (radius 1) on hit: +0(-4) acid Damage against: +0% (-7% )Living When wielded/worn: Armour: +0 (-4) Changes stats: +7 Cun / +7 Wil Changes resistances: +12% light Changes damage: +6% arcane Spell save: +9 (+4 eff.) (+6 (+3 eff.)) Maximum mana: +100.00 Light radius: +2 Defense after a teleport: +0 (-10) Resist all after a teleport: +0% (-10%) New effects duration reduction after a teleport: +0% (-10%) Curse of Nightmares Massive two-handed swords. |
[vs. dwarven-steel waraxe 'Isimiwyn' (Madness) (138% power, 24 apr) (In main hand)]Ragundur the stralite greatsword (Nightmares) (157% power, 27 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 157% (+18%) Range: 1.6x (+0.2x) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +27 (+3) Crit. chance: +4.5% (-20.0%) Attack speed: 100% (-) On weapon hit: * 0% chance to reduce armor by 18% * 20% chance to reduce all saves and defense by 37 - Projects up to 0 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage Shield penetration (this weapon only): +26% Damage (Melee): +0(-8) darkness Damage (radius 1) on hit: +0(-4) acid Damage against: +0% (-7% )Living When wielded/worn: Armour: +0 (-4) Changes stats: +4 Wil Changes damage: +30% mind Critical mult.: +20.00% Spell save: +0 (+0 eff.) (-3 (-1 eff.)) Mental crit. chance: +5% Defense after a teleport: +0 (-10) Resist all after a teleport: +0% (-10%) New effects duration reduction after a teleport: +0% (-10%) Curse of Nightmares Massive two-handed swords. |
[vs. dwarven-steel waraxe 'Isimiwyn' (Madness) (138% power, 24 apr) (In main hand)]Nyrontir (Misfortune) (122% power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 122% (-16%) Range: 1.4x (+0.0x) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 (-20) Crit. chance: +8.5% (-16.0%) Attack speed: 100% (-) On weapon hit: * 0% chance to reduce armor by 18% * 20 arcane resource burn - Projects up to 0 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 (Melee): +0(-8) darkness Damage (radius 1) on hit: +0(-4) acid Damage against: +0% (-7% )Living When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +9.0% Physical power: +25 (+6 eff.) Armour: +0 (-4) Effects on melee hit: * 20% chance to slow global speed by 65% Changes resistances: +6% lightning / +3% acid Spell save: +0 (+0 eff.) (-3 (-1 eff.)) Defense after a teleport: +0 (-10) Resist all after a teleport: +0% (-10%) New effects duration reduction after a teleport: +0% (-10%) Curse of Misfortune Sharp, long, and deadly. |
[vs. dwarven-steel waraxe 'Isimiwyn' (Madness) (138% power, 24 apr) (In main hand)]Anmalice (Shrouds) (158% power, 20 apr) Requires: - Willpower 20 - Strength 32 Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 158% (+20%) Range: 1.4x (+0.0x) Uses stats: 10% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +20 (-4) Crit. chance: +7.0% (-17.5%) Attack speed: 100% (-) On weapon hit: * 0% chance to reduce armor by 18% + torments the target with many mental effects - Projects up to 0 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On weapon kill: + reduces mental save penalty Damage (Melee): +0(-8) darkness Damage (radius 1) on hit: +0(-4) acid Damage against: +0% (-7% )Living When wielded/worn: Armour: +0 (-4) Changes damage: +8% mind Spell save: +0 (+0 eff.) (-3 (-1 eff.)) Mental save: -30 (-10 eff.) Mindpower: +9 (+3 eff.) Defense after a teleport: +0 (-10) Resist all after a teleport: +0% (-10%) New effects duration reduction after a teleport: +0% (-10%) Curse of Shrouds The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
[vs. dwarven-steel waraxe 'Isimiwyn' (Madness) (138% power, 24 apr) (In main hand)]Crooked Club (Nightmares) (129% power, 4 apr) Requires: - Strength 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Power: 129% (-10%) Range: 1.4x (+0.0x) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 (-20) Crit. chance: +10.0% (-14.5%) Attack speed: 100% (-) On weapon hit: * 0% chance to reduce armor by 18% + Reduce targets accuracy and powers by 5 (stacks 5 times) - Projects up to 0 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +14 % chance of confusion / +0(-8) darkness / +30 physical Damage (radius 1) on hit: +0(-4) acid Damage against: +0% (-7% )Living When wielded/worn: Accuracy: +12 (+2 eff.) Armour: +0 (-4) Spell save: +0 (+0 eff.) (-3 (-1 eff.)) Defense after a teleport: +0 (-10) Resist all after a teleport: +0% (-10%) New effects duration reduction after a teleport: +0% (-10%) Curse of Nightmares An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
[vs. dwarven-steel waraxe 'Isimiwyn' (Madness) (138% power, 24 apr) (In main hand)]Mayyrimina the Icevagrant (Madness) (100% power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 100% (-39%) Range: 1.4x (+0.0x) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 (-21) Crit. chance: +4.0% (-20.5%) Attack speed: 100% (-) On weapon hit: * 0% chance to reduce armor by 18% - Projects up to 0 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +0(-8) darkness Damage (radius 1) on hit: +20 mind / +0(-4) acid Damage against: +0% (-7% )Living When wielded/worn: Accuracy: +13 (+2 eff.) Armour penetration: +9 Armour: +16 (+12) Changes stats: +4 Str / +2 Wil Changes resistances penetration: +15% cold / +9% all Changes damage: +9% physical Spell save: +0 (+0 eff.) (-3 (-1 eff.)) Defense after a teleport: +0 (-10) Resist all after a teleport: +0% (-10%) New effects duration reduction after a teleport: +0% (-10%) Curse of Madness One-handed war axes. |
[vs. dwarven-steel waraxe 'Isimiwyn' (Madness) (138% power, 24 apr) (In main hand)]dwarven-steel waraxe 'Polotira' (Misfortune) (115% power, 4 apr) Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Power: 115% (-24%) Range: 1.4x (+0.0x) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 (-20) Crit. chance: +4.5% (-20.0%) Attack speed: 100% (-) On weapon hit: * 0% chance to reduce armor by 18% - Projects up to 0 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +0(-8) darkness Damage (radius 1) on hit: +0(-4) acid Damage (radius 2) on crit: +19 lightning / +7 cold Damage against: +0% (-7% )Living When wielded/worn: Accuracy: +11 (+2 eff.) Armour: +8 (+4) Defense: +10 (+2 eff.) Changes stats: +2 Str / +5 Wil / +7 Con Changes resistances penetration: +8% lightning / +8% cold Changes damage: +8% physical Spell save: +0 (+0 eff.) (-3 (-1 eff.)) Only die when reaching: -40.00 life Maximum life: +31.00 Light radius: +3 Movement speed: +28% Defense after a teleport: +0 (-10) Resist all after a teleport: +0% (-10%) New effects duration reduction after a teleport: +0% (-10%) Curse of Misfortune One-handed war axes. |
[vs. dwarven-steel waraxe 'Isimiwyn' (Madness) (138% power, 24 apr) (In main hand)]stralite waraxe 'Adyvea' (Misfortune) (135% power, 5 apr) Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 136% (-3%) Range: 1.4x (+0.0x) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 (-19) Crit. chance: +6.5% (-18.0%) Attack speed: 100% (-) On weapon hit: * 22% chance to reduce strength, dexterity, and constitution by 8 * 0% chance to reduce armor by 18% + 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns - Projects up to 0 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +0(-8) darkness Damage (radius 1) on hit: +0(-4) acid Damage against: +0% (-7% )Living When wielded/worn: Armour: +16 (+12) Changes stats: +6 Wil Changes resistances penetration: +20% acid Spell save: +0 (+0 eff.) (-3 (-1 eff.)) Damage Shield penetration: +34% Defense after a teleport: +17 (+7) Resist all after a teleport: +17% (+7%) New effects duration reduction after a teleport: +17% (+7%) Curse of Misfortune One-handed war axes. |
[vs. dwarven-steel waraxe 'Isimiwyn' (Madness) (138% power, 24 apr) (In main hand)]stralite waraxe 'Betithra' (Corpses) (154% power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 155% (+16%) Range: 1.4x (+0.0x) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 (-19) Crit. chance: +6.5% (-18.0%) Attack speed: 100% (-) On weapon hit: * 0% chance to reduce armor by 18% - Projects up to 0 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +0(-8) darkness Damage (radius 1) on hit: +0(-4) acid Damage against: +0% (-7% )Living When wielded/worn: Armour: +0 (-4) Defense: +25 (+5 eff.) Changes resistances: +5% arcane Physical save: +12 (+5 eff.) Spell save: +0 (+0 eff.) (-3 (-1 eff.)) Stun/Freeze immunity: +20% Life regen: +4.00 Only die when reaching: -80.00 life Defense after a teleport: +15 (+5) Resist all after a teleport: +15% (+5%) New effects duration reduction after a teleport: +15% (+5%) Curse of Corpses One-handed war axes. |
[vs. dwarven-steel waraxe 'Isimiwyn' (Madness) (138% power, 24 apr) (In main hand, 1 of 2)]Silent Blade (Nightmares) (129% power, 10 apr) Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 129% (-10%) Range: 1.3x (-0.1x) Uses stats: 35% Str, 65% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 (-14) Crit. chance: +8.0% (-16.5%) Attack speed: 100% (-) On weapon hit: * 0% chance to reduce armor by 18% - Projects up to 0 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On weapon kill: + Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 silence / +0(-8) darkness Damage (radius 1) on hit: +0(-4) acid Damage against: +0% (-7% )Living When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +0 (-4) Spell save: +0 (+0 eff.) (-3 (-1 eff.)) Defense after a teleport: +0 (-10) Resist all after a teleport: +0% (-10%) New effects duration reduction after a teleport: +0% (-10%) Curse of Nightmares A thin, dark dagger that seems to meld seamlessly into the shadows. Tap to cycle through comparison choices |
[vs. dwarven-steel waraxe 'Isimiwyn' (Madness) (138% power, 24 apr) (In main hand, 1 of 2)]Umbral Razor (Shrouds) (129% power, 10 apr) Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 129% (-10%) Range: 1.3x (-0.1x) Uses stats: 50% Dex, 15% Mag, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 (-14) Crit. chance: +9.0% (-15.5%) Attack speed: 100% (-) On weapon hit: * 0% chance to reduce armor by 18% + 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. - Projects up to 0 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +0(-8) darkness Damage (radius 1) on hit: +0(-4) acid Damage conversion: 50% darkness Damage against: +0% (-7% )Living When wielded/worn: Armour: +0 (-4) Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 Spell save: +0 (+0 eff.) (-3 (-1 eff.)) Defense after a teleport: +0 (-10) Resist all after a teleport: +0% (-10%) New effects duration reduction after a teleport: +0% (-10%) Curse of Shrouds It can be used to activate talent Invoke Darkness (costing 20 power out of 20/20) : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: 10 Travel Speed: 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 96.37 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. Tap to cycle through comparison choices |
