Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | The Adventurer 1.7.4Allows adventurers to use talent trees from every classes and races, including those from addons. Elkan's Infinite Dungeon Tweaks And Zlefin's Fixes 1.7.4Infinite Dungeon challenges occur on every level after the first. Rewards are tweaked to be a little more generous, and character advancement after level 50 does not slow down until after level 1000 instead, this version disbles mirror matches. (From Elkan) Possessor Bonus Class 1.7.4Donators/Buyers bonus! Wanderer pick 1 in 3 talent choice (fork) 1.7.4Make wanderer now choose one in three random talent trees instead. This is a modified version of Starsapphire's "Wanderer 3 in 1"( https://te4.org/games/addons/tome/wanderer_3in1 ) with a few tweaks. Only the first choice is seeded, the other two are random. (no longer the case since v1.0.3) -1.0.1 : -1.0.2 : -1.0.3 : Infinite Dungeon Improved Campaign 1.7.4Get a challenge on every level, but the rewards are a little smaller to compensate (less stat points). Random artifact challenges eliminated. |
Campaign | Infinite |
Mode | Nightmare Exploration |
Sex | Male |
Race | Ogre |
Class | Wanderer5in1 |
Level / Exp | 170 / 65% |
Size | gargantuan |
Lifes / Deaths | Killed by armoured skeleton warrior at level 20 on the 36th Haze 122nd year of Ascendancy at 13:36 / 8Killed by armoured skeleton warrior at level 21 on the 37th Haze 122nd year of Ascendancy at 08:34 Killed by Golle the barrow wight at level 40 on the 58th Pyre 123rd year of Ascendancy at 18:08 Killed by Eleda the multi-hued drake hatchling at level 60 on the 67th Haze 123rd year of Ascendancy at 09:52 Killed by Arewyn the Guardian at level 93 on the 30th Pyre 124th year of Ascendancy at 00:20 Killed by temporal stalker at level 104 on the 79th Pyre 124th year of Ascendancy at 17:03 Killed by Neryma the storm drake hatchling at level 124 on the 63rd Dusk 124th year of Ascendancy at 23:26 Killed by Isyda the giant spider at level 139 on the 48th Haze 124th year of Ascendancy at 02:43 |
Primary Stats
Strength | 549.36075082112 (base 100) |
Dexterity | 513.72150164224 (base 100) |
Constitution | 293.72150164223 (base 100) |
Magic | 328.36075082112 (base 100) |
Willpower | 310.72150164224 (base 100) |
Cunning | 317.72150164224 (base 100) |
Resources
Mana | 2448/2483 |
Negative | 522/537 |
Life | 13583/15602 |
Paradox | 300 |
Soul | 14/14 |
Hate | 103/104 |
Equilibrium | 880 |
Vim | 656/656 |
Positive | 498/517 |
Stamina | 1369/1369 |
Psi | 350/351 |
Healing Factor | 2.3620865166008 |
Regeneration | 87.065134128057 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | -3.9968028886506E-12% |
Global | +100% |
Vision
Sight | 10 |
Lite | 28.863446085708 |
Infravision | 17.863446085708 |
See Stealth | 139.64760807019 |
See Invisible | 209.42351189123 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 821 |
Accuracy | 151 |
Crit Chance | 164% |
APR | 41 |
Speed | 1.00 |
Offense: Offhand
Damage | 712 |
Accuracy | 151 |
Crit Chance | 167% |
APR | 46 |
Speed | 1.00 |
Offense: Spell
Spellpower | 113 |
Crit Chance | 100% |
Speed | 1 |
Offense: Mind
Mindpower | 105 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
Acid | +22% |
Blight | +11% |
Arcane | +12% |
Cold | +10% |
All | +2% |
Lightning | +38% |
Light | +100% |
Physical | +64% |
Darkness | +32% |
Fire | +38% |
Mind | +11% |
Offense: Damage Penetration
Mind | +45% |
Lightning | +10% |
Light | +75% |
Temporal | +5% |
Darkness | +10% |
Arcane | +45% |
Fire | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 214.645752244 (92.038555169917%) |
Defense | 147 |
Ranged Defense | 151 |
Fatigue | 0 |
Physical Save | 112 |
Spell Save | 97 |
Mental Save | 106 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 70%( 70%) |
Arcane | + 70%( 70%) |
Cold | + 70%( 70%) |
All | + 79%( 70%) |
Darkness | + 82%( 82%) |
Light | + 70%( 70%) |
Temporal | + 70%( 70%) |
Physical | + 74%( 74%) |
Mind | + 70%( 70%) |
Lightning | + 70%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Stoning Resistance | 0% |
Confusion Resistance | 61% |
Fear Resistance | 18% |
Blind Resistance | 0% |
Disarm Resistance | 100% |
Pinning Resistance | 66% |
Silence Resistance | 30% |
Instadeath Resistance | 100% |
Knockback Resistance | 77% |
Inscriptions (5/5)
Runes | Effective talent level: 2.5 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 2234 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 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 483 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 32 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 32 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 97%, your defense is increased by 97 and all your resistances by 97%. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1752% 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. |
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 2872 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
Spell / Animus | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Death | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Bone | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Corruption / Plague | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.00 |
| 5/5 |
| 1/5 |
| 6/5 |
| 5/5 |
Chronomancy / Temporal Combat | 1.00 |
| 8/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Psi-fighting | 1.00 |
| 7/5 |
| 16/5 |
| 0/5 |
| 0/5 |
Spell / Rime wraith | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Cold drake aspect | 1.00 |
| 1/5 |
| 15/5 |
| 0/5 |
| 0/5 |
Celestial / Guardian | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Rampage | 1.00 |
| 7/5 |
| 8/5 |
| 1/5 |
| 0/5 |
Technique / Bloodthirst | 1.00 |
| 1/5 |
| 1/5 |
| 6/5 |
| 0/5 |
Wild-gift / Sand drake aspect | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 16/5 |
Celestial / Twilight | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Summoning (distance) | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Blood | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Celestial / Crusader | 1.00 |
| 1/5 |
| 1/5 |
| 16/5 |
| 0/5 |
Spell / Age of dusk | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Superiority | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Venom drake aspect | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Scourge | 1.00 |
| 12/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Summoning (melee) | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Projection | 1.00 |
| 6/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Sanguisuge | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Absorption | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Enhancement | 1.00 |
| 6/5 |
| 1/5 |
| 1/5 |
| 16/5 |
Technique / Dual techniques | 1.00 |
| 1/5 |
| 11/5 |
| 1/5 |
| 1/5 |
Celestial / Sunlight | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Reaving combat | 1.00 |
| 6/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Slaughter | 1.00 |
| 6/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Vile life | 1.00 |
| 1/5 |
| 11/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Cursed aura | 1.00 |
| 10/5 |
| 8/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Hexes | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Hymns | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 11/5 |
| 9/5 |
| 9/5 |
| 12/5 |
| 12/5 |
| 12/5 |
Psionic / Augmented mobility | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Scoundrel | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Stone alchemy | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cursed / Dark sustenance | 1.00 |
| 1/5 |
| 1/5 |
| 6/5 |
| 0/5 |
Corruption / Curses | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 16/5 |
| 1/5 |
| 13/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Stone Skin |
talent | Fiery Hands |
talent | Chant of Fortitude |
talent | Keen Senses |
talent | Leeching Poison |
talent | Charged Shield |
talent | Elemental Discord |
talent | Apply Poison |
talent | Feather Wind |
talent | Elemental Harmony |
talent | Icy Skin |
talent | Beyond the Flesh |
talent | Insidious Poison |
talent | Thermal Aura |
talent | Thermal Shield |
talent | Thunderstorm |
talent | Bone Shield |
talent | Daunting Presence |
talent | Augmentation |
talent | Shock Hands |
talent | Kinetic Aura |
talent | Weapon Folding |
talent | Ruin |
talent | Hymn of Detection |
talent | Righteous Strength |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 8.4)Penalty : Fractured Sanity: -13% Mind Resistance, -17% Confusion Immunity Power 1+: Unleashed: +25% critical damage, +23% off-hand weapon damage Power 2+: -1 Luck, +16 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 104% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 7.8% of your life, the remaining cooldown of all your talents is reduced by 1. |
beneficial effect | Increase light and physical damage by 62%. Righteous Strength |
detrimental effect | The target is using a two handed weapon in a single hand, reducing accuracy, physical power, spellpower and mindpower by 10% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
beneficial effect | The target's spellpower has been increased by 30. Spellsurge |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 4.4): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 10% when tested. Power 1+: Removed from Reality: +5 Physical Resistance, +4 Maximum Physical Resistance Power 2+: -1 Luck, +8 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 76 mind and 90 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 6 nightmare (summon Terrors and chances to slow, deal 128 Mind damage, and deal 152 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 6.4)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 9%) for 4 turns. Power 1+: Nightwalker: +25 Darkness Resistance, +12% Max Darkness Resistance, +15 See Invisible Power 2+: -1 Luck, +12 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 27% 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 27% for 3 turns. |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 5.4)Penalty : Fear of Death: -5% resistance against damage from the undead. Power 1+: Power over Death: +13% damage against the undead. Power 2+: -1 Luck, +5 Strength, +5 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 19 turns, retch (level 3) when you fall below 47% health Power 4+: Reprieve from Death: Humanoids you slay have a 41% chance to rise to fight beside you as ghouls for 6 turns. |
detrimental effect | Zone-wide effect: +10% arcane damage, -10% arcane resistance, -10% armour hardiness, -20% stoning immunity. Aether residue |
beneficial effect | The thrill of combat improves the target's maximum life by 8%, life regeneration by 9.75, and stamina regeneration by 1.95. Bloodbath |
beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+27% resist all). Shroud of Passing |
beneficial effect | The target is in a magical frenzy, improving spellpower by 13. Bloodlust |
beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+27% resist all). Shroud of Death |
beneficial effect | Infinite Dungeon Challenge (Level 218): Multiplicity Challenge |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 4.4)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 (+39% chance to avoid traps). Power 2+: -1 Luck, +8 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+14% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 40% if the increase would be enough to kill your opponent. |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 147 of Infinite Dungeon. Escort: injured seer (level 147 of Infinite Dungeon)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 157 of Infinite Dungeon. Escort: injured seer (level 157 of Infinite Dungeon)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 162 of Infinite Dungeon. Escort: injured seer (level 162 of Infinite Dungeon)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 67 of Infinite Dungeon. Escort: injured seer (level 67 of Infinite Dungeon)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 107 of Infinite Dungeon. Escort: lone alchemist (level 107 of Infinite Dungeon)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 112 of Infinite Dungeon. Escort: lone alchemist (level 112 of Infinite Dungeon)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 117 of Infinite Dungeon. Escort: lone alchemist (level 117 of Infinite Dungeon)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 12 of Infinite Dungeon. Escort: lone alchemist (level 12 of Infinite Dungeon)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You successfully escorted the lone alchemist to the recall portal on level 182 of Infinite Dungeon. Escort: lone alchemist (level 182 of Infinite Dungeon)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 202 of Infinite Dungeon. Escort: lone alchemist (level 202 of Infinite Dungeon)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 37 of Infinite Dungeon. Escort: lone alchemist (level 37 of Infinite Dungeon)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 72 of Infinite Dungeon. Escort: lone alchemist (level 72 of Infinite Dungeon)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by Poruriarin the orc summoner. Escort: lone alchemist (level 87 of Infinite Dungeon) | failed |
You successfully escorted the lone alchemist to the recall portal on level 92 of Infinite Dungeon. Escort: lone alchemist (level 92 of Infinite Dungeon)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 152 of Infinite Dungeon. Escort: lost defiler (level 152 of Infinite Dungeon)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 17 of Infinite Dungeon. Escort: lost defiler (level 17 of Infinite Dungeon)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 197 of Infinite Dungeon. Escort: lost defiler (level 197 of Infinite Dungeon)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 22 of Infinite Dungeon. Escort: lost defiler (level 22 of Infinite Dungeon)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 42 of Infinite Dungeon. Escort: lost defiler (level 42 of Infinite Dungeon)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 82 of Infinite Dungeon. Escort: lost defiler (level 82 of Infinite Dungeon)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 142 of Infinite Dungeon. Escort: lost sun paladin (level 142 of Infinite Dungeon)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 177 of Infinite Dungeon. Escort: lost sun paladin (level 177 of Infinite Dungeon)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 207 of Infinite Dungeon. Escort: lost sun paladin (level 207 of Infinite Dungeon)As a reward you improved Strength by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 52 of Infinite Dungeon. Escort: lost sun paladin (level 52 of Infinite Dungeon)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 102 of Infinite Dungeon. Escort: lost warrior (level 102 of Infinite Dungeon)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 122 of Infinite Dungeon. Escort: lost warrior (level 122 of Infinite Dungeon)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 127 of Infinite Dungeon. Escort: lost warrior (level 127 of Infinite Dungeon)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 132 of Infinite Dungeon. Escort: lost warrior (level 132 of Infinite Dungeon)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 137 of Infinite Dungeon. Escort: lost warrior (level 137 of Infinite Dungeon)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 172 of Infinite Dungeon. Escort: lost warrior (level 172 of Infinite Dungeon)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 212 of Infinite Dungeon. Escort: lost warrior (level 212 of Infinite Dungeon)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 192 of Infinite Dungeon. Escort: repented thief (level 192 of Infinite Dungeon)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Infinite Dungeon. Escort: repented thief (level 2 of Infinite Dungeon)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 217 of Infinite Dungeon. Escort: repented thief (level 217 of Infinite Dungeon)As a reward you improved Cunning by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 167 of Infinite Dungeon. Escort: temporal explorer (level 167 of Infinite Dungeon)As a reward you improved Willpower by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 187 of Infinite Dungeon. Escort: temporal explorer (level 187 of Infinite Dungeon)As a reward you improved Willpower by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 27 of Infinite Dungeon. Escort: temporal explorer (level 27 of Infinite Dungeon)As a reward you improved Willpower by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 32 of Infinite Dungeon. Escort: temporal explorer (level 32 of Infinite Dungeon)As a reward you improved Willpower by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 57 of Infinite Dungeon. Escort: temporal explorer (level 57 of Infinite Dungeon)As a reward you improved Willpower by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 62 of Infinite Dungeon. Escort: temporal explorer (level 62 of Infinite Dungeon)As a reward you improved Willpower by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 7 of Infinite Dungeon. Escort: temporal explorer (level 7 of Infinite Dungeon)As a reward you improved Willpower by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 77 of Infinite Dungeon. Escort: worried loremaster (level 77 of Infinite Dungeon)As a reward you improved Willpower by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 97 of Infinite Dungeon. Escort: worried loremaster (level 97 of Infinite Dungeon)As a reward you improved Willpower by +5. | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 1): MultiplicityTurns left: 0 You completed the challenge and received: +1 Generic Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 10): Near SightedYou completed the challenge and received: +1 Generic Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 100): Near SightedYou completed the challenge and received: +1 Class Point | done |
Exterminate almost every foe on the level. Infinite Dungeon Challenge (Level 101): ExterminatorYou completed the challenge and received: +1 Stat Points | done |
Wake up and kill the dreaming horror boss 'Islavea the dreaming horror'. Infinite Dungeon Challenge (Level 103): Dream HunterYou completed the challenge and received: +1 Generic Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 104): Near SightedYou completed the challenge and received: +1 Stat Points | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 105): MultiplicityTurns left: 0 You completed the challenge and received: +3 Stat Points | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 106): MultiplicityTurns left: 0 You completed the challenge and received: +1 Category Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 108): Near SightedYou completed the challenge and received: +1 Stat Points | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 109): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Exterminate almost every foe on the level. Infinite Dungeon Challenge (Level 11): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 110): Pacifist | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 111): Pacifist | failed |
Kill 5 spawns of Urh'Rok on the level before killing any unique creatures. Infinite Dungeon Challenge (Level 113): Headhunter5 / 5 demon spawn killed. You completed the challenge and received: +1 Class Point | done |
Kill 5 spawns of Urh'Rok on the level before killing any unique creatures. Infinite Dungeon Challenge (Level 114): Headhunter5 / 5 demon spawn killed. You completed the challenge and received: +1 Class Point | done |
Kill 5 spawns of Urh'Rok on the level before killing any unique creatures. Infinite Dungeon Challenge (Level 115): Headhunter5 / 5 demon spawn killed. You completed the challenge and received: +1 Generic Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 116): Near SightedYou completed the challenge and received: +1 Stat Points | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 118): MultiplicityTurns left: 0 You completed the challenge and received: +1 Class Point | done |
Exterminate almost every foe on the level. Infinite Dungeon Challenge (Level 119): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 120): MultiplicityTurns left: 0 You completed the challenge and received: +1 Class Point | done |
Exterminate almost every foe on the level. Infinite Dungeon Challenge (Level 121): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 123): Near SightedYou completed the challenge and received: +2 Stat Points | done |
Wake up and kill the dreaming horror boss 'Polysetira the dreaming horror'. Infinite Dungeon Challenge (Level 124): Dream HunterYou completed the challenge and received: +1 Generic Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 125): MultiplicityTurns left: 0 You completed the challenge and received: +1 Generic Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 126): Near SightedYou completed the challenge and received: +2 Stat Points | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 128): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Kill 5 spawns of Urh'Rok on the level before killing any unique creatures. Infinite Dungeon Challenge (Level 129): Headhunter5 / 5 demon spawn killed. You completed the challenge and received: +1 Class Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 13): Near SightedYou completed the challenge and received: +1 Stat Points | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 130): MultiplicityTurns left: 0 You completed the challenge and received: +1 Generic Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 131): Near SightedYou completed the challenge and received: +2 Stat Points | done |
Exterminate almost every foe on the level. Infinite Dungeon Challenge (Level 133): ExterminatorYou completed the challenge and received: +2 Stat Points | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 134): Near SightedYou completed the challenge and received: +1 Generic Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 135): MultiplicityTurns left: 0 You completed the challenge and received: +1 Class Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 136): Near SightedYou completed the challenge and received: +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 138): Pacifist | failed |
Exterminate almost every foe on the level. Infinite Dungeon Challenge (Level 139): ExterminatorYou completed the challenge and received: +1 Stat Points | done |
Exterminate almost every foe on the level. Infinite Dungeon Challenge (Level 14): ExterminatorYou completed the challenge and received: +1 Category Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 140): Pacifist | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 141): Near Sighted | active |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 143): MultiplicityTurns left: 0 You completed the challenge and received: +1 Class Point | done |
Exterminate almost every foe on the level. Infinite Dungeon Challenge (Level 144): ExterminatorYou completed the challenge and received: +2 Stat Points | done |
Proceed directly to the next Infinite Dungeon level in less than 227 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 145): Rush Hour (227)Turns left: -1 | failed |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 146): MultiplicityTurns left: 0 You completed the challenge and received: +1 Generic Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 148): MultiplicityTurns left: 0 You completed the challenge and received: +1 Category Point | done |
Exterminate almost every foe on the level. Infinite Dungeon Challenge (Level 149): ExterminatorYou completed the challenge and received: +2 Stat Points | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 15): MultiplicityTurns left: 0 You completed the challenge and received: +1 Generic Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 150): Near SightedYou completed the challenge and received: +2 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 151): Pacifist | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 153): Near SightedYou completed the challenge and received: +1 Stat Points | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 154): MultiplicityTurns left: 0 You completed the challenge and received: +1 Generic Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 155): MultiplicityTurns left: 0 You completed the challenge and received: +1 Class Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 156): MultiplicityTurns left: 0 You completed the challenge and received: +1 Generic Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 158): MultiplicityTurns left: 0 You completed the challenge and received: +1 Category Point | done |
Wake up and kill the dreaming horror boss 'Emedherithra the dreaming horror'. Infinite Dungeon Challenge (Level 159): Dream HunterYou completed the challenge and received: +1 Class Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 16): Near SightedYou completed the challenge and received: +1 Stat Points | done |