[vs. dwarven-steel waraxe 'Isimiwyn' (Madness) (138% power, 24 apr) (In main hand, 1 of 2)]balanced steel dagger of enduring (Corpses) (104% power, 6 apr) Requires: - Dexterity 16 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 105% (-34%) Range: 1.3x (-0.1x) Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 (-18) Crit. chance: +5.0% (-19.5%) Attack speed: 100% (-) On weapon hit: * 0% chance to reduce armor by 18% - Projects up to 0 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +0(-8) darkness Damage (radius 1) on hit: +0(-4) acid Damage against: +0% (-7% )Living When wielded/worn: Accuracy: +9 (+1 eff.) Armour: +0 (-4) Defense: +7 (+2 eff.) Changes stats: +7 Con / +8 Wil Spell save: +0 (+0 eff.) (-3 (-1 eff.)) Disarm immunity: +26% Maximum life: +20.00 Defense after a teleport: +0 (-10) Resist all after a teleport: +0% (-10%) New effects duration reduction after a teleport: +0% (-10%) Curse of Corpses Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. dwarven-steel waraxe 'Isimiwyn' (Madness) (138% power, 24 apr) (In main hand, 1 of 2)]Moon (Nightmares) (100% power, 0 apr) Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. Power: 100% (-39%) Range: 1.3x (-0.1x) Uses stats: 20% Str, 20% Dex Damage type: Darkness Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +0 (-24) Crit. chance: +0.0% (-24.5%) Attack speed: 125% (+25%) On weapon hit: * 0% chance to reduce armor by 18% + Deal 70 Darkness damage. - Projects up to 0 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +0(-8) darkness Damage (radius 1) on hit: +0(-4) acid Damage against: +0% (-7% )Living When wielded/worn: Armour: +0 (-4) Spell save: +0 (+0 eff.) (-3 (-1 eff.)) Light radius: -1 Defense after a teleport: +0 (-10) Resist all after a teleport: +0% (-10%) New effects duration reduction after a teleport: +0% (-10%) Curse of Nightmares A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. Tap to cycle through comparison choices |
[vs. dwarven-steel waraxe 'Isimiwyn' (Madness) (138% power, 24 apr) (In main hand, 1 of 2)]Shantiz the Stormblade (Madness) (111% power, 20 apr) Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 111% (-28%) Range: 1.3x (-0.1x) Uses stat: 100% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 (-4) Crit. chance: +10.0% (-14.5%) Attack speed: 100% (-) On weapon hit: * 0% chance to reduce armor by 18% - Projects up to 0 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) + 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. Damage (Melee): +0(-8) darkness Damage (radius 1) on hit: +0(-4) acid Damage against: +0% (-7% )Living When wielded/worn: Armour: +0 (-4) Changes stats: +20 Dex Spell save: +0 (+0 eff.) (-3 (-1 eff.)) Defense after a teleport: +0 (-10) Resist all after a teleport: +0% (-10%) New effects duration reduction after a teleport: +0% (-10%) Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Curse of Madness This surreal dagger crackles with the intensity of a vicious storm. Tap to cycle through comparison choices |
[vs. dwarven-steel waraxe 'Isimiwyn' (Madness) (138% power, 24 apr) (In main hand, 1 of 2)]Spelldrinker (Shrouds) (132% power, 8 apr) Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 132% (-7%) Range: 1.3x (-0.1x) Uses stats: 35% Str, 20% Mag, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +8 (-16) Crit. chance: +9.0% (-15.5%) Attack speed: 100% (-) When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * 0% chance to reduce armor by 18% + steals up to 50 mana from the target - Projects up to 0 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +0(-8) darkness Damage (radius 1) on hit: +0(-4) acid Damage against: +0% (-7% )Living When wielded/worn: Armour: +0 (-4) Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+6 eff.) (+9 (+5 eff.)) Defense after a teleport: +0 (-10) Resist all after a teleport: +0% (-10%) New effects duration reduction after a teleport: +0% (-10%) Curse of Shrouds Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. Tap to cycle through comparison choices |
[vs. dwarven-steel waraxe 'Isimiwyn' (Madness) (138% power, 24 apr) (In main hand, 1 of 2)]Swordbreaker (Misfortune) (129% power, 20 apr) Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 129% (-10%) Range: 1.3x (-0.1x) Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 (-4) Crit. chance: +15.0% (-9.5%) Attack speed: 111% (+11%) On weapon hit: * 0% chance to reduce armor by 18% - Projects up to 0 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On weapon crit: + Breaks enemy weapon. Damage (Melee): +0(-8) darkness Damage (radius 1) on hit: +0(-4) acid Damage against: +0% (-7% )Living When wielded/worn: Armour: +0 (-4) Armour Hardiness: +20% Defense: +15 (+3 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+6 eff.) Spell save: +0 (+0 eff.) (-3 (-1 eff.)) Disarm immunity: +50% Defense after a teleport: +0 (-10) Resist all after a teleport: +0% (-10%) New effects duration reduction after a teleport: +0% (-10%) Can block like a shield, potentially disarming the enemy. Curse of Misfortune This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. Tap to cycle through comparison choices |
[vs. dwarven-steel waraxe 'Isimiwyn' (Madness) (138% power, 24 apr) (In main hand, 1 of 2)]Icy Kill (Nightmares) (143% power, 10 apr) Requires: - Dexterity 42 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Power: 144% (+5%) Range: 1.3x (-0.1x) Uses stats: 50% Dex, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 (-14) Crit. chance: +15.0% (-9.5%) Attack speed: 100% (-) On weapon hit: * 0% chance to reduce armor by 18% - Projects up to 0 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On weapon crit: + freezes the target On weapon kill: + explodes a frozen creature (damage scales with willpower) Damage (Melee): +30 cold / +0(-8) darkness Damage (radius 1) on hit: +0(-4) acid Damage against: +0% (-7% )Living When wielded/worn: Armour: +0 (-4) Changes stats: +6 Cun / +6 Wil Changes damage: +25% cold Spell save: +0 (+0 eff.) (-3 (-1 eff.)) Hate per kill: +4.00 Defense after a teleport: +0 (-10) Resist all after a teleport: +0% (-10%) New effects duration reduction after a teleport: +0% (-10%) Ice block penetration: +50% Curse of Nightmares As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. Tap to cycle through comparison choices |
[vs. dwarven-steel waraxe 'Isimiwyn' (Madness) (138% power, 24 apr) (In main hand, 1 of 2)]Airlady the voratun dagger (Nightmares) (164% power, 9 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 164% (+25%) Range: 1.3x (-0.1x) Uses stats: 50% Dex, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 (-15) Crit. chance: +10.0% (-14.5%) Attack speed: 100% (-) On weapon hit: * 0% chance to reduce armor by 18% - Projects up to 0 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +12 lightning / +0(-8) darkness Damage (radius 1) on hit: +0(-4) acid Damage (radius 2) on crit: +4 lightning Damage against: +0% (-7% )Living When wielded/worn: Accuracy: +13 (+2 eff.) Armour: +0 (-4) Changes stats: +10 Str / +19 Dex / +4 Mag / +9 Wil / +11 Cun / +12 Con Changes resistances: +21% lightning Changes resistances penetration: +10% darkness Spell save: +0 (+0 eff.) (-3 (-1 eff.)) Combat speed: +10% Defense after a teleport: +0 (-10) Resist all after a teleport: +0% (-10%) New effects duration reduction after a teleport: +0% (-10%) Curse of Nightmares Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. dwarven-steel waraxe 'Isimiwyn' (Madness) (138% power, 24 apr) (In main hand, 1 of 2)]Cyrath the Phlegmbane (Madness) (162% power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 163% (+24%) Range: 1.3x (-0.1x) Uses stats: 50% Dex, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 (-15) Crit. chance: +14.0% (-10.5%) Attack speed: 100% (-) On weapon hit: * 0% chance to reduce armor by 18% - Projects up to 0 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +21 nature / +0(-8) darkness Damage (radius 1) on hit: +20 light / +0(-4) acid Damage against: +0% (-7% )Living When wielded/worn: Armour: +12 (+8) Changes stats: +5 Str / +4 Dex / +4 Con Physical save: +18 (+7 eff.) Spell save: +0 (+0 eff.) (-3 (-1 eff.)) Defense after a teleport: +0 (-10) Resist all after a teleport: +0% (-10%) New effects duration reduction after a teleport: +0% (-10%) Curse of Madness Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. dwarven-steel waraxe 'Isimiwyn' (Madness) (138% power, 24 apr) (In main hand, 1 of 2)]voratun dagger 'Dourwinnow' (Shrouds) (147% power, 9 apr) Requires: - Dexterity 48 Infused by nature 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 147% (+9%) Range: 1.3x (-0.1x) Uses stats: 50% Dex, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 (-15) Crit. chance: +10.0% (-14.5%) Attack speed: 100% (-) On weapon hit: * 0% chance to reduce armor by 18% * 20% chance to gain 10% of a turn (3/turn limit) - Projects up to 0 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +0(-8) darkness / +16 nature Damage (radius 1) on hit: +8 darkness / +0(-4) acid Damage (radius 2) on crit: +31 lightning / +31 cold Damage against: +0% (-7% )Living When wielded/worn: Armour: +0 (-4) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 2 temporal Changes stats: +12 Con / +13 Wil Changes resistances: +6% darkness Changes resistances penetration: +18% lightning / +25% cold Spell save: +0 (+0 eff.) (-3 (-1 eff.)) Maximum life: +61.00 Movement speed: +42% Defense after a teleport: +0 (-10) Resist all after a teleport: +0% (-10%) New effects duration reduction after a teleport: +0% (-10%) Curse of Shrouds Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. Bilenail the silk robe (Misfortune) (0 def, 5 armour) (Main armor)]Robe of Force (Madness) (12 def, 8 armour) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 (+3) Armour Hardiness: +0% (-20%) Defense: +12 (+3 eff.) Fatigue: +0% (-1%) Damage when hit (Melee): 0(-4) nature Changes stats: +3(-3) Cun / +4(+1) Wil Changes resistances: +15%(-15%) acid / +12%(-16%) physical / +0%(-28%) fire / +0%(-29%) cold / +9%(-4%) all Changes resistances penetration: +10%(-4%) physical / +10% mind / +0%(-17%) darkness Changes damage: +0%(-34%) acid / +5%(-43%) physical / +0%(-24%) darkness / +0%(-26%) fire / +5% mind / +0%(-27%) cold Talent cooldown: Refit Golem ((+0(+9) turn) Physical save: +10 (+4 eff.) Maximum hate: +0.00 (-15.00) Mindpower: +8 (+2 eff.) (-1 (+0 eff.)) Mental crit. chance: +4% (-1%) Curse of Madness It can be used to send out a range 5 beam of kinetic energy, dealing 112.99 to 141.24 physical damage (based on Willpower and Cunning) with knockback Activation costs 10 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