Wake up and kill the dreaming horror boss 'Silenn the dreaming horror'. Infinite Dungeon Challenge (Level 160): Dream HunterYou completed the challenge and received: +1 Generic Point | done |
Wake up and kill the dreaming horror boss 'Beloriamira the dreaming horror'. Infinite Dungeon Challenge (Level 161): Dream HunterYou completed the challenge and received: +1 Generic Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 163): Near Sighted | active |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 164): MultiplicityTurns left: 0 You completed the challenge and received: +1 Class Point | done |
Proceed directly to the next Infinite Dungeon level in less than 101 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 165): Rush Hour (101)Turns left: -1 | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 166): Near SightedYou completed the challenge and received: +1 Stat Points | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 168): Near SightedYou completed the challenge and received: +2 Stat Points | done |
Kill 5 spawns of Urh'Rok on the level before killing any unique creatures. Infinite Dungeon Challenge (Level 169): Headhunter5 / 5 demon spawn killed. You completed the challenge and received: +1 Class Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 170): MultiplicityTurns left: 0 You completed the challenge and received: +1 Class Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 171): MultiplicityTurns left: 0 You completed the challenge and received: +1 Class Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 173): Near SightedYou completed the challenge and received: +1 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 174): Pacifist | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 175): Pacifist | failed |
Exterminate almost every foe on the level. Infinite Dungeon Challenge (Level 176): ExterminatorYou completed the challenge and received: +1 Stat Points | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 178): Near SightedYou completed the challenge and received: +1 Stat Points | done |
Exterminate almost every foe on the level. Infinite Dungeon Challenge (Level 179): ExterminatorYou completed the challenge and received: +2 Stat Points | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 18): MultiplicityTurns left: 0 You completed the challenge and received: +1 Generic Point | done |
Kill 5 spawns of Urh'Rok on the level before killing any unique creatures. Infinite Dungeon Challenge (Level 180): Headhunter5 / 5 demon spawn killed. You completed the challenge and received: +1 Class Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 181): MultiplicityTurns left: 0 You completed the challenge and received: +1 Generic Point | done |
Exterminate almost every foe on the level. Infinite Dungeon Challenge (Level 183): ExterminatorYou completed the challenge and received: +1 Stat Points | done |
Wake up and kill the dreaming horror boss 'Elulewyn the dreaming horror'. Infinite Dungeon Challenge (Level 184): Dream HunterYou completed the challenge and received: +1 Generic Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 185): Near SightedYou completed the challenge and received: +1 Stat Points | done |
Exterminate almost every foe on the level. Infinite Dungeon Challenge (Level 186): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Kill 5 spawns of Urh'Rok on the level before killing any unique creatures. Infinite Dungeon Challenge (Level 188): Headhunter5 / 5 demon spawn killed. You completed the challenge and received: +1 Class Point | done |
Exterminate almost every foe on the level. Infinite Dungeon Challenge (Level 189): ExterminatorYou completed the challenge and received: +1 Stat Points | done |
Exterminate almost every foe on the level. Infinite Dungeon Challenge (Level 19): ExterminatorYou completed the challenge and received: +1 Stat Points | done |
Kill 5 spawns of Urh'Rok on the level before killing any unique creatures. Infinite Dungeon Challenge (Level 190): Headhunter5 / 5 demon spawn killed. You completed the challenge and received: +1 Generic Point | done |
Exterminate almost every foe on the level. Infinite Dungeon Challenge (Level 191): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 193): Near SightedYou completed the challenge and received: +1 Stat Points | done |
Wake up and kill the dreaming horror boss 'Yvotta the dreaming horror'. Infinite Dungeon Challenge (Level 194): Dream HunterYou completed the challenge and received: +1 Class Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 195): Near SightedYou completed the challenge and received: +1 Class Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 196): Near SightedYou completed the challenge and received: +1 Stat Points | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 198): MultiplicityTurns left: 0 You completed the challenge and received: +3 Stat Points | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 199): MultiplicityTurns left: 0 You completed the challenge and received: +1 Class Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 20): MultiplicityTurns left: 0 You completed the challenge and received: +1 Class Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 200): MultiplicityTurns left: 0 You completed the challenge and received: +1 Category Point | done |
Exterminate almost every foe on the level. Infinite Dungeon Challenge (Level 201): ExterminatorYou completed the challenge and received: +1 Stat Points | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 203): Near SightedYou completed the challenge and received: +1 Stat Points | done |
Wake up and kill the dreaming horror boss 'Polayamira the dreaming horror'. Infinite Dungeon Challenge (Level 204): Dream HunterYou completed the challenge and received: +1 Class Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 205): MultiplicityTurns left: 0 You completed the challenge and received: +1 Generic Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 206): Pacifist | failed |
Exterminate almost every foe on the level. Infinite Dungeon Challenge (Level 208): ExterminatorYou completed the challenge and received: +1 Stat Points | done |
Kill 5 spawns of Urh'Rok on the level before killing any unique creatures. Infinite Dungeon Challenge (Level 209): Headhunter5 / 5 demon spawn killed. You completed the challenge and received: +1 Class Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 21): MultiplicityTurns left: 0 You completed the challenge and received: +1 Class Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 210): MultiplicityTurns left: 0 You completed the challenge and received: +1 Class Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 211): MultiplicityTurns left: 0 You completed the challenge and received: +1 Class Point | done |
Exterminate almost every foe on the level. Infinite Dungeon Challenge (Level 213): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 214): Near SightedYou completed the challenge and received: +1 Stat Points | done |
Wake up and kill the dreaming horror boss 'Gassra the dreaming horror'. Infinite Dungeon Challenge (Level 215): Dream HunterYou completed the challenge and received: +1 Class Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 216): Near SightedYou completed the challenge and received: +1 Stat Points | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 218): MultiplicityTurns left: 96 | active |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 23): MultiplicityTurns left: 0 You completed the challenge and received: +1 Category Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 24): Pacifist | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 25): Near SightedYou completed the challenge and received: +1 Stat Points | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 26): MultiplicityTurns left: 0 You completed the challenge and received: +1 Category Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 28): MultiplicityTurns left: 0 You completed the challenge and received: +3 Stat Points | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 29): MultiplicityTurns left: 0 You completed the challenge and received: +1 Class Point | done |
Exterminate almost every foe on the level. Infinite Dungeon Challenge (Level 3): ExterminatorYou completed the challenge and received: +1 Category Point | done |
Kill 5 spawns of Urh'Rok on the level before killing any unique creatures. Infinite Dungeon Challenge (Level 30): Headhunter5 / 5 demon spawn killed. You completed the challenge and received: +1 Class Point | done |
Exterminate almost every foe on the level. Infinite Dungeon Challenge (Level 31): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 33): MultiplicityTurns left: 0 You completed the challenge and received: +1 Generic Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 34): PacifistYou completed the challenge and received: +1 Class Point and +1 Generic Point | done |
Exterminate almost every foe on the level. Infinite Dungeon Challenge (Level 35): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Kill 5 spawns of Urh'Rok on the level before killing any unique creatures. Infinite Dungeon Challenge (Level 36): Headhunter5 / 5 demon spawn killed. You completed the challenge and received: +1 Class Point | done |
Exterminate almost every foe on the level. Infinite Dungeon Challenge (Level 38): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 39): Near SightedYou completed the challenge and received: +1 Stat Points | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 4): Near SightedYou completed the challenge and received: +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 40): Pacifist | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 41): Pacifist | failed |
Kill 5 spawns of Urh'Rok on the level before killing any unique creatures. Infinite Dungeon Challenge (Level 43): Headhunter5 / 5 demon spawn killed. You completed the challenge and received: +1 Category Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 44): Near SightedYou completed the challenge and received: +2 Stat Points | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 45): MultiplicityTurns left: 0 You completed the challenge and received: +1 Class Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 46): MultiplicityTurns left: 0 You completed the challenge and received: +1 Generic Point | done |
Exterminate almost every foe on the level. Infinite Dungeon Challenge (Level 48): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 49): Mirror Match | failed |
Exterminate almost every foe on the level. Infinite Dungeon Challenge (Level 5): ExterminatorYou completed the challenge and received: +2 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 50): Pacifist | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 51): Near Sighted | active |
Exterminate almost every foe on the level. Infinite Dungeon Challenge (Level 53): ExterminatorYou completed the challenge and received: +1 Stat Points | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 54): Near SightedYou completed the challenge and received: +1 Class Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 55): Near SightedYou completed the challenge and received: +1 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 56): Pacifist | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 58): PacifistYou completed the challenge and received: +1 Class Point and +1 Class Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 59): Near SightedYou completed the challenge and received: +3 Stat Points | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 6): MultiplicityTurns left: 0 You completed the challenge and received: +1 Generic Point | done |
Kill 5 spawns of Urh'Rok on the level before killing any unique creatures. Infinite Dungeon Challenge (Level 60): Headhunter5 / 5 demon spawn killed. You completed the challenge and received: +1 Class Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 61): Near SightedYou completed the challenge and received: +2 Stat Points | done |
Exterminate almost every foe on the level. Infinite Dungeon Challenge (Level 63): ExterminatorYou completed the challenge and received: +2 Stat Points | done |
Kill 5 spawns of Urh'Rok on the level before killing any unique creatures. Infinite Dungeon Challenge (Level 64): Headhunter0 / 5 demon spawn killed. | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 65): Near SightedYou completed the challenge and received: +2 Stat Points | done |
Exterminate almost every foe on the level. Infinite Dungeon Challenge (Level 66): ExterminatorYou completed the challenge and received: +1 Stat Points | done |