[vs. Bilenail the silk robe (Misfortune) (0 def, 5 armour) (Main armor)]Spider-Silk Robe of Spydrë (Corpses) (10 def, 15 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 (+10) Armour Hardiness: +30% (+10%) Defense: +10 (+2 eff.) Fatigue: +0% (-1%) Damage when hit (Melee): 20 nature slow / 0(-4) nature / 20 poison Changes stats: +4(+1) Wil / +0(-6) Cun / +5 Con Changes resistances: +0%(-30%) acid / +0%(-28%) physical / +0%(-29%) cold / +0%(-28%) fire / +30% nature / +11%(-2%) all Changes resistances penetration: +0%(-17%) darkness / +0%(-14%) physical Changes damage: +15%(-19%) acid / +0%(-48%) physical / +0%(-24%) darkness / +0%(-27%) cold / +0%(-26%) fire / +15% nature / +15% mind Talent cooldown: Refit Golem ((+0(+9) turn) Physical save: +10 (+4 eff.) Spell save: +10 (+5 eff.) Maximum hate: +0.00 (-15.00) Mindpower: +10 (+3 eff.) (+1 (+1 eff.)) Mental crit. chance: +5% (-) Curse of Corpses This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
[vs. Bilenail the silk robe (Misfortune) (0 def, 5 armour) (Main armor)]cashmere robe 'Nimbusvengeance' (Shrouds) (20 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Physical crit. chance: +7.0% Physical power: +15 (+4 eff.) Armour: +0 (-5) Armour Hardiness: +0% (-20%) Defense: +20 (+4 eff.) Fatigue: +0% (-1%) Effects on melee hit: * 20% chance to reduce all saves and defense by 37 Damage when hit (Melee): 0(-4) nature Changes stats: +3(-3) Cun / +0(-3) Wil Changes resistances: +9% lightning / +5%(-23%) physical / +0%(-29%) cold / +0%(-28%) fire / +0%(-30%) acid / +11%(-2%) all Changes resistances penetration: +0%(-17%) darkness / +0%(-14%) physical Changes damage: +0%(-34%) acid / +0%(-48%) physical / +19% light / +0%(-26%) fire / +0%(-27%) cold / +20%(-4%) darkness Talent cooldown: Refit Golem ((+0(+9) turn) Only die when reaching: -60.00 life Maximum hate: +0.00 (-15.00) Spellpower: +7 (+6 eff.) Spell crit. chance: +7% Mindpower: +0 (+0 eff.) (-9 (-2 eff.)) Mental crit. chance: +0% (-5%) Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. Bilenail the silk robe (Misfortune) (0 def, 5 armour) (Main armor)]silk robe 'Lisanne' (Nightmares) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +0 (-5) Armour Hardiness: +0% (-20%) Fatigue: +0% (-1%) Damage when hit (Melee): 0(-4) nature Changes stats: +7 Mag / +5(+2) Wil / +0(-6) Cun Changes resistances: +33%(+3%) acid / +0%(-28%) physical / +15% blight / +0%(-28%) fire / +0%(-29%) cold / +13%(-) all Changes resistances penetration: +0%(-17%) darkness / +0%(-14%) physical Changes damage: +22%(-12%) acid / +0%(-48%) physical / +0%(-24%) darkness / +6% blight / +0%(-26%) fire / +0%(-27%) cold Talent cooldown: Refit Golem ((+0(+9) turn) Life regen: +5.10 Mana each turn: +0.46 Psi each turn: +0.30 Mana when firing critical spell: +2.00 Maximum life: +85.00 Maximum hate: +0.00 (-15.00) Spellpower: +15 (+10 eff.) Spell crit. chance: +1% Mindpower: +0 (+0 eff.) (-9 (-2 eff.)) Mental crit. chance: +0% (-5%) Healing mod.: +20% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. Bilenail the silk robe (Misfortune) (0 def, 5 armour) (Main armor)]elven-silk robe 'Beoradur' (Shrouds) (0 def, 8 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +8 (+3) Armour Hardiness: +0% (-20%) Fatigue: +0% (-1%) Damage when hit (Melee): 0(-4) nature Changes stats: +4(-2) Cun / +0(-3) Wil Changes resistances: +0%(-30%) acid / +0%(-28%) physical / +9% darkness / +0%(-28%) fire / +0%(-29%) cold / +15%(+2%) all Changes resistances penetration: +0%(-17%) darkness / +0%(-14%) physical Changes damage: +0%(-34%) acid / +0%(-48%) physical / +30% light / +0%(-26%) fire / +0%(-27%) cold / +26%(+2%) darkness Talent cooldown: Refit Golem ((+0(+9) turn) Mental save: +27 (+8 eff.) Silence immunity: +10% Pinning immunity: +20% Mana each turn: +0.26 Maximum mana: +55.00 Maximum hate: +0.00 (-15.00) Spellpower: +34 (+20 eff.) Spell crit. chance: +20% Mindpower: +5 (+1 eff.) (-4 (-1 eff.)) Mental crit. chance: +5% (-) Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. Bilenail the silk robe (Misfortune) (0 def, 5 armour) (Main armor)]elven-silk robe 'Radhudig' (Nightmares) (4 def, 10 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +10 (+5) Armour Hardiness: +0% (-20%) Defense: +4 (+1 eff.) Fatigue: +0% (-1%) Damage when hit (Melee): 0(-4) nature / 6(6) physical Changes stats: +4 Dex / +0(-6) Cun / +0(-3) Wil Changes resistances: +19%(-11%) acid / +13%(-15%) physical / +16%(-13%) cold / +20%(-8%) fire / +15%(+2%) all Changes resistances penetration: +0%(-17%) darkness / +0%(-14%) physical Changes damage: +11%(-23%) acid / +13%(-35%) physical / +0%(-24%) darkness / +10%(-16%) fire / +25%(-2%) cold / +9% all Talents cooldown: Refit Golem ((-4(+5) turns) Physical save: +25 (+9 eff.) Only die when reaching: -40.00 life Maximum hate: +0.00 (-15.00) Spellpower: +20 (+13 eff.) Mindpower: +0 (+0 eff.) (-9 (-2 eff.)) Mental crit. chance: +0% (-5%) Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. Eilinibeth the drakeskin leather belt (Shrouds) (Around waist)]Eilinilaith the Glintblur (Misfortune) Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-15 (-3 eff.)) Armour penetration: +0 (-2) Armour: +0 (-22) Defense: +0 (+0 eff.) (-35 (-8 eff.)) Changes stats: +6(+1) Dex / +4 Cun / +0(-3) Con / +6 Lck Changes resistances: +0%(-18%) temporal / +3% physical Changes damage: +0%(-9%) temporal / +12% physical Critical mult.: +0.00% (-15.00%) Trap disarming bonus: +6 Stealth bonus: +5 Light radius: +1 Infravision radius: +4 Defense after a teleport: +0 (-18) Resist all after a teleport: +0% (-18%) New effects duration reduction after a teleport: +0% (-18%) Slows Projectiles: +0% (-25%) Curse of Misfortune A belt that goes around your waist. |
[vs. Eilinibeth the drakeskin leather belt (Shrouds) (Around waist)]Emusewyn (Madness) Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-15 (-3 eff.)) Armour penetration: +0 (-2) Armour: +6 (-16) Defense: +5 (+2 eff.) (-30 (-6 eff.)) Changes stats: +1(-4) Dex / +4 Wil / +5 Cun / +2(-1) Con Changes resistances: +0%(-18%) temporal Changes resistances penetration: +5% mind Changes damage: +0%(-9%) temporal Damage against: +16% Summoned Reduced damage from: +19% Summoned Critical mult.: +0.00% (-15.00%) Infravision radius: +1 Defense after a teleport: +0 (-18) Resist all after a teleport: +0% (-18%) New effects duration reduction after a teleport: +0% (-18%) Slows Projectiles: +0% (-25%) Curse of Madness A belt that goes around your waist. |
[vs. Eilinibeth the drakeskin leather belt (Shrouds) (Around waist)]Polina the rough leather belt (Shrouds) Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-15 (-3 eff.)) Armour penetration: +0 (-2) Armour: +0 (-22) Defense: +0 (+0 eff.) (-35 (-8 eff.)) Changes stats: +0(-5) Dex / +0(-3) Con Changes resistances: +6% acid / +0%(-18%) temporal / +7% blight / +3% nature / +18% lightning Changes damage: +0%(-9%) temporal Critical mult.: +0.00% (-15.00%) Poison immunity: +20% Disease immunity: +20% Only die when reaching: -40.00 life Healing mod.: +10% Defense after a teleport: +0 (-18) Resist all after a teleport: +0% (-18%) New effects duration reduction after a teleport: +0% (-18%) Slows Projectiles: +0% (-25%) Curse of Shrouds A belt that goes around your waist. |
[vs. Eilinibeth the drakeskin leather belt (Shrouds) (Around waist)]Band of Protection (Nightmares) Powered by arcane forces Powered by steamtech 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-15 (-3 eff.)) Armour penetration: +0 (-2) Armour: +0 (-22) Defense: +0 (+0 eff.) (-35 (-8 eff.)) Changes stats: +0(-5) Dex / +3 Cun / +0(-3) Con Changes resistances: +0%(-18%) temporal Changes damage: +0%(-9%) temporal Critical mult.: +0.00% (-15.00%) Physical save: +10 (+4 eff.) Spell save: +10 (+5 eff.) Defense after a teleport: +0 (-18) Resist all after a teleport: +0% (-18%) New effects duration reduction after a teleport: +0% (-18%) Slows Projectiles: +0% (-25%) Steampower: +5 (+2 eff.) Curse of Nightmares It can be used to generate a personal shield that absorbs up to 299 damage and damages attackers striking the wearer for 50 fire damage while it lasts (based on Cunning) Activation costs 24 power out of 24/24. This belt utilizes an enchanted gem to focus a burst of steam into a powerful barrier. |
[vs. Eilinibeth the drakeskin leather belt (Shrouds) (Around waist)]Rhyreneg (Shrouds) Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-15 (-3 eff.)) Armour penetration: +0 (-2) Armour: +0 (-22) Defense: +0 (+0 eff.) (-35 (-8 eff.)) Changes stats: +0(-5) Dex / +4 Wil / +6 Cun / +0(-3) Con Changes resistances: +0%(-18%) temporal Changes resistances penetration: +20% mind Changes damage: +15% mind / +0%(-9%) temporal Critical mult.: +20.00% (+5.00%) Mental save: +10 (+3 eff.) Hate when firing a critical mind attack: +4.00 Spellpower: +7 (+6 eff.) Defense after a teleport: +0 (-18) Resist all after a teleport: +0% (-18%) New effects duration reduction after a teleport: +0% (-18%) Slows Projectiles: +0% (-25%) Curse of Shrouds A belt that goes around your waist. |
[vs. Eilinibeth the drakeskin leather belt (Shrouds) (Around waist)]balancing hardened leather belt of dampening (Nightmares) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-15 (-3 eff.)) Armour penetration: +0 (-2) Physical crit. chance: +8.0% Armour: +0 (-22) Defense: +0 (+0 eff.) (-35 (-8 eff.)) Changes stats: +5(-) Dex / +4 Cun / +0(-3) Con Changes resistances: +8% acid / +0%(-18%) temporal / +7% fire / +6% cold / +7% lightning Changes damage: +0%(-9%) temporal Critical mult.: +0.00% (-15.00%) Mental crit. chance: +8% Defense after a teleport: +0 (-18) Resist all after a teleport: +0% (-18%) New effects duration reduction after a teleport: +0% (-18%) Slows Projectiles: +0% (-25%) Curse of Nightmares A belt that goes around your waist. |
[vs. Eilinibeth the drakeskin leather belt (Shrouds) (Around waist)]hardened leather belt 'Cyratira' (Shrouds) Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-15 (-3 eff.)) Armour penetration: +0 (-2) Physical power: +8 (+2 eff.) Armour: +0 (-22) Defense: +0 (+0 eff.) (-35 (-8 eff.)) Changes stats: +0(-5) Dex / +0(-3) Con Changes resistances: +6% physical / +9% darkness / +12%(-6%) temporal Changes damage: +0%(-9%) temporal Critical mult.: +0.00% (-15.00%) Reduces incoming crit damage: 15.00% Spell save: +11 (+6 eff.) Only die when reaching: -60.00 life Mental crit. chance: +3% Defense after a teleport: +0 (-18) Resist all after a teleport: +0% (-18%) New effects duration reduction after a teleport: +0% (-18%) Size category: +1 Slows Projectiles: +0% (-25%) Curse of Shrouds A belt that goes around your waist. |
[vs. Eilinibeth the drakeskin leather belt (Shrouds) (Around waist)]hardened leather belt 'Eilinesemira' (Nightmares) Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-15 (-3 eff.)) Armour penetration: +0 (-2) Armour: +0 (-22) Defense: +0 (+0 eff.) (-35 (-8 eff.)) Changes stats: +0(-5) Dex / +5 Mag / +4 Cun / +0(-3) Con Changes resistances: +5% arcane / +0%(-18%) temporal Changes damage: +0%(-9%) temporal Critical mult.: +0.00% (-15.00%) Reduces incoming crit damage: 15.00% Spell save: +18 (+9 eff.) Mana when firing critical spell: +2.00 Maximum life: +50.00 Defense after a teleport: +0 (-18) Resist all after a teleport: +0% (-18%) New effects duration reduction after a teleport: +0% (-18%) Slows Projectiles: +0% (-25%) Curse of Nightmares A belt that goes around your waist. |