Wake up and kill the dreaming horror boss 'Islylethra the dreaming horror'. Infinite Dungeon Challenge (Level 68): Dream HunterYou completed the challenge and received: +1 Class Point | done |
Exterminate almost every foe on the level. Infinite Dungeon Challenge (Level 69): ExterminatorYou completed the challenge and received: +2 Stat Points | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 70): MultiplicityTurns left: 0 You completed the challenge and received: +1 Generic Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 71): MultiplicityTurns left: 0 You completed the challenge and received: +3 Stat Points | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 73): Near SightedYou completed the challenge and received: +1 Class Point | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 74): Mirror Match | failed |
Kill 5 spawns of Urh'Rok on the level before killing any unique creatures. Infinite Dungeon Challenge (Level 75): Headhunter5 / 5 demon spawn killed. You completed the challenge and received: +1 Class Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 76): Near SightedYou completed the challenge and received: +1 Generic Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 78): MultiplicityTurns left: 0 You completed the challenge and received: +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 79): Pacifist | failed |
Exterminate almost every foe on the level. Infinite Dungeon Challenge (Level 8): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 80): Pacifist | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 81): Pacifist | failed |
Kill 5 spawns of Urh'Rok on the level before killing any unique creatures. Infinite Dungeon Challenge (Level 83): Headhunter5 / 5 demon spawn killed. You completed the challenge and received: +1 Prodigy Point | done |
Exterminate almost every foe on the level. Infinite Dungeon Challenge (Level 84): ExterminatorYou completed the challenge and received: +1 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 85): Pacifist | failed |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 86): MultiplicityTurns left: 0 You completed the challenge and received: +1 Generic Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 88): MultiplicityTurns left: 0 You completed the challenge and received: +3 Stat Points | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 89): MultiplicityTurns left: 0 You completed the challenge and received: +3 Stat Points | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 9): MultiplicityTurns left: 0 You completed the challenge and received: +1 Class Point | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 90): Pacifist | failed |
Kill 5 spawns of Urh'Rok on the level before killing any unique creatures. Infinite Dungeon Challenge (Level 91): Headhunter5 / 5 demon spawn killed. You completed the challenge and received: +1 Class Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 93): Near SightedYou completed the challenge and received: +1 Class Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 94): MultiplicityTurns left: 0 You completed the challenge and received: +1 Class Point | done |
Wake up and kill the dreaming horror boss 'Voritta the dreaming horror'. Infinite Dungeon Challenge (Level 95): Dream HunterYou completed the challenge and received: +1 Class Point | done |
Exterminate almost every foe on the level. Infinite Dungeon Challenge (Level 96): ExterminatorYou completed the challenge and received: +2 Stat Points | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 98): Near SightedYou completed the challenge and received: +2 Stat Points | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 99): Near Sighted | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | 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 arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. You have aided Marus of Elvala in creating an elixir of mysticism. You have aided Marus of Elvala in creating an elixir of mastery. 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 foundations. | done |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have sided with Slasul and killed Ukllmswwik. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * 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 Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | voratun greatmaul 'Cystdream' (Shrouds) (67-100 power, 4 apr) voratun greatmaul 'Cystdream' (Shrouds) (67-100 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 67.0 - 100.5 Uses stat: 166% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +21 (+2 eff.) Armour penetration: +21 Physical crit. chance: +21.0% Defense: +21 (+3 eff.) Effects on melee hit: * 25% chance to slow global speed by 81% * 25% chance to reduce all saves and defense by 51 Damage when hit (Melee): 2 mind Changes stats: +16 Str / +13 Dex / +14 Mag / +10 Wil / +19 Cun / +13 Con Changes resistances penetration: +30% mind / +5% temporal Critical mult.: +49.00% Disarm immunity: +70% Curse of Shrouds Massive two-handed mauls. |
Quiver | Hornet Stingers (Madness) (20/20, 18-25 power, 10 apr) Hornet Stingers (Madness) (20/20, 18-25 power, 10 apr)Requires: - Dexterity 18 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Base power: 18.0 - 25.2 Uses stats: 69% Wil, 97% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +5.0% Capacity: 20 On weapon hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns Curse of Madness A vile poison drips from the tips of these arrows. |
On hands | Adyma the Kindlepython (Corpses) (0 def, 3 armour) Adyma the Kindlepython (Corpses) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +8 Str / +6 Dex / +11 Mag / +8 Wil / +6 Con Changes resistances penetration: +35% light Changes damage: +15% fire Critical mult.: +30.00% Physical save: +29 (+5 eff.) Spell save: +10 (+2 eff.) Mental save: +24 (+4 eff.) Disarm immunity: +46% Equilibrium when hit: +0.20 Mental crit. chance: +7% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. Curse of Corpses It can be used to activate talent Juggernaut, placing all other charms into a 21 cooldown : Effective talent level: 3.5 Power cost: 21 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 29% and provides a 16% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Light source | Umbraphage (Misfortune) Umbraphage (Misfortune)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+2 eff.) Mindpower: +10 (+2 eff.) Light radius: +10 Absorbs all darkness (power 262, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Curse of Misfortune It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 534.60 darkness damage (based on Mindpower and charge) Activation costs 7 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
On head | Giwyn the drakeskin leather cap (Shrouds) (0 def, 11 armour) Giwyn the drakeskin leather cap (Shrouds) (0 def, 11 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +11 (+1 eff.) Armour: +11 Fatigue: +5% Changes stats: +21 Str / +14 Dex / +9 Mag / +13 Wil / +5 Cun / +5 Con Changes resistances: +15% physical Changes damage: +9% blight Reduces incoming crit damage: 5.00% Physical save: +15 (+2 eff.) Confusion immunity: +29% Spellpower: +15 (+3 eff.) Infravision radius: +3 Healing mod.: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Shrouds It can be used to activate talent Skullcracker, placing all other charms into a 14 cooldown : Effective talent level: 4.5 Power cost: 14 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 8913.0 Physical damage. If the attack hits, the target is confused (50% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
On feet | Arcpain (Madness) (25 def, 27 armour) Arcpain (Madness) (25 def, 27 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +27 Defense: +25 (+3 eff.) Damage when hit (Melee): 12 lightning Changes stats: +4 Str / +8 Dex / +10 Con / +15 Lck Changes resistances penetration: +20% light Stealth bonus: +15 Silence immunity: +30% Life regen: +6.07 Only die when reaching: -121.46 life Healing mod.: +30% Defense after a teleport: +23 Resist all after a teleport: +23% New effects duration reduction after a teleport: +23% Curse of Madness A pair of boots made of leather. |
Tool | voratun pickaxe 'Quenchtitan' (Madness) (dig speed 22 turns) voratun pickaxe 'Quenchtitan' (Madness) (dig speed 22 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour: +16 Defense: +45 (+6 eff.) Fatigue: -9% Changes stats: +8 Str / +7 Dex / +6 Con Changes resistances: +24% light / +24% cold Spell save: +30 (+5 eff.) Stun/Freeze immunity: +39% Knockback immunity: +39% Life regen: +7.78 See invisible: +21 When carried: Talent granted: +1 Dig Curse of Madness Allows you to dig a wall, remove a tree, create ways. |
On fingers | Armihor (Madness) Armihor (Madness)Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+1 eff.) Fatigue: -10% Effects on melee hit: * 30% chance to reduce armor by 53% * 20% chance to reduce strength, dexterity, and constitution by 43 * 30% chance to reduce all saves and defense by 51 Changes stats: +6 Str / +10 Dex / +8 Wil / +19 Cun Changes resistances: +3% blight / +15% acid Maximum encumbrance: +38 Mindpower: +14 (+2 eff.) See invisible: +9 Curse of Madness Rings make your fingers look great! |
On fingers | Rimefame (Nightmares) Rimefame (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 39% chance to reduce all saves and defense by 51 Changes stats: +12 Dex / +12 Mag / +8 Wil / +10 Con Changes resistances: +21% cold Changes resistances penetration: +45% arcane Reduces incoming crit damage: 29.32% Stun/Freeze immunity: +50% Life regen: +8.00 Light radius: +6 Infravision radius: +6 Curse of Nightmares Rings make your fingers look great! |
Around neck | Berogodor (Madness) Berogodor (Madness)Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour penetration: +3 Defense: +10 (+1 eff.) Fatigue: -10% Damage (Melee): 15 light / 15 darkness Effects when hit in melee: * 15% chance to reduce damage dealt by 41% * 15% chance to blind Changes stats: +10 Dex / +4 Mag / +10 Cun / +16 Con Changes resistances: +9% lightning / +9% cold / +6% darkness Changes damage: +8% acid / +15% light / +15% darkness / +8% cold / +8% lightning / +8% fire Disease immunity: +10% Confusion immunity: +30% Life regen: +5.00 Stamina each turn: +1.30 Only die when reaching: -40.00 life Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Movement speed: +10% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Curse of Madness Amulets make your neck look great! |
In main hand | voratun greatmaul 'Shockpiety' (Shrouds) (88-131 power, 4 apr) voratun greatmaul 'Shockpiety' (Shrouds) (88-131 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 87.5 - 131.2 Uses stat: 166% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +7.0% Attack speed: 100% Damage (radius 1) on hit: +8 lightning When wielded/worn: Armour penetration: +6 Physical crit. chance: +4.0% Defense: +20 (+3 eff.) Damage when hit (Melee): 8 mind Changes stats: +36 Str / +38 Dex / +38 Mag / +38 Wil / +35 Cun / +38 Con Changes resistances: +6% temporal Changes resistances penetration: +10% lightning Changes damage: +9% mind / +15% lightning Knockback immunity: +20% Maximum hate: +4.00 Curse of Shrouds Massive two-handed mauls. |
Around waist | Brightwreath (Shrouds) Brightwreath (Shrouds) Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +15 (+1 eff.) Damage when hit (Melee): 4 arcane Changes stats: +11 Str / +11 Dex / +8 Mag / +11 Wil / +11 Cun / +11 Con / +10 Lck Changes resistances: +15% lightning / +14% temporal Changes resistances penetration: +10% fire Critical mult.: +20.00% Trap disarming bonus: +29 Stealth bonus: +15 Physical save: +15 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +60.00 Spellpower: +20 (+3 eff.) Infravision radius: +6 Damage Shield penetration: +51% Size category: +1 Curse of Shrouds A belt that goes around your waist. |
In off hand | Glowsever the voratun dagger (Misfortune) (52-68 power, 9 apr) Glowsever the voratun dagger (Misfortune) (52-68 power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 52.5 - 68.2 Uses stats: 69% Wil, 69% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 30% chance to reduce armor by 53% Damage (Melee): +24 acid / +12 temporal Damage (radius 1) on hit: +16 acid Damage (radius 2) on crit: +8 mind When wielded/worn: Effects on melee hit: * 40% chance to reduce armor by 53% Damage when hit (Melee): 4 acid Changes stats: +13 Str / +11 Dex / +8 Mag / +27 Wil / +13 Cun / +25 Con Changes resistances: +6% temporal Changes resistances penetration: +10% light Changes damage: +6% light / +12% acid Maximum life: +110.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Misfortune Sharp, short and deadly. |
Cloak | Glitta the elven-silk cloak (Nightmares) (38 def, 0 armour) Glitta the elven-silk cloak (Nightmares) (38 def, 0 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +45 (+5 eff.) Defense: +38 (+5 eff.) Fatigue: -10% Effects on melee hit: * 10% chance to reduce all saves and defense by 51 Damage when hit (Melee): 4 physical Changes stats: +3 Dex / +6 Mag / +5 Wil Changes resistances: +6% mind Changes resistances penetration: +15% mind Physical save: +15 (+2 eff.) Maximum life: +66.00 Maximum stamina: +40.00 Spell crit. chance: +8% 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. |
Main armor | Cuthidas the Morningoozer (Madness) (17 def, 20 armour) Cuthidas the Morningoozer (Madness) (17 def, 20 armour)Requires: - Heavy armour training - Strength 48 Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +20 Defense: +17 (+2 eff.) Fatigue: +12% Changes stats: +15 Str / +5 Dex / +8 Mag / +11 Wil / +16 Cun / +12 Con Changes resistances: +30% lightning Changes resistances penetration: +10% light Mental save: +24 (+4 eff.) Maximum life: +100.00 Infravision radius: +3 Curse of Madness A suit of armour made of mail. |
Inventory
Infusion of Wild Growth (rad 5; dur 10;) Infusion of Wild Growth (rad 5; dur 10;)Infused by nature 0.10 Encumbrance. [Plot Item] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 211.47 physical damage and 263.84 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. 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. |
Primal Infusion (affinity 50%; reduction 10; dur 4; cd 18) Primal Infusion (affinity 50%; reduction 10; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 50% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 10 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
Primal Infusion (affinity 50%; reduction 10; dur 4; cd 18) Primal Infusion (affinity 50%; reduction 10; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 50% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 10 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the warrior (heal 1479; cd 13) healing infusion of the warrior (heal 1479; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 1479 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 (die at -304; dur 7; cd 27) heroism infusion (die at -304; dur 7; cd 27)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 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 7 turns. While Heroism is active, you will only die when reaching -304 life. The duration and life will increase by 1% for every 1% life you have lost (currently 343 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the duelist (die at -3348; dur 8; cd 33) heroism infusion of the duelist (die at -3348; dur 8; cd 33)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: 33 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 -3348 life. The duration and life will increase by 1% for every 1% life you have lost (currently 3781 life, 9 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the titan (die at -1930; dur 7; cd 35) heroism infusion of the titan (die at -1930; dur 7; cd 35)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: 35 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 7 turns. While Heroism is active, you will only die when reaching -1930 life. The duration and life will increase by 1% for every 1% life you have lost (currently 2180 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 2822%; cd 18) movement infusion of the warrior (speed 2822%; cd 18)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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 2822% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 108%; mental, physical; dur 4; cd 13) wild infusion of the wizard (res 108%; mental, physical; dur 4; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 108% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; lightning, physical, darkness, blight, cold, nature) Prismatic Rune (6 turns; lightning, physical, darkness, blight, cold, nature)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 lightning, 3 physical, 3 darkness, 3 blight, 3 cold, 3 nature It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of the Rift (1392.89 temporal damage, removed from time 4 turns) Rune of the Rift (1392.89 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 1420.74 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the psychic (damage 1155; dur 4; cd 15) acid wave rune of the psychic (damage 1155; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 1154.93 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the psychic (damage 1194; dur 4; cd 20) acid wave rune of the psychic (damage 1194; dur 4; cd 20)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 1193.97 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the wizard (damage 1238; dur 4; cd 15) acid wave rune of the wizard (damage 1238; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 1238.44 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the duelist (damage 1655; dur 4; cd 16) biting gale rune of the duelist (damage 1655; 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 1654.67 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the warrior (range 32; phase 97; cd 10) blink rune of the warrior (range 32; phase 97; cd 10)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 32 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 32 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 97%, your defense is increased by 97 and all your resistances by 97%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the duelist (power 120; resist 132%; move 93%; dur 5; cd 18) ethereal rune of the duelist (power 120; resist 132%; move 93%; dur 5; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 132% all resistance, you move 93% faster, and you are invisible (power 120). Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the warrior (power 125; resist 128%; move 94%; dur 5; cd 18) ethereal rune of the warrior (power 125; resist 128%; move 94%; dur 5; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 128% all resistance, you move 94% faster, and you are invisible (power 125). 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. |
manasurge rune of the sneak (regen 3697% over 10 turns; mana 185; cd 15) manasurge rune of the sneak (regen 3697% over 10 turns; mana 185; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 3697% for 10 turns (959 total) and instantly restoring 185 mana. Also when resting your mana will regenerate at 0.5 per turn. 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 duelist (absorb 739; cd 21) shatter afflictions rune of the duelist (absorb 739; cd 21)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 739 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 2285; dur 5; cd 17) shielding rune of the warrior (absorb 2285; dur 5; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 2285 damage for 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the psychic (threshold 57; blocks 18; dur 4; cd 16) stormshield rune of the psychic (threshold 57; blocks 18; 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 57 up to 18 times. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the titan (threshold 44; blocks 14; dur 4; cd 12) stormshield rune of the titan (threshold 44; blocks 14; dur 4; 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 44 up to 14 times. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the duelist (range 691; cd 15) teleportation rune of the duelist (range 691; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 691 with a minimum range of 15. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Scroll of Summoning (Limmir the Jeweler) Scroll of Summoning (Limmir the Jeweler)Powered by unknown forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome It can be used to summon Limmir the jeweler at the center of the lake of the moon Activation costs 1 power out of 1/1. Magical scrolls can have wildly different effects! |
Aduda the stralite amulet (Nightmares) Aduda the stralite amulet (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +20 (+2 eff.) Armour: +18 Fatigue: -9% Changes stats: +9 Dex / +6 Cun / +9 Con Changes resistances: +9% acid / +12% temporal / +21% darkness / +15% lightning Spell save: +18 (+3 eff.) Life regen: +5.00 Stamina each turn: +0.60 Movement speed: +10% Curse of Nightmares Amulets make your neck look great! |
Choker of Dread (Corpses) Choker of Dread (Corpses)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+0 eff.) Blindness immunity: +100% Spellpower: +5 (+1 eff.) See invisible: +10 Curse of Corpses It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 42 power out of 60/60. The evilness of undeath radiates from this amulet. |
Daneth's Neckguard (Corpses) Daneth's Neckguard (Corpses)Crafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +20% physical Curse of Corpses A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Daneth's Neckguard (Shrouds) Daneth's Neckguard (Shrouds)Crafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +20% physical Curse of Shrouds A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Feathersteel Amulet (Misfortune) Feathersteel Amulet (Misfortune)Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+2 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Curse of Misfortune The weight of the world seems a little lighter with this amulet around your neck. |
Fiery Choker (Madness) Fiery Choker (Madness)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +20% fire / -20% cold Changes damage: +10% fire / -5% cold Damage affinity(heal): +30% fire Blindness immunity: +40% Spellpower: +7 (+1 eff.) Spell crit. chance: +8% Talent on hit(spell): Volcano (10% chance level 3). Curse of Madness A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
Fiery Choker (Shrouds) Fiery Choker (Shrouds)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +20% fire / -20% cold Changes damage: +10% fire / -5% cold Damage affinity(heal): +30% fire Blindness immunity: +40% Spellpower: +7 (+1 eff.) Spell crit. chance: +8% Talent on hit(spell): Volcano (10% chance level 3). Curse of Shrouds A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
Garkul's Teeth (Madness) Garkul's Teeth (Madness)Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+3 eff.) Mental save: +18 (+3 eff.) Pinning immunity: +100% Curse of Madness It can be used to activate talent Shattering Shout (costing 7 power out of 48/48) : Effective talent level: 5.5 Power cost: 7 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 955.51 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Garkul's Teeth (Misfortune) Garkul's Teeth (Misfortune)Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+3 eff.) Mental save: +18 (+3 eff.) Pinning immunity: +100% Curse of Misfortune It can be used to activate talent Shattering Shout (costing 7 power out of 48/48) : Effective talent level: 5.5 Power cost: 7 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 955.51 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Garkul's Teeth (Misfortune) Garkul's Teeth (Misfortune)Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+3 eff.) Mental save: +18 (+3 eff.) Pinning immunity: +100% Curse of Misfortune It can be used to activate talent Shattering Shout (costing 7 power out of 48/48) : Effective talent level: 5.5 Power cost: 7 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 955.51 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Lisina the steel amulet (Misfortune) Lisina the steel amulet (Misfortune)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 8 arcane Changes stats: +1 Cun / +4 Mag Mental save: +9 (+2 eff.) Equilibrium when hit: +0.16 Psi when hit: +0.04 Hate when firing a critical mind attack: +2.00 Curse of Misfortune Amulets make your neck look great! |
Morbusbreacher the stralite amulet (Madness) Morbusbreacher the stralite amulet (Madness)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +8 Wil / +22 Cun / +9 Con Changes resistances penetration: +25% darkness / +25% lightning Changes damage: +27% cold / +15% mind / +18% nature Mental save: +21 (+4 eff.) Psi when hit: +0.28 Hate when firing a critical mind attack: +7.00 Mindpower: +25 (+4 eff.) Curse of Madness Amulets make your neck look great! |