[vs. Eilinibeth the drakeskin leather belt (Shrouds) (Around waist)]hardened leather belt 'Greensweeper' (Shrouds) Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-15 (-3 eff.)) Armour penetration: +0 (-2) Armour: +0 (-22) Defense: +0 (+0 eff.) (-35 (-8 eff.)) Effects on melee hit: * 20% chance to slow global speed by 65% Damage when hit (Melee): 10 nature Changes stats: +0(-5) Dex / +7 Wil / +0(-3) Con Changes resistances: +0%(-18%) temporal Changes damage: +0%(-9%) temporal Critical mult.: +0.00% (-15.00%) Physical save: +6 (+3 eff.) Maximum hate: +6.00 Maximum psi: +20.00 Mindpower: +5 (+2 eff.) Defense after a teleport: +0 (-18) Resist all after a teleport: +0% (-18%) New effects duration reduction after a teleport: +0% (-18%) Slows Projectiles: +0% (-25%) Curse of Shrouds A belt that goes around your waist. |
[vs. Eilinibeth the drakeskin leather belt (Shrouds) (Around waist)]balancing drakeskin leather belt of burglary (Corpses) Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +0 (+0 eff.) (-15 (-3 eff.)) Armour penetration: +0 (-2) Physical crit. chance: +15.0% Armour: +0 (-22) Defense: +0 (+0 eff.) (-35 (-8 eff.)) Changes stats: +10(+5) Dex / +11 Cun / +0(-3) Con / +8 Lck Changes resistances: +0%(-18%) temporal Changes damage: +0%(-9%) temporal Critical mult.: +0.00% (-15.00%) Trap disarming bonus: +9 Stealth bonus: +9 Mental crit. chance: +8% Infravision radius: +5 Defense after a teleport: +0 (-18) Resist all after a teleport: +0% (-18%) New effects duration reduction after a teleport: +0% (-18%) Slows Projectiles: +0% (-25%) Curse of Corpses A belt that goes around your waist. |
[vs. Eilinibeth the drakeskin leather belt (Shrouds) (Around waist)]reinforced drakeskin leather belt of the vagrant (Misfortune) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +0 (+0 eff.) (-15 (-3 eff.)) Armour penetration: +0 (-2) Armour: +10 (-12) Defense: +8 (+2 eff.) (-27 (-6 eff.)) Changes stats: +0(-5) Dex / +3(-) Con Changes resistances: +0%(-18%) temporal Changes damage: +0%(-9%) temporal Critical mult.: +0.00% (-15.00%) Physical save: +20 (+8 eff.) Mental save: +10 (+3 eff.) Mindpower: +9 (+3 eff.) Defense after a teleport: +0 (-18) Resist all after a teleport: +0% (-18%) New effects duration reduction after a teleport: +0% (-18%) Slows Projectiles: +0% (-25%) Curse of Misfortune A belt that goes around your waist. |
[vs. Cyrowe the elven-silk cloak (Misfortune) (3 def, 0 armour) (Cloak)]Voidlash the linen cloak (Madness) (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-71 (-16 eff.)) Armour penetration: +0 (-13) Defense: +1 (+0 eff.) (-2 (+0 eff.)) Fatigue: +0% (+17%) Effects on melee hit: * 20% chance to reduce damage dealt by 30% Damage when hit (Melee): 0(-2) arcane Changes stats: +0(-3) Wil Changes resistances: +0%(-25%) fire / +3% nature / +0%(-25%) light Changes resistances penetration: +0%(-25%) arcane Changes damage: +3% darkness / +12% cold Critical mult.: +0.00% (-30.00%) Stealth bonus: +0 (-15) Mana each turn: +0.00 (-0.08) Spellpower on spell critical (stacks up to 3 times): +0 (-8) Maximum life: +31.00 (-158.00) Maximum stamina: +0.00 (-78.00) Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Cyrowe the elven-silk cloak (Misfortune) (3 def, 0 armour) (Cloak)]Flareglamour (Misfortune) (2 def, 0 armour) Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-71 (-16 eff.)) Armour penetration: +0 (-13) Defense: +2 (+0 eff.) (-1 (+0 eff.)) Fatigue: +0% (+17%) Damage when hit (Melee): 10 acid / 0(-2) arcane Changes stats: +2 Dex / +3(-) Wil / +4 Cun Changes resistances: +0%(-25%) light / +0%(-25%) fire Changes resistances penetration: +0%(-25%) arcane / +15% fire Critical mult.: +0.00% (-30.00%) Stealth bonus: +0 (-15) Mana each turn: +0.00 (-0.08) Spellpower on spell critical (stacks up to 3 times): +0 (-8) Maximum life: +30.00 (-159.00) Maximum stamina: +0.00 (-78.00) Mental crit. chance: +5% 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. |
[vs. Cyrowe the elven-silk cloak (Misfortune) (3 def, 0 armour) (Cloak)]Haranik the cashmere cloak (Corpses) (2 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-71 (-16 eff.)) Armour penetration: +0 (-13) Defense: +2 (+0 eff.) (-1 (+0 eff.)) Fatigue: +0% (+17%) Damage when hit (Melee): 0(-2) arcane Changes stats: +3 Cun / +4(+1) Wil Changes resistances: +7% acid / +0%(-25%) light / +7% cold / +7%(-18%) fire / +6% mind / +6% lightning Changes resistances penetration: +0%(-25%) arcane Critical mult.: +0.00% (-30.00%) Stealth bonus: +0 (-15) Pinning immunity: +10% Stun/Freeze immunity: +20% Mana each turn: +0.00 (-0.08) Spellpower on spell critical (stacks up to 3 times): +0 (-8) Maximum life: +96.00 (-93.00) Maximum stamina: +0.00 (-78.00) Mental crit. chance: +7% Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Cyrowe the elven-silk cloak (Misfortune) (3 def, 0 armour) (Cloak)]Samodur the Jetwalker (Nightmares) (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-71 (-16 eff.)) Armour penetration: +0 (-13) Defense: +2 (+0 eff.) (-1 (+0 eff.)) Fatigue: +0% (+17%) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 darkness / 0(-2) arcane Changes stats: +0(-3) Wil Changes resistances: +0%(-25%) fire / +6% darkness / +0%(-25%) light Changes resistances penetration: +25% temporal / +15% darkness / +0%(-25%) arcane Changes damage: +6% darkness / +9% temporal Critical mult.: +0.00% (-30.00%) Stealth bonus: +0 (-15) Physical save: +10 (+4 eff.) Mental save: +8 (+2 eff.) Mana each turn: +0.00 (-0.08) Spellpower on spell critical (stacks up to 3 times): +0 (-8) Only die when reaching: -50.00 life Maximum life: +0.00 (-189.00) Maximum stamina: +0.00 (-78.00) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% 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. |
[vs. Cyrowe the elven-silk cloak (Misfortune) (3 def, 0 armour) (Cloak)]Winterslice (Shrouds) (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-71 (-16 eff.)) Armour penetration: +0 (-13) Defense: +2 (+0 eff.) (-1 (+0 eff.)) Fatigue: +0% (+17%) Damage when hit (Melee): 0(-2) arcane Changes stats: +0(-3) Wil Changes resistances: +15% lightning / +0%(-25%) fire / +15% mind / +0%(-25%) light Changes resistances penetration: +0%(-25%) arcane Changes damage: +15% cold Critical mult.: +0.00% (-30.00%) Stealth bonus: +0 (-15) Physical save: +11 (+5 eff.) Spell save: +9 (+5 eff.) Mental save: +11 (+3 eff.) Silence immunity: +20% Knockback immunity: +20% Mana each turn: +0.00 (-0.08) Spellpower on spell critical (stacks up to 3 times): +0 (-8) Only die when reaching: -130.00 life Maximum life: +0.00 (-189.00) Maximum stamina: +0.00 (-78.00) Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Cyrowe the elven-silk cloak (Misfortune) (3 def, 0 armour) (Cloak)]cashmere cloak 'Blackstalker' (Madness) (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-71 (-16 eff.)) Armour penetration: +0 (-13) Defense: +2 (+0 eff.) (-1 (+0 eff.)) Fatigue: +0% (+17%) Damage when hit (Melee): 6 darkness / 0(-2) arcane Changes stats: +3 Dex / +0(-3) Wil / +1 Cun Changes resistances: +0%(-25%) fire / +6% darkness / +0%(-25%) light Changes resistances penetration: +0%(-25%) arcane / +25% darkness / +20% mind Changes damage: +9% blight / +18% darkness / +12% mind Critical mult.: +0.00% (-30.00%) Stealth bonus: +0 (-15) Mana each turn: +0.00 (-0.08) Spellpower on spell critical (stacks up to 3 times): +0 (-8) Maximum life: +0.00 (-189.00) Maximum stamina: +0.00 (-78.00) Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Frost Treads (Misfortune) (1 def, 4 armour) (On feet)]Manuleg the pair of hardened leather boots (Corpses) (0 def, 9 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 (+5) Defense: +0 (+0 eff.) (-1 (+0 eff.)) Fatigue: +0% (-7%) Changes stats: +0(-4) Str / +7(+3) Wil / +0(-4) Cun Changes resistances: +12% acid / +0%(-20%) cold / +0%(-10%) nature Changes damage: +0%(-15%) cold Talent granted: +0(+-5) Moss Tread Stealth bonus: +0 (-10) Confusion immunity: +20% Equilibrium when hit: +0.16 Maximum psi: +50.00 Mental crit. chance: +6% Light radius: +0 (-1) Infravision radius: +3 Movement speed: +0% (-20%) Curse of Corpses A pair of boots made of leather. |
[vs. Frost Treads (Misfortune) (1 def, 4 armour) (On feet)]Phlegmgrind (Nightmares) (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 (-1) Defense: +0 (+0 eff.) (-1 (+0 eff.)) Fatigue: +0% (-7%) Changes stats: +2(-2) Str / +12 Dex / +0(-4) Wil / +0(-4) Cun / +2 Con / +11 Lck Changes resistances: +15%(+5%) nature / +0%(-20%) cold Changes damage: +0%(-15%) cold Talent granted: +0(+-5) Moss Tread Stealth bonus: +8 (-2) Light radius: +0 (-1) See invisible: +12 Movement speed: +0% (-20%) Curse of Nightmares A pair of boots made of leather. |
[vs. Frost Treads (Misfortune) (1 def, 4 armour) (On feet)]Wanderer's Rest (Nightmares) (4 def, 0 armour) Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +0 (-4) Defense: +4 (+1 eff.) (+3 (+1 eff.)) Fatigue: -10% (-17%) Changes stats: +0(-4) Str / +3 Dex / +0(-4) Wil / +0(-4) Cun Changes resistances: +5% physical / +0%(-10%) nature / +0%(-20%) cold Changes damage: +0%(-15%) cold Talent mastery: +0.20 Psionic / Augmented mobility Talent granted: +0(+-5) Moss Tread Stealth bonus: +0 (-10) Pinning immunity: +100% (+100%) Light radius: +0 (-1) Movement speed: +10% (-10%) Curse of Nightmares It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
[vs. Frost Treads (Misfortune) (1 def, 4 armour) (On feet)]pair of hardened leather boots 'Balidil' (Nightmares) (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 (-1) Defense: +0 (+0 eff.) (-1 (+0 eff.)) Fatigue: +0% (-7%) Changes stats: +0(-4) Str / +6(+2) Wil / +6(+2) Cun / +3 Con Changes resistances: +0%(-10%) nature / +0%(-20%) cold Changes damage: +15% mind / +0%(-15%) cold Talent granted: +0(+-5) Moss Tread Stealth bonus: +0 (-10) Physical save: +10 (+4 eff.) (+10 (+4 eff.)) Mental save: +16 (+5 eff.) Mindpower: +20 (+5 eff.) Light radius: +0 (-1) Movement speed: +0% (-20%) Curse of Nightmares A pair of boots made of leather. |
[vs. Frost Treads (Misfortune) (1 def, 4 armour) (On feet)]pair of hardened leather boots 'Eremylach' (Madness) (25 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical power: +30 (+8 eff.) Armour: +3 (-1) Defense: +25 (+5 eff.) (+24 (+5 eff.)) Fatigue: -7% (-14%) Changes stats: +2(-2) Str / +6 Dex / +0(-4) Wil / +0(-4) Cun Changes resistances: +0%(-10%) nature / +0%(-20%) cold Changes damage: +0%(-15%) cold Talent granted: +0(+-5) Moss Tread Critical mult.: +15.00% Stealth bonus: +0 (-10) Maximum encumbrance: +29 Physical save: +11 (+5 eff.) (+11 (+5 eff.)) Light radius: +0 (-1) Movement speed: +0% (-20%) Curse of Madness A pair of boots made of leather. |