Neruma the Glacierstun (Madness) Neruma the Glacierstun (Madness)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 14 cold Changes stats: +9 Dex / +7 Wil / +14 Cun / +7 Con Changes resistances: +21% acid / +30% fire Changes resistances penetration: +30% light Changes damage: +36% acid / +48% cold Cut immunity: +80% See invisible: +21 Healing mod.: +21% Curse of Madness It can be used to activate talent Heal, placing all other charms into a 25 cooldown : Effective talent level: 2.5 Power cost: 25 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 549 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Pendant of the Sun and Moons (Misfortune) Pendant of the Sun and Moons (Misfortune)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 (+2 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. Activating this item is instant. Curse of Misfortune It can be used to activate talent Circle of Sanctity (costing 21 power out of 60/60) : Effective talent level: 4.5 Power cost: 21 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 74 light damage to everyone else who enters. The circle lasts 5 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
Starslicer the steel amulet (Nightmares) Starslicer the steel amulet (Nightmares)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +16 Defense: +50 (+6 eff.) Changes resistances: +42% lightning / +30% temporal / +30% nature / +15% light Changes damage: +15% mind Mental save: +37 (+6 eff.) Blindness immunity: +41% Disarm immunity: +41% Pinning immunity: +41% Stun/Freeze immunity: +32% Teleport immunity: +41% Only die when reaching: -160.00 life Healing mod.: +41% Curse of Nightmares Amulets make your neck look great! |
Unflinching Eye (Corpses) Unflinching Eye (Corpses)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. Curse of Corpses It can be used to activate talent Arcane Eye (costing 42 power out of 60/60) : Effective talent level: 3.5 Power cost: 42 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 20 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 7 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
Voremira the stralite amulet (Corpses) Voremira the stralite amulet (Corpses)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical crit. chance: +6.0% Armour: +6 Changes stats: +4 Str / +5 Mag / +5 Wil / +3 Con Changes resistances: +24% lightning Stun/Freeze immunity: +40% Maximum vim: +50.00 Curse of Corpses Amulets make your neck look great! |
Withering Orbs (Misfortune) Withering Orbs (Misfortune)Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Curse of Misfortune These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet of mastery (0.11 Psionic / Psi-fighting) (Misfortune) copper amulet of mastery (0.11 Psionic / Psi-fighting) (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent mastery: +0.11 Psionic / Psi-fighting Curse of Misfortune Amulets make your neck look great! |
copper amulet of willpower (+3) (Nightmares) copper amulet of willpower (+3) (Nightmares)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Wil Curse of Nightmares Amulets make your neck look great! |
stabilizing steel amulet of constitution (+3) (Madness) stabilizing steel amulet of constitution (+3) (Madness)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +12% temporal Pinning immunity: +20% Knockback immunity: +24% Curse of Madness Amulets make your neck look great! |
stralite amulet 'Heatreaper' (Madness) stralite amulet 'Heatreaper' (Madness)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Str / +7 Dex / +3 Mag / +7 Wil / +6 Cun Changes resistances: +9% darkness / +12% cold Changes damage: +15% fire Light radius: +3 See invisible: +9 Curse of Madness Amulets make your neck look great! |
wanderer's voratun amulet of murder (Nightmares) wanderer's voratun amulet of murder (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +8 (+0 eff.) Armour penetration: +16 Fatigue: -7% Changes stats: +6 Dex / +7 Cun / +6 Con Critical mult.: +14.00% Life regen: +3.00 Stamina each turn: +1.30 Movement speed: +10% Curse of Nightmares Amulets make your neck look great! |
wanderer's voratun amulet of soulsearing (Nightmares) wanderer's voratun amulet of soulsearing (Nightmares)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Changes stats: +10 Dex / +10 Cun / +10 Con Changes damage: +15% blight / +15% fire Critical mult.: +17.00% Life regen: +5.00 Stamina each turn: +1.50 Spellpower: +15 (+3 eff.) Movement speed: +10% Curse of Nightmares Amulets make your neck look great! |
Arthyhek (Shrouds) Arthyhek (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +41 (+4 eff.) Physical power: +30 (+3 eff.) Armour: +8 Defense: +20 (+3 eff.) Effects on melee hit: * 27% chance to reduce all saves and defense by 51 Changes stats: +4 Dex / +5 Wil / +7 Con Changes resistances penetration: +20% mind Changes damage: +15% mind / +12% physical Physical save: +38 (+6 eff.) Spell save: +14 (+3 eff.) Mental save: +14 (+2 eff.) Curse of Shrouds Rings make your fingers look great! |
Glareransom (Misfortune) Glareransom (Misfortune)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Dex / +15 Wil / +15 Cun Changes resistances penetration: +28% light Changes damage: +12% acid Silence immunity: +46% Mana each turn: +0.36 Mindpower: +27 (+4 eff.) Curse of Misfortune Rings make your fingers look great! |
Glory of the Pride (Corpses) Glory of the Pride (Corpses)Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Physical power: +10 (+1 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+7 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 Curse of Corpses The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Glory of the Pride (Misfortune) Glory of the Pride (Misfortune)Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Physical power: +10 (+1 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+7 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 Curse of Misfortune The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Nightsong (Corpses) Nightsong (Corpses)Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+2 eff.) Maximum stamina: +25.00 Curse of Corpses It can be used to activate talent Shadowstep (costing 35 power out of 50/50) : Effective talent level: 3.5 Power cost: 35 out of 50/50. Range: 8 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 180% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Ragurin (Misfortune) Ragurin (Misfortune)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 51 Changes stats: +9 Str / +4 Wil Changes damage: +6% mind Mental save: +9 (+2 eff.) Confusion immunity: +20% Infravision radius: +2 See invisible: +12 Curse of Misfortune Rings make your fingers look great! |
Ring of the Archlich (Madness) Ring of the Archlich (Madness)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 (+2 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+2 eff.) Curse of Madness This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
Ring of the Archlich (Misfortune) Ring of the Archlich (Misfortune)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 (+2 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+2 eff.) Curse of Misfortune This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
Ring of the Archlich (Misfortune) Ring of the Archlich (Misfortune)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 (+2 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+2 eff.) Curse of Misfortune This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
Ring of the Dead (Corpses) Ring of the Dead (Corpses)Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! Curse of Corpses This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Ring of the Dead (Shrouds) Ring of the Dead (Shrouds)Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! Curse of Shrouds This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Vargh Redemption (Corpses) Vargh Redemption (Corpses)Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 Curse of Corpses It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 37.34 cold and 55.50 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 42 power out of 60/60. This azure ring seems to be always moist to the touch. |
Velaldann the Shaderesolve (Shrouds) Velaldann the Shaderesolve (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +15 (+1 eff.) Armour penetration: +14 Defense: +15 (+2 eff.) Damage when hit (Melee): 15 darkness Changes stats: +6 Str / +4 Dex / +11 Wil / +4 Cun / +5 Con Changes resistances: +18% acid / +15% darkness Changes resistances penetration: +25% darkness Changes damage: +24% nature Reduces incoming crit damage: 22.77% See invisible: +21 Curse of Shrouds It can be used to activate talent Disengage, placing all other charms into a 7 cooldown : Effective talent level: 3.5 Power cost: 7 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! |
Void Orb (Misfortune) Void Orb (Misfortune)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+2 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). Curse of Misfortune It can be used to activate talent Manathrust (costing 5 power out of 6/6) : Effective talent level: 5.5 Power cost: 5 out of 6/6. Range: 10 Travel Speed: 2000% of base Is: a spell and usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 372.63 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
gladiator's gold ring (Madness) gladiator's gold ring (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +5 (+0 eff.) Changes stats: +6 Str / +6 Con Curse of Madness Rings make your fingers look great! |
gladiator's gold ring of misery (Misfortune) gladiator's gold ring of misery (Misfortune)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +11 (+1 eff.) Effects on melee hit: * 16% chance to reduce all saves and defense by 51 Damage (Melee): 21 physical Effects on ranged hit: * 15% chance to reduce all saves and defense by 51 Damage (Ranged): 21 physical Changes stats: +7 Str / +6 Cun / +7 Con Hate when firing a critical mind attack: +3.00 Maximum hate: +10.00 Curse of Misfortune It can be used to activate talent Bleeding Edge, placing all other charms into a 14 cooldown : Effective talent level: 3.5 Power cost: 14 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings make your fingers look great! |
sneakthief's stralite ring (Nightmares) sneakthief's stralite ring (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +5 (+0 eff.) Changes stats: +7 Cun / +9 Dex Curse of Nightmares Rings make your fingers look great! |
solipsist's steel ring (Madness) solipsist's steel ring (Madness)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Cun / +4 Wil Mindpower: +7 (+1 eff.) Curse of Madness Rings make your fingers look great! |
solipsist's steel ring (Misfortune) solipsist's steel ring (Misfortune)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Cun / +5 Wil Mindpower: +6 (+1 eff.) Curse of Misfortune Rings make your fingers look great! |
steel ring 'Mayelaith' (Corpses) steel ring 'Mayelaith' (Corpses)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 17 mind Changes stats: +6 Str / +14 Mag / +24 Cun / +6 Con Changes resistances penetration: +41% arcane Spell save: +12 (+2 eff.) Spell crit. chance: +13% See invisible: +21 Curse of Corpses Rings make your fingers look great! |
stralite ring 'Ce'Niwe' (Nightmares) stralite ring 'Ce'Niwe' (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 (+1 eff.) Effects on melee hit: * 20% chance to reduce armor by 53% Changes stats: +3 Str / +8 Dex / +9 Cun Changes resistances: +21% acid / +5% arcane Changes damage: +3% acid / +30% arcane Light radius: +3 Infravision radius: +2 Curse of Nightmares Rings make your fingers look great! |
voratun ring 'Dourbright' (Misfortune) voratun ring 'Dourbright' (Misfortune)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 40% chance to reduce strength, dexterity, and constitution by 43 * 13% chance to reduce all saves and defense by 51 * 20% chance to reduce damage dealt by 41% Damage (Melee): 33 physical Effects on ranged hit: * 20% chance to reduce all saves and defense by 51 Damage (Ranged): 35 physical Damage when hit (Melee): 6 mind Changes stats: +8 Mag / +11 Wil / +8 Cun Changes resistances: +12% blight Changes damage: +21% mind / +3% fire Mental save: +21 (+4 eff.) Confusion immunity: +46% Hate when firing a critical mind attack: +6.00 Maximum hate: +19.00 Spellpower: +15 (+3 eff.) Curse of Misfortune It can be used to activate talent Bleeding Edge, placing all other charms into a 14 cooldown : Effective talent level: 4.5 Power cost: 14 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! |
Stormfront (Nightmares) (30-45 power, 15 apr) Stormfront (Nightmares) (30-45 power, 15 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 30.0 - 45.0 Uses stat: 166% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * inflicts either shocked or wet, chosen at random Damage (Melee): +15 lightning / +15 cold When wielded/worn: Changes damage: +12% lightning / +12% cold Curse of Nightmares The blade glows faintly blue, and reflects a sky full of stormy clouds. |
enhanced voratun battleaxe of enduring (Nightmares) (56-83 power, 4 apr) enhanced voratun battleaxe of enduring (Nightmares) (56-83 power, 4 apr)Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 55.5 - 83.2 Uses stat: 166% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Changes stats: +12 Str / +12 Dex / +12 Mag / +21 Wil / +12 Cun / +29 Con Maximum life: +87.00 Curse of Nightmares Massive two-handed battleaxes. |
Dagger of the Past (Corpses) (25-32 power, 20 apr) Dagger of the Past (Corpses) (25-32 power, 20 apr)Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Potentially it would go with a sword in the future. Base power: 25.0 - 32.5 Uses stats: 69% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Defense: +10 (+1 eff.) Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spell save: +10 (+2 eff.) Movement speed: +20% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Curse of Corpses Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Dagger of the Past (Shrouds) (25-32 power, 20 apr) Dagger of the Past (Shrouds) (25-32 power, 20 apr)Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Potentially it would go with a sword in the future. Base power: 25.0 - 32.5 Uses stats: 69% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Defense: +10 (+1 eff.) Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spell save: +10 (+2 eff.) Movement speed: +20% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Curse of Shrouds Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Gytir (Corpses) (54-70 power, 9 apr) Gytir (Corpses) (54-70 power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 53.5 - 69.5 Uses stats: 69% Wil, 69% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * Wound the target dealing 460 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +14.0% Physical power: +9 (+1 eff.) Changes stats: +13 Str / +13 Dex / +11 Mag / +10 Wil / +11 Cun / +13 Con Changes resistances: +6% lightning / +9% cold / +10% arcane Spell save: +9 (+2 eff.) Blindness immunity: +40% Maximum hate: +12.00 Maximum psi: +50.00 Mental crit. chance: +4% Defense after a teleport: +25 Resist all after a teleport: +25% New effects duration reduction after a teleport: +25% Curse of Corpses Sharp, short and deadly. |
Life Drinker (Corpses) (42-55 power, 11 apr) Life Drinker (Corpses) (42-55 power, 11 apr)Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 42.0 - 54.6 Uses stats: 48% Wil, 55% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +11 Crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes damage: +15% blight / +15% darkness / +15% acid Spellpower: +12 (+2 eff.) Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). Curse of Corpses It can be used to activate talent Worm Rot (costing 28 power out of 50/50) : Effective talent level: 3.5 Power cost: 28 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 37.50 acid and 34.12 blight damage. If not cleared after five turns it will inflict 193.71 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 69% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
Lightslice (Misfortune) (38-49 power, 9 apr) Lightslice (Misfortune) (38-49 power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 69% Wil, 69% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * Wound the target dealing 460 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +8 light When wielded/worn: Accuracy: +25 (+2 eff.) Armour penetration: +13 Physical crit. chance: +15.0% Physical power: +15 (+1 eff.) Defense: +20 (+3 eff.) Effects on melee hit: * 30% chance to slow global speed by 81% Changes stats: +13 Str / +12 Dex / +13 Mag / +13 Wil / +13 Cun / +9 Con Changes resistances: +6% acid / +6% cold / +6% blight Changes resistances penetration: +5% light / +15% physical Stamina each turn: +2.00 Curse of Misfortune Sharp, short and deadly. |
Mandible of Ungolmor (Corpses) (40-52 power, 12 apr) Mandible of Ungolmor (Corpses) (40-52 power, 12 apr)Requires: - Cunning 38 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 40.0 - 52.0 Uses stats: 48% Wil, 78% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +12 Crit. chance: +22.0% Attack speed: 100% When this weapon hits: Poisonous Bite (20% chance level 3). On weapon crit: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target Damage conversion: 30% darkness When wielded/worn: Armour: +15 Changes stats: +8 Cun / +4 Dex Changes damage: +30% nature / +20% darkness Talent granted: +5 Toxic Death Poison immunity: +100% Light radius: -2 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. |
Moon (Nightmares) (10-13 power, 0 apr) Moon (Nightmares) (10-13 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. Base power: 10.0 - 13.0 Uses stats: 28% Wil, 28% Cun Damage type: Darkness Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 125% On weapon hit: * Deal 70 Darkness damage. When wielded/worn: Light radius: -1 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. |
Moon (Shrouds) (10-13 power, 0 apr) Moon (Shrouds) (10-13 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. Base power: 10.0 - 13.0 Uses stats: 28% Wil, 28% Cun Damage type: Darkness Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 125% On weapon hit: * Deal 70 Darkness damage. When wielded/worn: Light radius: -1 Curse of Shrouds 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. |
Nogar the Woenigh (Madness) (40-52 power, 9 apr) Nogar the Woenigh (Madness) (40-52 power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 40.0 - 52.0 Uses stats: 69% Wil, 69% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 30% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +16 light When wielded/worn: Accuracy: +16 (+1 eff.) Armour penetration: +29 Physical crit. chance: +15.0% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +12 Str / +12 Dex / +8 Mag / +13 Wil / +11 Cun / +13 Con Changes resistances penetration: +10% temporal / +15% physical Changes damage: +12% darkness Critical mult.: +35.00% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Madness Sharp, short and deadly. |
Orc Feller (Madness) (45-58 power, 11 apr) Orc Feller (Madness) (45-58 power, 11 apr)Requires: - Dexterity 44 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 45.0 - 58.5 Uses stats: 69% Wil, 69% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +11 Crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun / +5 Dex Changes damage: +8% light / +10% physical Grants telepathy: Humanoid/Orc Pinning immunity: +50% Light radius: +1 Curse of Madness During the invasion of Eldoral the Halfling Rogue Herah is said to have slain over one hundred orcs while defending a group of refugees. |
Orc Feller (Shrouds) (45-58 power, 11 apr) Orc Feller (Shrouds) (45-58 power, 11 apr)Requires: - Dexterity 44 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 45.0 - 58.5 Uses stats: 69% Wil, 69% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +11 Crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun / +5 Dex Changes damage: +8% light / +10% physical Grants telepathy: Humanoid/Orc Pinning immunity: +50% Light radius: +1 Curse of Shrouds During the invasion of Eldoral the Halfling Rogue Herah is said to have slain over one hundred orcs while defending a group of refugees. |
Spelldrinker (Madness) (27-35 power, 8 apr) Spelldrinker (Madness) (27-35 power, 8 apr)Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 27.0 - 35.1 Uses stats: 48% Wil, 76% Cun, 20% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+2 eff.) Curse of Madness 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. |
Star (Misfortune) (10-13 power, 0 apr) Star (Misfortune) (10-13 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 star shines alone in a moonless sky. Base power: 10.0 - 13.0 Uses stats: 28% Wil, 28% Cun Damage type: Light Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 125% On weapon hit: * Deal 70 Light damage. When wielded/worn: Light radius: +1 Curse of Misfortune Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Swordbreaker (Shrouds) (25-32 power, 20 apr) Swordbreaker (Shrouds) (25-32 power, 20 apr)Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stat: 119% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+2 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+2 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. Curse of Shrouds 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. |
dwarven-steel dagger 'Frostbraze' (Corpses) (19-25 power, 7 apr) dwarven-steel dagger 'Frostbraze' (Corpses) (19-25 power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 19.0 - 24.7 Uses stats: 69% Wil, 69% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 272 damage over 5 turns and reducing armor and accuracy by 34 When wielded/worn: Changes stats: +2 Dex / +3 Wil / +2 Cun / +4 Con Changes resistances: +18% cold Reduces incoming crit damage: 15.00% See invisible: +6 Curse of Corpses Sharp, short and deadly. |
Borosk's Hate (Corpses) (60-96 power, 22 apr) Borosk's Hate (Corpses) (60-96 power, 22 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stat: 166% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance to strike the target again. When wielded/worn: Changes stats: +10 Str / +5 Dex / +15 Con Talent mastery: +0.20 Technique / Two-handed assault Curse of Corpses This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
Champion's Will (Madness) (67-107 power, 22 apr) Champion's Will (Madness) (67-107 power, 22 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 67.0 - 107.2 Uses stats: 159% Wil, 20% Con Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +22 Crit. chance: +12.0% Attack speed: 100% On weapon hit: * releases a burst of light, dealing 225 light damage (based on Spellpower) in a radius 3 cone. When wielded/worn: Changes stats: +12 Str / +6 Mag / +7 Con Talent masteries: +0.20 Celestial / Sun +0.10 Celestial / Radiance +0.20 Celestial / Crusader Talents cooldown: Sun Ray (-1 turn) Absorption Strike (-1 turn) Flash of the Blade (-1 turn) Increases the damage of Sun Beam by 15%. Curse of Madness It can be used to attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt Activation costs 21 power out of 30/30. This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
Champion's Will (Nightmares) (67-107 power, 22 apr) Champion's Will (Nightmares) (67-107 power, 22 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 67.0 - 107.2 Uses stats: 159% Wil, 20% Con Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +22 Crit. chance: +12.0% Attack speed: 100% On weapon hit: * releases a burst of light, dealing 225 light damage (based on Spellpower) in a radius 3 cone. When wielded/worn: Changes stats: +12 Str / +6 Mag / +7 Con Talent masteries: +0.20 Celestial / Sun +0.10 Celestial / Radiance +0.20 Celestial / Crusader Talents cooldown: Sun Ray (-1 turn) Absorption Strike (-1 turn) Flash of the Blade (-1 turn) Increases the damage of Sun Beam by 15%. Curse of Nightmares It can be used to attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt Activation costs 21 power out of 30/30. This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
Charknave the voratun greatsword (Corpses) (65-104 power, 4 apr) Charknave the voratun greatsword (Corpses) (65-104 power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 65.0 - 104.0 Uses stat: 166% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Wound the target dealing 460 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +4 fire Damage (radius 1) on hit: +20 fire When wielded/worn: Accuracy: +30 (+3 eff.) Physical crit. chance: +19.0% Physical power: +30 (+3 eff.) Changes stats: +12 Str / +7 Con Changes resistances: +6% darkness Changes resistances penetration: +5% fire / +19% physical Changes damage: +3% fire / +17% physical Disarm immunity: +39% Curse of Corpses Massive two-handed swords. |
Crystalline Voratun greatsword (Madness) (78-125 power, 4 apr) Crystalline Voratun greatsword (Madness) (78-125 power, 4 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. It is part of a set of items. Base power: 78.1 - 125.0 Uses stat: 166% Wil Damage type: Arcane Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical power: +12 (+1 eff.) Changes stats: +3 Wil / +3 Con Changes damage: +10% arcane Spellpower: +12 (+2 eff.) Curse of Madness It can be used to recover the Crystal Focus (destroys this weapon) Activation costs 1 power out of 1/1. Massive two-handed swords. Transformed with the power of the Spellblaze. |