[vs. Frost Treads (Misfortune) (1 def, 4 armour) (On feet)]Belerin the pair of iron boots (Shrouds) (20 def, 3 armour) Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-1) Defense: +20 (+4 eff.) (+19 (+4 eff.)) Fatigue: +2% (-5%) Changes stats: +2(-2) Str / +2 Mag / +3(-1) Wil / +0(-4) Cun Changes resistances: +0%(-10%) nature / +0%(-20%) cold Changes resistances penetration: +10% blight Changes damage: +0%(-15%) cold Talent granted: +0(+-5) Moss Tread Critical mult.: +5.00% Stealth bonus: +0 (-10) Light radius: +0 (-1) Movement speed: +0% (-20%) Curse of Shrouds It can be used to blink to a nearby random location (rad 7) Activation puts all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. Frost Treads (Misfortune) (1 def, 4 armour) (On feet)]Eilinima the Mucusworm (Misfortune) (25 def, 5 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 (+1) Defense: +25 (+5 eff.) (+24 (+5 eff.)) Fatigue: -6% (-13%) Effects on melee hit: * 21% chance to slow global speed by 65% Damage when hit (Melee): 6 arcane Changes stats: +0(-4) Str / +0(-4) Wil / +0(-4) Cun Changes resistances: +27% lightning / +15% fire / +9%(-1%) nature / +0%(-20%) cold Changes damage: +0%(-15%) cold Talent granted: +0(+-5) Moss Tread Stealth bonus: +0 (-10) Stamina each turn: +0.70 Maximum life: +165.36 Light radius: +0 (-1) Movement speed: +10% (-10%) Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. Frost Treads (Misfortune) (1 def, 4 armour) (On feet)]Steam Powered Boots (Nightmares) (8 def, 15 armour) Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 (+11) Defense: +8 (+2 eff.) (+7 (+2 eff.)) Fatigue: +8% (+1%) Changes stats: +8(+4) Str / +10 Dex / +0(-4) Wil / +0(-4) Cun Changes resistances: +0%(-10%) nature / +0%(-20%) cold Changes damage: +0%(-15%) cold / +10% fire Talent granted: +0(+-5) Moss Tread Stealth bonus: +0 (-10) Pinning immunity: +50% (+50%) Light radius: +0 (-1) Movement speed: +0% (-20%) Generate 3 steam each time you walk. Curse of Nightmares Boots. But with steam power! |
[vs. Steam Powered Gauntlets (Misfortune) (0 def, 12 armour) (On hands)]Lelikan the rough leather gloves (Misfortune) (0 def, 1 armour) Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical crit. chance: +0.0% (-10.0%) Armour: +1 (-11) Damage when hit (Melee): 2 mind Changes stats: +0(-6) Str / +0(-6) Dex Changes resistances: +9% fire / +6% mind / +6% cold Changes damage: +6% mind / +0%(-8%) all Talent granted: +0(+-4) Iron Grip Critical mult.: +0.00% (-30.00%) Disarm immunity: +0% (-140%) Life regen: +2.00 Stamina each turn: +0.50 Maximum stamina: +11.00 Steam crit. chance: +0% (-10%) When used to modify unarmed attacks: Power: 93% (-52%) Range: 1.1x (-0.3x) Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 (-9) Crit. chance: +1.0% (-9.0%) Attack speed: 100% (+17%) When this weapon hits: Nightmare (10% chance level 1). Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. Steam Powered Gauntlets (Misfortune) (0 def, 12 armour) (On hands)]Urebar the Doursage (Shrouds) (0 def, 4 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +0.0% (-10.0%) Armour: +4 (-8) Damage (Melee): 12 light Damage when hit (Melee): 4 darkness Changes stats: +0(-6) Str / +0(-6) Dex Changes resistances: +9% blight / +10% light / +9% mind / +6% darkness Changes damage: +6% light / +0%(-8%) all Talent granted: +0(+-4) Iron Grip Critical mult.: +0.00% (-30.00%) Physical save: +12 (+5 eff.) Disarm immunity: +0% (-140%) Only die when reaching: -40.00 life Maximum life: +100.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Steam crit. chance: +0% (-10%) When used to modify unarmed attacks: Power: 114% (-31%) Range: 1.1x (-0.3x) Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 (-7) Crit. chance: +3.0% (-7.0%) Attack speed: 100% (+17%) When this weapon hits: Searing Light (20% chance level 3). Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. Steam Powered Gauntlets (Misfortune) (0 def, 12 armour) (On hands)]Duskjeer of the Blightspawn (Corpses) (0 def, 5 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +0.0% (-10.0%) Armour: +5 (-7) Fatigue: +3% Damage (Melee): 10 light Effects when hit in melee: * 28% chance to reduce strength, dexterity, and constitution by 8 * 22% chance to reduce damage dealt by 30% Changes stats: +4(-2) Str / +0(-6) Dex / +4 Wil / +3 Con Changes resistances: +8% light / +5% arcane Changes damage: +8% light / +0%(-8%) all Talent mastery: +0.20 Technique / Grappling Talent granted: +0(+-4) Iron Grip Critical mult.: +0.00% (-30.00%) Reduces incoming crit damage: 10.00% Mental save: +10 (+3 eff.) Poison immunity: +10% Disarm immunity: +29% (-111%) Confusion immunity: +20% Maximum life: +50.00 Healing mod.: +5% Steam crit. chance: +0% (-10%) When used to modify unarmed attacks: Power: 134% (-11%) Range: 1.4x (+0.0x) Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +8 Armour Penetration: +9 (-1) Crit. chance: +8.0% (-2.0%) Attack speed: 83% (-) When this weapon hits: Disarm (10% chance level 3). When this weapon hits: Battle Shout (10% chance level 3). When this weapon hits: Searing Light (20% chance level 3). Curse of Corpses Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. Steam Powered Gauntlets (Misfortune) (0 def, 12 armour) (On hands)]Kindlepanic the dwarven-steel gauntlets (Misfortune) (0 def, 12 armour) Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +6.0% (-4.0%) Armour: +12 (-) Fatigue: +3% Changes stats: +6(-) Str / +0(-6) Dex Changes resistances: +6% nature Changes damage: +0%(-8%) all / +6% fire Talent granted: +0(+-4) Iron Grip Critical mult.: +10.00% (-20.00%) Disarm immunity: +0% (-140%) Life regen: +7.00 Stamina each turn: +4.00 Maximum stamina: +27.00 Steam crit. chance: +0% (-10%) When used to modify unarmed attacks: Power: 120% (-25%) Range: 1.4x (+0.0x) Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 (-1) Crit. chance: +8.0% (-2.0%) Attack speed: 83% (-) When this weapon hits: Nightmare (10% chance level 3). Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. Steam Powered Gauntlets (Misfortune) (0 def, 12 armour) (On hands)]heroic dwarven-steel gauntlets of war-making (Corpses) (0 def, 6 armour) Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +8.0% (-2.0%) Armour: +6 (-6) Fatigue: +3% Changes stats: +0(-6) Str / +0(-6) Dex Changes damage: +0%(-8%) all Talent granted: +0(+-4) Iron Grip Critical mult.: +8.00% (-22.00%) Mental save: +8 (+2 eff.) Disarm immunity: +0% (-140%) Maximum life: +46.00 Spell crit. chance: +10% Mental crit. chance: +8% Steam crit. chance: +0% (-10%) When used to modify unarmed attacks: Power: 137% (-8%) Range: 1.4x (+0.0x) Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +6 Armour Penetration: +9 (-1) Crit. chance: +14.0% (+4.0%) Attack speed: 83% (-) When this weapon hits: Battle Shout (10% chance level 3). When this weapon crits: Cripple (20% chance level 3). Curse of Corpses Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. Steam Powered Gauntlets (Misfortune) (0 def, 12 armour) (On hands)]Storm Bringer's Gauntlets (Shrouds) (0 def, 5 armour) Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +0.0% (-10.0%) Armour: +5 (-7) Changes stats: +0(-6) Str / +0(-6) Dex / +6 Mag Changes resistances: +15% lightning Changes damage: +15% lightning / +0%(-8%) all Talent granted: +0(+-4) Iron Grip Critical mult.: +20.00% (-10.00%) Disarm immunity: +0% (-140%) Spellpower: +12 (+9 eff.) Spell crit. chance: +5% Steam crit. chance: +0% (-10%) When used to modify unarmed attacks: Power: 126% (-19%) Range: 1.4x (+0.0x) Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 (-) Crit. chance: +4.0% (-6.0%) Attack speed: 83% (-) When this weapon hits: Chain Lightning (20% chance level 2). When this weapon hits: Nova (15% chance level 1). Damage (Melee): +20 lightning Talent level: +1 to all lightning damage spells. Talent on hit(spell): Lightning (10% chance level 1). Curse of Shrouds This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
[vs. Steam Powered Gauntlets (Misfortune) (0 def, 12 armour) (On hands)]Floethorn (Nightmares) (0 def, 3 armour) Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +0.0% (-10.0%) Armour: +3 (-9) Fatigue: +5% Damage (Melee): 23 arcane Changes stats: +0(-6) Str / +0(-6) Dex / +18 Mag / +11 Wil Changes resistances: +15% arcane Changes resistances penetration: +25% cold Changes damage: +12% temporal / +18% arcane / +0%(-8%) all Talent granted: +0(+-4) Iron Grip Critical mult.: +0.00% (-30.00%) Disarm immunity: +0% (-140%) Spellpower: +19 (+12 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Steam crit. chance: +0% (-10%) When used to modify unarmed attacks: Power: 134% (-10%) Range: 1.4x (+0.0x) Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 (+5) Crit. chance: +10.0% (-) Attack speed: 83% (-) When this weapon hits: Manathrust (20% chance level 6). Damage (Melee): +40 arcane Damage (radius 2) on crit: +15 arcane Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. Steam Powered Gauntlets (Misfortune) (0 def, 12 armour) (On hands)]Pitchsin (Madness) (0 def, 3 armour) Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +0.0% (-10.0%) Armour: +3 (-9) Fatigue: +5% Effects on melee hit: * 20% chance to reduce all saves and defense by 37 * 20% chance to reduce damage dealt by 30% Damage (Melee): 15 cold Changes stats: +0(-6) Str / +0(-6) Dex Changes resistances: +3% lightning / +12% darkness / +10% cold / +3% mind / +18% nature Changes resistances penetration: +10% darkness / +10% mind Changes damage: +0%(-8%) all / +11% cold Talent granted: +0(+-4) Iron Grip Critical mult.: +0.00% (-30.00%) Disarm immunity: +0% (-140%) Steam crit. chance: +0% (-10%) When used to modify unarmed attacks: Power: 136% (-9%) Range: 1.4x (+0.0x) Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 (+5) Crit. chance: +10.0% (-) Attack speed: 83% (-) When this weapon hits: Ice Breath (10% chance level 5). Damage (radius 2) on crit: +14 ice Curse of Madness Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. Steam Powered Gauntlets (Misfortune) (0 def, 12 armour) (On hands)]Shimmernaught the voratun gauntlets (Corpses) (0 def, 13 armour) Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +0.0% (-10.0%) Armour: +13 (+1) Fatigue: +5% Effects on melee hit: * 20% chance to reduce armor by 18% Damage (Melee): 15 physical Damage when hit (Melee): 4 acid Changes stats: +0(-6) Str / +0(-6) Dex Changes resistances: +15% lightning / +12% temporal Changes resistances penetration: +25% acid Changes damage: +18% lightning / +11% physical / +0%(-8%) all Talent granted: +0(+-4) Iron Grip Critical mult.: +0.00% (-30.00%) Disarm immunity: +0% (-140%) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Steam crit. chance: +0% (-10%) When used to modify unarmed attacks: Power: 134% (-10%) Range: 1.4x (+0.0x) Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 (+5) Crit. chance: +10.0% (-) Attack speed: 83% (-) When this weapon hits: Sand Breath (10% chance level 5). Damage (radius 1) on hit: +14 physical Damage (radius 2) on crit: +10 physical Curse of Corpses Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. Steam Powered Gauntlets (Misfortune) (0 def, 12 armour) (On hands)]heroic voratun gauntlets of the verdant (Madness) (0 def, 7 armour) Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +0.0% (-10.0%) Armour: +7 (-5) Fatigue: +5% Changes stats: +0(-6) Str / +0(-6) Dex Changes resistances: +6% blight / +10% darkness / +11% arcane Changes damage: +0%(-8%) all Damage affinity(heal): +7% nature Talent mastery: +0.20 Wild-gift / Antimagic Talent granted: +0(+-4) Iron Grip Critical mult.: +0.00% (-30.00%) Spell save: +16 (+8 eff.) Mental save: +7 (+2 eff.) Disarm immunity: +0% (-140%) Maximum life: +57.00 Steam crit. chance: +0% (-10%) When used to modify unarmed attacks: Power: 142% (-3%) Range: 1.4x (+0.0x) Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +6 Armour Penetration: +15 (+5) Crit. chance: +10.0% (-) Attack speed: 83% (-) When this weapon hits: Battle Shout (10% chance level 5). When this weapon crits: Call of the Ooze (20% chance level 2). Curse of Madness Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. Steam Powered Gauntlets (Misfortune) (0 def, 12 armour) (On hands)]stone warden's voratun gauntlets (Shrouds) (0 def, 13 armour) Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +0.0% (-10.0%) Armour: +13 (+1) Armour Hardiness: +11% Fatigue: +5% Changes stats: +0(-6) Str / +0(-6) Dex / +12 Con Changes resistances: +8% physical Changes damage: +0%(-8%) all Talent granted: +0(+-4) Iron Grip Critical mult.: +0.00% (-30.00%) Disarm immunity: +0% (-140%) Steam crit. chance: +0% (-10%) When used to modify unarmed attacks: Power: 133% (-12%) Range: 1.4x (+0.0x) Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 (+5) Crit. chance: +10.0% (-) Attack speed: 83% (-) When this weapon hits: Stone Touch (5% chance level 5). Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. Steam Powered Gauntlets (Misfortune) (0 def, 12 armour) (On hands)]voratun gauntlets 'Aeridathra' (Shrouds) (0 def, 3 armour) Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +3.0% (-7.0%) Physical power: +25 (+6 eff.) Armour: +3 (-9) Fatigue: +5% Damage (Melee): 15 mind Changes stats: +0(-6) Str / +0(-6) Dex / +7 Mag / +3 Wil / +5 Cun Changes resistances: +8% mind Changes damage: +9% physical / +10% mind / +0%(-8%) all Talent granted: +0(+-4) Iron Grip Critical mult.: +10.00% (-20.00%) Disarm immunity: +0% (-140%) Only die when reaching: -40.00 life Steam crit. chance: +0% (-10%) When used to modify unarmed attacks: Power: 133% (-12%) Range: 1.4x (+0.0x) Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 (+5) Crit. chance: +10.0% (-) Attack speed: 83% (-) When this weapon hits: Psychic Lobotomy (20% chance level 5). Damage (radius 2) on crit: +15 mind Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. Unrisus (Shrouds) (0 def, 4 armour) (On head)]Malslek the Accursed's Hat (Misfortune) (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +0 (-4) Defense: +2 (+1 eff.) Fatigue: +0% (-4%) Damage (Melee): 30 % chance of gloom effects Changes stats: +0(-5) Str / +0(-4) Dex / +0(-16) Cun / +0(-6) Con Changes resistances: +0%(-4%) physical / +20% fire Changes resistances penetration: +0%(-25%) physical Changes damage: +10% darkness / +10% physical Talent mastery: +0.20 Cursed / Punishments Mental save: -10 (-4 eff.) (-25 (-9 eff.)) Stamina each turn: +0.00 (-3.00) Hate when firing a critical mind attack: +2.00 Hate per kill: +2.00 Maximum hate: +20.00 Spellpower: +10 (+8 eff.) Mindpower: +15 (+4 eff.) Mental crit. chance: +10% Light radius: +0 (-3) See invisible: +0 (-9) Healing mod.: -10% Talent on hit(spell): Agony (10% chance level 2). Talent on hit(mindpower): Hateful Whisper (10% chance level 2). Curse of Misfortune 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. |
[vs. Unrisus (Shrouds) (0 def, 4 armour) (On head)]Burnsun the elven-silk wizard hat (Madness) (3 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +0 (-4) Defense: +3 (+1 eff.) Fatigue: +0% (-4%) Damage when hit (Melee): 2 fire Changes stats: +0(-5) Str / +0(-4) Dex / +0(-16) Cun / +0(-6) Con Changes resistances: +19% lightning / +29% temporal / +6% light / +27% fire / +4% nature / +5% acid / +0%(-4%) physical / +6% blight / +15% cold / +6% darkness Changes resistances penetration: +0%(-25%) physical Changes damage: +9% blight Mental save: +0 (+0 eff.) (-15 (-5 eff.)) Stamina each turn: +0.00 (-3.00) Light radius: +0 (-3) See invisible: +0 (-9) Curse of Madness A pointy cloth hat, very wizardly... |
[vs. Unrisus (Shrouds) (0 def, 4 armour) (On head)]drakeskin leather hat 'Erumnir' (Misfortune) (0 def, 7 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +3.0% Armour: +7 (+3) Fatigue: +5% (+1%) Changes stats: +8(+3) Str / +14(+10) Dex / +0(-16) Cun / +3(-3) Con Changes resistances: +15% nature / +0%(-4%) physical Changes resistances penetration: +0%(-25%) physical / +20% temporal Spell save: +8 (+4 eff.) Mental save: +0 (+0 eff.) (-15 (-5 eff.)) Stamina each turn: +0.00 (-3.00) Maximum life: +72.00 Light radius: +0 (-3) See invisible: +0 (-9) Healing mod.: +16% Curse of Misfortune It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 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 1443.4 Physical damage. If the attack hits, the target is confused (43% 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 hat made of leather. Very stylish. |
[vs. Unrisus (Shrouds) (0 def, 4 armour) (On head)]Gussra the Jetrage (Madness) (30 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +30 (+8 eff.) Armour: +3 (-1) Defense: +30 (+6 eff.) Fatigue: +3% (-1%) Effects on melee hit: * 20% chance to reduce damage dealt by 30% Changes stats: +4(-1) Str / +4(-) Dex / +0(-16) Cun / +4(-2) Con Changes resistances: +20% darkness / +0%(-4%) physical Changes resistances penetration: +15% arcane / +0%(-25%) physical Physical save: +10 (+4 eff.) Mental save: +11 (+3 eff.) (-4 (-2 eff.)) Stamina each turn: +0.00 (-3.00) Light radius: +0 (-3) See invisible: +0 (-9) Curse of Madness It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 3.5 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 24 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
[vs. Unrisus (Shrouds) (0 def, 4 armour) (On head)]Lorodan the Umbrajeer (Corpses) (0 def, 9 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +9 (+5) Fatigue: +3% (-1%) Changes stats: +0(-5) Str / +0(-4) Dex / +0(-16) Cun / +0(-6) Con Changes resistances: +12% temporal / +15% light / +0%(-4%) physical / +15% fire / +12% mind / +15% darkness Changes resistances penetration: +25% darkness / +0%(-25%) physical Mental save: +0 (+0 eff.) (-15 (-5 eff.)) Disease immunity: +20% Stamina each turn: +0.00 (-3.00) Light radius: +0 (-3) See invisible: +0 (-9) Curse of Corpses A cap made of leather. |
[vs. Unrisus (Shrouds) (0 def, 4 armour) (On head)]Runyvor (Misfortune) (2 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +0 (-4) Defense: +2 (+1 eff.) Fatigue: +0% (-4%) Changes stats: +0(-5) Str / +0(-4) Dex / +0(-16) Cun / +0(-6) Con Changes resistances: +0%(-4%) physical / +13% temporal / +22% mind / +6% fire Changes resistances penetration: +0%(-25%) physical Changes damage: +7% mind / +13% temporal Physical save: +9 (+4 eff.) Mental save: +10 (+3 eff.) (-5 (-2 eff.)) Teleport immunity: +10% Stamina each turn: +0.00 (-3.00) Mana each turn: +1.70 Mana when hit: +1.50 Only die when reaching: -40.00 life Maximum mana: +55.00 Maximum psi: +16.00 Spellpower: +7 (+6 eff.) Mindpower: +7 (+2 eff.) Mental crit. chance: +3% Light radius: +0 (-3) See invisible: +0 (-9) Curse of Misfortune It can be used to activate talent Manaflow, placing all other charms into a 40 cooldown : Effective talent level: 2.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 8 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
[vs. Unrisus (Shrouds) (0 def, 4 armour) (On head)]Silayatha the hardened leather cap (Misfortune) (0 def, 15 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +15 (+11) Fatigue: +3% (-1%) Changes stats: +3(-2) Str / +0(-4) Dex / +7 Mag / +0(-16) Cun / +0(-6) Con Changes resistances: +19% mind / +0%(-4%) physical Changes resistances penetration: +0%(-25%) physical Reduces incoming crit damage: 15.00% Mental save: +22 (+7 eff.) (+7 (+2 eff.)) Confusion immunity: +35% Stamina each turn: +0.00 (-3.00) Only die when reaching: -80.00 life Light radius: +0 (-3) Infravision radius: +3 See invisible: +15 (+6) Curse of Misfortune A cap made of leather. |
[vs. Unrisus (Shrouds) (0 def, 4 armour) (On head)]Yarohek (Nightmares) (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +25 (+5 eff.) Armour penetration: +2 Physical crit. chance: +1.0% Armour: +3 (-1) Fatigue: +3% (-1%) Changes stats: +2(-3) Str / +0(-4) Dex / +0(-16) Cun / +0(-6) Con Changes resistances: +0%(-4%) physical / +16% light / +15% darkness Changes resistances penetration: +0%(-25%) physical Changes damage: +12% physical Critical mult.: +20.00% Mental save: +0 (+0 eff.) (-15 (-5 eff.)) Stamina each turn: +0.00 (-3.00) Maximum stamina: +20.00 Light radius: +0 (-3) See invisible: +0 (-9) Curse of Nightmares A cap made of leather. |
[vs. Unrisus (Shrouds) (0 def, 4 armour) (On head)]Steamcatcher (Nightmares) (12 def, 0 armour) Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +0 (-4) Defense: +12 (+3 eff.) Fatigue: +0% (-4%) Changes stats: +0(-5) Str / +0(-4) Dex / +10(-6) Cun / +0(-6) Con Changes resistances: +0%(-4%) physical / +15% fire Changes resistances penetration: +0%(-25%) physical Changes damage: +10% physical Mental save: +0 (+0 eff.) (-15 (-5 eff.)) Stamina each turn: +0.00 (-3.00) Light radius: +0 (-3) See invisible: +0 (-9) Steampower: +15 (+5 eff.) Steam crit. chance: +5% Steam each turn: +1.00 On taking fire damage: Gain 5% of the damage as steam. Curse of Nightmares There's an old saying that most of your body heat escapes through your head. It's not true of body heat, but strangely, is actually true of steam. |
[vs. Unrisus (Shrouds) (0 def, 4 armour) (On head)]Helm of the Dwarven Emperors (Corpses) (0 def, 6 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 (+2) Fatigue: +4% (-) Changes stats: +0(-5) Str / +0(-4) Dex / +4 Mag / +3 Wil / +0(-16) Cun / +0(-6) Con Changes resistances: +10% darkness / +0%(-4%) physical Changes resistances penetration: +0%(-25%) physical Changes damage: +10% light Mental save: +0 (+0 eff.) (-15 (-5 eff.)) Blindness immunity: +30% Confusion immunity: +30% Stamina each turn: +0.00 (-3.00) Light radius: +6 (+3) See invisible: +0 (-9) Curse of Corpses A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
[vs. Unrisus (Shrouds) (0 def, 4 armour) (On head)]Quasit's Skull (Shrouds) (0 def, 12 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 (+8) Armour Hardiness: +5% Fatigue: +5% (+1%) Changes stats: +0(-5) Str / +0(-4) Dex / +0(-16) Cun / +3(-3) Con Changes resistances: +0%(-4%) physical Changes resistances penetration: +0%(-25%) physical Physical save: +12 (+5 eff.) Mental save: +0 (+0 eff.) (-15 (-5 eff.)) Stun/Freeze immunity: +30% Stamina each turn: +0.00 (-3.00) Light radius: +0 (-3) See invisible: +0 (-9) Curse of Shrouds Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
[vs. Unrisus (Shrouds) (0 def, 4 armour) (On head)]dwarven-steel helm 'Glowraze' (Misfortune) (6 def, 4 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +8 (+1 eff.) Physical power: +9 (+2 eff.) Armour: +4 (-) Defense: +6 (+2 eff.) Fatigue: +4% (-) Effects when hit in melee: * 15% chance to gain 10% of a turn (3/turn limit) Changes stats: +5(-) Str / +0(-4) Dex / +5 Wil / +5(-11) Cun / +5(-1) Con Changes resistances: +3% fire / +9% darkness / +8%(+4%) physical Changes resistances penetration: +0%(-25%) physical Changes damage: +6% light Physical save: +8 (+4 eff.) Spell save: +12 (+6 eff.) Mental save: +0 (+0 eff.) (-15 (-5 eff.)) Stamina each turn: +0.00 (-3.00) Light radius: +0 (-3) See invisible: +0 (-9) Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. Unrisus (Shrouds) (0 def, 4 armour) (On head)]dwarven-steel helm 'Manarath' (Madness) (10 def, 8 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +8 (+4) Defense: +10 (+2 eff.) Fatigue: +4% (-) Damage when hit (Melee): 6 mind Changes stats: +5(-) Str / +0(-4) Dex / +0(-16) Cun / +0(-6) Con Changes resistances: +4%(-) physical Changes resistances penetration: +0%(-25%) physical Mental save: +0 (+0 eff.) (-15 (-5 eff.)) Stamina each turn: +0.00 (-3.00) Only die when reaching: -60.00 life Maximum stamina: +30.00 Light radius: +0 (-3) Infravision radius: +2 See invisible: +0 (-9) Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. Unrisus (Shrouds) (0 def, 4 armour) (On head)]The Black Crown (Corpses) (0 def, 15 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +15 (+11) Fatigue: +5% (+1%) Changes stats: +0(-5) Str / +0(-4) Dex / +10 Wil / +0(-16) Cun / +10(+4) Con Changes resistances: +20% blight / +0%(-4%) physical / +20% darkness Changes resistances penetration: +0%(-25%) physical Talent masteries: +0.20 Corruption / Demonic pact +0.20 Corruption / Demon seeds Mental save: +0 (+0 eff.) (-15 (-5 eff.)) Stamina each turn: +0.00 (-3.00) Light radius: +0 (-3) See invisible: +0 (-9) Shadow Power: +5 Increases all saves by your Shadow Power. Curse of Corpses "For the demon who has everything." |
[vs. Unrisus (Shrouds) (0 def, 4 armour) (On head)]Rainstrike (Nightmares) (0 def, 5 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 (+1) Fatigue: +5% (+1%) Changes stats: +0(-5) Str / +0(-4) Dex / +17 Wil / +4(-12) Cun / +0(-6) Con Changes resistances: +13% lightning / +15% temporal / +0%(-4%) physical / +30% blight Changes resistances penetration: +20% cold / +5% mind / +0%(-25%) physical Changes damage: +9% cold Mental save: +26 (+8 eff.) (+11 (+3 eff.)) Stamina each turn: +0.00 (-3.00) Psi when hit: +0.08 Mindpower: +20 (+5 eff.) Light radius: +0 (-3) See invisible: +0 (-9) Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
8 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
9 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
13 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
11 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 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% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 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 Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 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 Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
1095 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. |
46 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
[vs. dwarven lantern 'Dairuran' (Light source)]Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes stats: +0(-2) Dex / +0(-6) Wil / +0(-6) Con Changes resistances: +0%(-12%) blight / +0%(-9%) cold / +30% light / +0%(-9%) temporal Changes damage: +10% light / +0%(-27%) mind Life regen: +0.00 (-13.00) Mental crit. chance: +0% (-3%) Light radius: +5 (-) Healing mod.: +10% Defense after a teleport: +0 (-14) Resist all after a teleport: +0% (-19%) New effects duration reduction after a teleport: +0% (-21%) When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(132 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
[vs. dwarven lantern 'Dairuran' (Light source)]Aerefang the Sootorder Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +0(-2) Dex / +0(-6) Wil / +1(-5) Con Changes resistances: +0%(-12%) blight / +0%(-9%) cold / +0%(-9%) temporal Changes resistances penetration: +10% darkness Changes damage: +0%(-27%) mind Critical mult.: +10.00% Physical save: +3 (+2 eff.) Life regen: +0.00 (-13.00) Only die when reaching: -40.00 life Maximum life: +46.00 Maximum stamina: +10.00 Mental crit. chance: +0% (-3%) Light radius: +4 (-1) Defense after a teleport: +0 (-14) Resist all after a teleport: +0% (-19%) New effects duration reduction after a teleport: +0% (-21%) A normal brass lantern, enhanced by alchemy to make it brighter. |
[vs. dwarven lantern 'Dairuran' (Light source)]Glutira Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 18% Changes stats: +0(-2) Dex / +0(-6) Wil / +0(-6) Con Changes resistances: +0%(-12%) blight / +7%(-2%) cold / +16%(+7%) temporal Changes resistances penetration: +5% acid Changes damage: +0%(-27%) mind Mental save: +6 (+2 eff.) Life regen: +0.00 (-13.00) Mindpower: +6 (+2 eff.) Mental crit. chance: +5% (+2%) Light radius: +7 (+2) Defense after a teleport: +16 (+2) Resist all after a teleport: +13% (-6%) New effects duration reduction after a teleport: +19% (-2%) A normal brass lantern, enhanced by alchemy to make it brighter. |
[vs. dwarven lantern 'Dairuran' (Light source)]alchemist's lamp 'Ereliblek' Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour: +16 Damage when hit (Melee): 16 fire Changes stats: +7(+5) Dex / +0(-6) Wil / +0(-6) Con Changes resistances: +0%(-12%) blight / +8% fire / +0%(-9%) temporal / +0%(-9%) cold Changes damage: +0%(-27%) mind / +9% physical Life regen: +0.00 (-13.00) Stamina each turn: +2.00 Maximum vim: +30.00 Mental crit. chance: +0% (-3%) Light radius: +4 (-1) See invisible: +9 Defense after a teleport: +0 (-14) Resist all after a teleport: +0% (-19%) New effects duration reduction after a teleport: +0% (-21%) A normal brass lantern, enhanced by alchemy to make it brighter. |
[vs. dwarven lantern 'Dairuran' (Light source)]bright alchemist's lamp of the sun Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +0(-2) Dex / +0(-6) Wil / +0(-6) Con Changes resistances: +0%(-12%) blight / +0%(-9%) cold / +7% darkness / +0%(-9%) temporal Changes damage: +7% light / +0%(-27%) mind Damage affinity(heal): +5% light Life regen: +0.00 (-13.00) Mental crit. chance: +0% (-3%) Light radius: +9 (+4) Defense after a teleport: +0 (-14) Resist all after a teleport: +0% (-19%) New effects duration reduction after a teleport: +0% (-21%) It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 4.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 75.56 light damage. At talent level 3 you gain 13% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
[vs. dwarven lantern 'Dairuran' (Light source)]Dúathedlen Heart Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 4 When wielded/worn: Physical power: +7 (+2 eff.) Damage (Melee): 20 darkness Changes stats: +0(-2) Dex / +5 Mag / +0(-6) Wil / +0(-6) Con Changes resistances: +0%(-12%) blight / +0%(-9%) cold / +30% light / +0%(-9%) temporal Changes resistances cap: +10% light Changes damage: +0%(-27%) mind Talent masteries: +0.20 Cunning / Stealth +0.20 Cursed / Darkness Life regen: +0.00 (-13.00) Mental crit. chance: +0% (-3%) Light radius: -1000 (-1005) Infravision radius: +7 Defense after a teleport: +0 (-14) Resist all after a teleport: +0% (-19%) New effects duration reduction after a teleport: +0% (-21%) 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. |
Planar Beacon Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes stats: +0(-2) Dex / +0(-6) Wil / +0(-6) Con Changes resistances: +0%(-12%) blight / +0%(-9%) cold / +0%(-9%) temporal Changes damage: +0%(-27%) mind Life regen: +0.00 (-13.00) Mental crit. chance: +0% (-3%) Light radius: +3 (-2) Defense after a teleport: +0 (-14) Resist all after a teleport: +0% (-19%) New effects duration reduction after a teleport: +0% (-21%) It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 3.5 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 87.48 demonfire damage to everyone within 4 spaces and leaving flames which will deal an additional 87.48 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
voratun spike attachmentPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Armour: +20 Fatigue: +1% Damage when hit (Melee): 50 physical Tinkers can be attached to normal items to improve them with steam power! |
great frost salve [power 29] great frost salve [power 29]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 152% efficiency and 72% cooldown modifier. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (29% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing healing salve [power 478] amazing healing salve [power 478]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 152% efficiency and 72% cooldown modifier. It can be used to heal 478 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
great pain suppressor salve [power 359] great pain suppressor salve [power 359]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 152% efficiency and 72% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -359 life and reduces all damage by 23% for 6 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 10 turns. Medical salve. |
great water salve [power 29] great water salve [power 29]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 152% efficiency and 72% cooldown modifier. Activating this item is instant. It can be used to remove 2 mental effects and grants a water aura (29% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
Cold Iron AcornInfused by psionic forces 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 When carried: Changes resistances: +30% mind Changes damage: +12% physical Movement speed: +20% A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. The acorn serves as a reminder of who and what you are. |
Kyless' BookInfused by psionic forces 5.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 This was the book that gave power to Kyless and eventually led to his doom. The book is simple in appearance, bound in leather with no markings on the cover. All of the pages are blank. |
[vs. Blindzeal [power 290] (20 cooldown) (Tool)]Tooth of the Mouth (dig speed 12 turns) Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 (+10) Damage when hit (Melee): 10 draining blight Changes stats: +0(-6) Cun Changes resistances: +0%(-6%) light Changes damage: +5% blight / +0%(-15%) physical Critical mult.: +0.00% (-20.00%) Reduces incoming crit damage: 0.00% (-15.00%) When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
[vs. Blindzeal [power 290] (20 cooldown) (Tool)]Camoroddandur the dwarven-steel pickaxe (dig speed 16 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +20 (+4 eff.) Armour penetration: +0 (-5) Defense: +10 (+2 eff.) Changes stats: +2 Str / +2 Wil / +0(-6) Cun Changes resistances: +0%(-6%) light Changes resistances penetration: +12% physical Changes damage: +15%(-) physical Critical mult.: +0.00% (-20.00%) Reduces incoming crit damage: 0.00% (-15.00%) Stamina each turn: +2.00 Mindpower: +20 (+5 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. Blindzeal [power 290] (20 cooldown) (Tool)]Lavapain the dwarven-steel pickaxe (dig speed 23 turns) Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +0 (-5) Physical crit. chance: +10.0% Effects on melee hit: * 20% chance to reduce armor by 18% Damage when hit (Melee): 8 cold Changes stats: +7 Str / +6 Wil / +0(-6) Cun Changes resistances: +9% cold / +0%(-6%) light / +30% fire Changes damage: +9% acid / +6% fire / +0%(-15%) physical Critical mult.: +0.00% (-20.00%) Reduces incoming crit damage: 0.00% (-15.00%) Mental crit. chance: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. Blindzeal [power 290] (20 cooldown) (Tool)]Lelasaruirig the voratun pickaxe (dig speed 14 turns) Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +7 (+2) Fatigue: -7% Changes stats: +15 Str / +2 Wil / +0(-6) Cun Changes resistances: +0%(-6%) light Changes damage: +0%(-15%) physical Critical mult.: +0.00% (-20.00%) Reduces incoming crit damage: 0.00% (-15.00%) Hate when firing a critical mind attack: +3.00 Maximum life: +100.00 Infravision radius: +3 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 26 cooldown : Effective talent level: 5.5 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +106 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
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 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Entropy (1/1)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 64% of the healing done. This effect scales with your Magic stat. Activation costs 75 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 299/400. 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. |
[vs. Blindzeal [power 290] (20 cooldown) (Tool)]iron torque of mindblast [power 100] (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Armour penetration: +0 (-5) Changes stats: +0(-6) Cun Changes resistances: +0%(-6%) light Changes damage: +0%(-15%) physical Critical mult.: +0.00% (-20.00%) Reduces incoming crit damage: 0.00% (-15.00%) It can be used to blast the opponent's mind dealing 135 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
[vs. Blindzeal [power 290] (20 cooldown) (Tool)]innervating stralite torque of psionic shield [power 131] (25 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Armour penetration: +0 (-5) Changes stats: +0(-6) Cun Changes resistances: +0%(-6%) light Changes damage: +0%(-15%) physical Critical mult.: +0.00% (-20.00%) Reduces incoming crit damage: 0.00% (-15.00%) It can be used to setup a psionic shield, reducing all damage taken by 131 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Reduce fatigue by 41% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
[vs. Blindzeal [power 290] (20 cooldown) (Tool)]Veleda [power 230] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +0 (-5) Physical crit. chance: +2.0% Changes stats: +0(-6) Cun Changes resistances: +0%(-6%) light / +2% physical Changes damage: +0%(-15%) physical Critical mult.: +5.00% (-15.00%) Reduces incoming crit damage: 0.00% (-15.00%) It can be used to heal yourself and all friendly characters within 10 spaces for 230 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
[vs. Blindzeal [power 290] (20 cooldown) (Tool)]yew totem of stinging 'Elenodur' [power 296] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Armour penetration: +0 (-5) Changes stats: +4 Dex / +0(-6) Cun Changes resistances: +15% acid / +9% fire / +0%(-6%) light Changes damage: +0%(-15%) physical Critical mult.: +0.00% (-20.00%) Reduces incoming crit damage: 0.00% (-15.00%) Spell save: +18 (+9 eff.) Knockback immunity: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to sting an enemy dealing 408 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Gain a 24% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
[vs. Blindzeal [power 290] (20 cooldown) (Tool)]Niblek the elven-wood totem of stinging [power 356] (15 cooldown) Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Armour penetration: +0 (-5) Changes stats: +0(-6) Cun / +1 Mag Changes resistances: +3% nature / +0%(-6%) light Changes damage: +0%(-15%) physical Critical mult.: +0.00% (-20.00%) Reduces incoming crit damage: 0.00% (-15.00%) Spell save: +3 (+2 eff.) Poison immunity: +20% Only die when reaching: -80.00 life It can be used to sting an enemy dealing 491 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 2 beneficial effects by 2. * Increase all damage penetration by 18% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
[vs. Blindzeal [power 290] (20 cooldown) (Tool)]Emeriamina the yew wand of conjuration [power 275] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Armour penetration: +0 (-5) Physical crit. chance: +4.0% Damage when hit (Melee): 4 acid Changes stats: +8 Str / +0(-6) Cun Changes resistances: +2% physical / +12% nature / +0%(-6%) light Changes damage: +18%(+3%) physical Critical mult.: +10.00% (-10.00%) Reduces incoming crit damage: 0.00% (-15.00%) It can be used to fire a magical bolt dealing 368 fire damage Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 22% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
voratun kinetic stabiliserPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Physical save: +15 (+6 eff.) Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Tinkers can be attached to normal items to improve them with steam power! |
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Sir Drooble the Drem Cursed level 34
29th Iron 123rd year of Ascendancy at 04:30 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Sir Drooble the Drem Cursed level 33
1st Iron 123rd year of Ascendancy at 09:10 see stats
Are you out of your mind?! (Insane (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Sir Drooble the Drem Cursed level 39
11st Steel 123rd year of Ascendancy at 09:14 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Sir Drooble the Drem Cursed level 45
41st Stralite 123rd year of Ascendancy at 15:19 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Sir Drooble the Drem Cursed level 38
6th Steel 123rd year of Ascendancy at 10:08 see stats
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Sir Drooble the Drem Cursed level 37
3rd Steel 123rd year of Ascendancy at 05:50 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Sir Drooble the Drem Cursed level 32
30th Shortage 122nd year of Ascendancy at 00:33 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Sir Drooble the Drem Cursed level 21
41st Dearth 122nd year of Ascendancy at 14:25 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Sir Drooble the Drem Cursed level 28
12nd Shortage 122nd year of Ascendancy at 14:02 see stats
Guiding Hand (Insane (Roguelike) difficulty)
Saved all escorted adventurers.By Sir Drooble the Drem Cursed level 35
1st Steel 123rd year of Ascendancy at 14:40 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 Sir Drooble the Drem Cursed level 25
6th Shortage 122nd year of Ascendancy at 14:15 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Sir Drooble the Drem Cursed level 41
11st Steel 123rd year of Ascendancy at 22:32 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Sir Drooble the Drem Cursed level 10
10th Profit 122nd year of Ascendancy at 08:24 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Sir Drooble the Drem Cursed level 20
25th Wealth 122nd year of Ascendancy at 05:48 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Sir Drooble the Drem Cursed level 30
26th Shortage 122nd year of Ascendancy at 02:57 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Sir Drooble the Drem Cursed level 40
11st Steel 123rd year of Ascendancy at 11:14 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Sir Drooble the Drem Cursed level 24
29th Loss 122nd year of Ascendancy at 20:07 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Sir Drooble the Drem Cursed level 41
20th Steel 123rd year of Ascendancy at 07:04 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Sir Drooble the Drem Cursed level 29
25th Shortage 122nd year of Ascendancy at 19:31 see stats
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Sir Drooble the Drem Cursed level 37
3rd Steel 123rd year of Ascendancy at 06:42 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Sir Drooble the Drem Cursed level 7
7th Profit 122nd year of Ascendancy at 01:42 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Sir Drooble the Drem Cursed level 10
18th Profit 122nd year of Ascendancy at 12:47 see stats
The sky is falling! (Insane (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Sir Drooble the Drem Cursed level 22
43rd Dearth 122nd year of Ascendancy at 13:20 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Sir Drooble the Drem Cursed level 42
28th Steel 123rd year of Ascendancy at 05:46 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Sir Drooble the Drem Cursed level 22
43rd Dearth 122nd year of Ascendancy at 04:22 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Sir Drooble the Drem Cursed level 16
2nd Wealth 122nd year of Ascendancy at 07:07 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Sir Drooble the Drem Cursed level 32
30th Shortage 122nd year of Ascendancy at 14:20 see stats
Log
--------------------------------
There is a Way to a strange portal here (press '' or right click to use).
Talent Moss Tread is ready to use.
Today is the 12nd Voratun of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 08:00.
Today is the 13rd Voratun of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 06:18.
--------------------------------
Today is the 14th Voratun of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 04:36.
Today is the 15th Voratun of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:55.
Today is the 16th Voratun of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 06:48.
Today is the 17th Voratun of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 05:06.
--------------------------------
Today is the 18th Voratun of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:25.
--------------------------------
Today is the 19th Voratun of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:43.
--------------------------------
Today is the 20th Voratun of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 05:36.
There is a Entrance to some ancient elven ruins here (press '' or right click to use).
--------------------------------
There is an exit to the worldmap here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Saving game...
Saving done.
Saving game...
Saving done.

























































































































































