Genocide (Madness) (42-67 power, 4 apr) Genocide (Madness) (42-67 power, 4 apr)Requires: - Willpower 20 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 42.0 - 67.2 Uses stat: 166% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +18.0% Attack speed: 100% Damage against: +25% Orc When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Con Reduced damage from: +15% Orc Grants telepathy: Humanoid/Orc Life regen: +0.50 Stamina each turn: +1.00 Curse of Madness Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
Golden Three-Edged Sword 'The Truth' (Nightmares) (49-78 power, 9 apr) Golden Three-Edged Sword 'The Truth' (Nightmares) (49-78 power, 9 apr)Requires: - Willpower 18 - Cunning 18 - Strength 18 Infused by psionic forces 12.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 49.0 - 78.4 Uses stat: 178% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +9 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 9% chance to stun or confuse the target Damage (Melee): +49 light / +49 darkness Curse of Nightmares The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
Latafayn (Misfortune) (68-109 power, 5 apr) Latafayn (Misfortune) (68-109 power, 5 apr)Requires: - Strength 40 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 68.0 - 108.8 Uses stat: 173% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +10.0% Attack speed: 100% Lifesteal (this weapon only): +8% Damage conversion: 50% fire burn When wielded/worn: Changes stats: +3 Cun / +5 Str Changes resistances: +15% fire Changes damage: +10% darkness / +15% fire Curse of Misfortune It can be used to accelerate burning effects on all creatures in a radius 1 ball within range 5, consuming them to instantly inflict 125% of all remaining burn damage Activation costs 7 power out of 25/25. This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands. |
Poltergeist's Latafayn (Misfortune) (68-109 power, 5 apr) Poltergeist's Latafayn (Misfortune) (68-109 power, 5 apr)Requires: - Strength 40 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 68.0 - 108.8 Uses stat: 173% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +10.0% Attack speed: 100% Lifesteal (this weapon only): +8% Damage conversion: 50% fire burn When wielded/worn: Changes stats: +5 Str / +8 Dex / +11 Cun Changes resistances: +15% fire Changes damage: +20% lightning / +15% fire / +10% darkness Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Curse of Misfortune It can be used to accelerate burning effects on all creatures in a radius 1 ball within range 5, consuming them to instantly inflict 125% of all remaining burn damage Activation costs 7 power out of 25/25. This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands. |
Warmaster Gnarg's Murderblade (Misfortune) (60-96 power, 19 apr) Warmaster Gnarg's Murderblade (Misfortune) (60-96 power, 19 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 60.0 - 96.0 Uses stat: 166% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +19 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 10% chance to send the wielder into a killing frenzy Damage against: +20% Living When wielded/worn: Changes stats: +15 Str / +5 Dex / +15 Con Reduced damage from: +20% Living Talent masteries: +0.30 Technique / Berserker's strength +0.20 Technique / Two-handed weapons +0.20 Technique / Two-handed maiming +0.20 Technique / Two-handed assault Curse of Misfortune A blood-etched greatsword, it has seen many foes. From the inside. |
Warmaster Gnarg's Murderblade (Shrouds) (60-96 power, 19 apr) Warmaster Gnarg's Murderblade (Shrouds) (60-96 power, 19 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 60.0 - 96.0 Uses stat: 166% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +19 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 10% chance to send the wielder into a killing frenzy Damage against: +20% Living When wielded/worn: Changes stats: +15 Str / +5 Dex / +15 Con Reduced damage from: +20% Living Talent masteries: +0.30 Technique / Berserker's strength +0.20 Technique / Two-handed weapons +0.20 Technique / Two-handed maiming +0.20 Technique / Two-handed assault Curse of Shrouds A blood-etched greatsword, it has seen many foes. From the inside. |
enhanced dwarven-steel greatsword of massacre (Nightmares) (56-89 power, 2 apr) enhanced dwarven-steel greatsword of massacre (Nightmares) (56-89 power, 2 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 55.5 - 88.8 Uses stat: 166% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +12 Str / +13 Dex / +13 Mag / +10 Wil / +13 Cun / +12 Con Curse of Nightmares Massive two-handed swords. |
enhanced stralite greatsword of massacre (Corpses) (62-99 power, 3 apr) enhanced stralite greatsword of massacre (Corpses) (62-99 power, 3 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 62.0 - 99.2 Uses stat: 166% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +10 Str / +9 Dex / +12 Mag / +14 Wil / +10 Cun / +7 Con Curse of Corpses Massive two-handed swords. |
enhanced stralite greatsword of massacre (Nightmares) (68-109 power, 3 apr) enhanced stralite greatsword of massacre (Nightmares) (68-109 power, 3 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 68.0 - 108.8 Uses stat: 166% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +13 Str / +14 Dex / +16 Mag / +16 Wil / +16 Cun / +16 Con Curse of Nightmares Massive two-handed swords. |
enhanced stralite greatsword of massacre (Nightmares) (66-105 power, 3 apr) enhanced stralite greatsword of massacre (Nightmares) (66-105 power, 3 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 65.5 - 104.8 Uses stat: 166% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +16 Str / +16 Dex / +16 Mag / +16 Wil / +16 Cun / +14 Con Curse of Nightmares Massive two-handed swords. |
stormbringer's voratun greatsword of enduring (Madness) (61-98 power, 4 apr) stormbringer's voratun greatsword of enduring (Madness) (61-98 power, 4 apr)Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.0 - 97.6 Uses stat: 166% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (radius 2) on crit: +58 lightning / +49 cold When wielded/worn: Changes stats: +14 Con / +21 Wil Changes resistances penetration: +24% lightning / +35% cold Maximum life: +125.00 Movement speed: +63% Curse of Madness Massive two-handed swords. |
warbringer's dwarven-steel greatsword of enduring (Shrouds) (36-58 power, 2 apr) warbringer's dwarven-steel greatsword of enduring (Shrouds) (36-58 power, 2 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 36.5 - 58.4 Uses stat: 166% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical power: +10 (+1 eff.) Changes stats: +15 Con / +9 Wil Changes resistances penetration: +10% physical Disarm immunity: +17% Maximum life: +33.00 Curse of Shrouds Massive two-handed swords. |
Acera (Shrouds) (33-46 power, 4 apr) Acera (Shrouds) (33-46 power, 4 apr)Requires: - Strength 40 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 Base power: 33.0 - 46.2 Uses stat: 138% Wil Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% Damage (radius 2) on crit: +40 corrosive acid When wielded/worn: Physical crit. chance: +10.0% Changes resistances: +15% acid Changes resistances penetration: +20% acid Changes damage: +20% acid Spell crit. chance: +10% Curse of Shrouds It can be used to activate talent Corrosive Worm (costing 21 power out of 30/30) : Effective talent level: 5.5 Power cost: 21 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 22% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 82 acid damage in a 4 radius ball. This damage will increase by 61% of all damage taken while infected. The damage dealt by the effect will increase with spellpower. This warped, blackened sword drips acid from its countless pores. |
Belidir (Nightmares) (40-56 power, 6 apr) Belidir (Nightmares) (40-56 power, 6 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 40.0 - 56.0 Uses stat: 138% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +21 mind When wielded/worn: Changes stats: +12 Dex / +13 Mag / +10 Wil Changes resistances: +16% mind Changes damage: +21% mind Spellpower: +10 (+2 eff.) Mindpower: +32 (+5 eff.) Curse of Nightmares Sharp, long, and deadly. |
Blood-Edge (Nightmares) (46-64 power, 7 apr) Blood-Edge (Nightmares) (46-64 power, 7 apr)Requires: - Magic 20 - Strength 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 46.0 - 64.4 Uses stats: 138% Wil, 10% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 15% chance to animate a bleeding foe's blood Lifesteal (this weapon only): +5% Damage conversion: 50% blight When wielded/worn: Changes damage: +15% blight / +15% physical Grants telepathy: Undead/Blood Maximum vim: +25.00 Spellpower: +21 (+4 eff.) Spell crit. chance: +8% Curse of Nightmares It can be used to activate talent Bleeding Edge (costing 14 power out of 20/20) : Effective talent level: 5.5 Power cost: 14 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. This deep red sword weeps blood continuously. It was born in the labs of the orcish corrupter Hurik, who sought to make a crystal that would house his soul after death. But his plans were disrupted by a band of sun paladins, and though most died purging his keep of dread minions, their leader Raasul fought through to Hurik's lab, sword in hand. There the two did battle, blade against blood magic, till both fell to the floor with weeping wounds. The orc with his last strength crawled towards his fashioned phylactery, hoping to save himself, but Raasul saw his plans and struck the crystal with his light-bathed sword. It shattered, and in the sudden impulse of energies the steel, crystal and blood were fused into one. Now the broken fragments of Raasul's soul are trapped in this terrible artifact, his mind warped beyond all sanity by decades of imprisonment. Only the taste of blood calls him forth, his soul stealing the lifeblood of others to take on physical form again, that he may thrash and wail against the living. |
Corpathus (Nightmares) (40-56 power, 12 apr) Corpathus (Nightmares) (40-56 power, 12 apr)Requires: - Strength 40 Crafted by a master Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stat: 138% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * grows in power On weapon kill: * grows dramatically in power Damage (Melee): +18 draining blight When wielded/worn: Changes damage: +5% blight Cut immunity: -25% Maximum vim: +20.00 Curse of Nightmares Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
Morrigor (Shrouds) (50-70 power, 12 apr) Morrigor (Shrouds) (50-70 power, 12 apr)Requires: - Magic 40 Powered by arcane forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 50.0 - 70.0 Uses stats: 83% Wil, 60% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * deal 183.88 arcane and 216.72 darkness damage (based on Magic) in a radius 1 around the target On weapon kill: * swallows the victim's soul, gaining a new power When wielded/worn: Talent granted: +1 Soul Purge Spellpower: +24 (+4 eff.) Spell crit. chance: +12% Curse of Shrouds This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
Twilight's Edge (Misfortune) (47-66 power, 7 apr) Twilight's Edge (Misfortune) (47-66 power, 7 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stat: 138% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +7 Crit. chance: +12.0% Attack speed: 100% On weapon crit: * release a burst of light and dark damage (scales with Magic) When wielded/worn: Changes stats: +4 Str / +4 Mag / +4 Cun Changes damage: +18% darkness / +18% light Spellpower: +12 (+2 eff.) Spell crit. chance: +4% Light radius: +1 Curse of Misfortune The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness. |
Wintertide (Nightmares) (39-55 power, 10 apr) Wintertide (Nightmares) (39-55 power, 10 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 39.0 - 54.6 Uses stat: 138% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Create a Winter Storm that gradually expands (from radius 1 to radius 4), dealing 295.78 cold damage (based on Strength) to your enemies each turn and slowing their ability to act by 20%. Subsequent melee strikes will relocate the storm on top of your target and increase its duration. Damage (Melee): +25 ice When wielded/worn: Damage when hit (Melee): 40 ice Changes resistances: +25% cold Changes damage: +20% cold Ice block penetration: +35% No Winter Storm Active Curse of Nightmares It can be used to precipitate ice walls (lasting 10 turns) within your Winter Storm's area Activation costs 21 power out of 40/40. The air seems to freeze around the blade of this sword, draining all heat from the area. It is said the Conclave created this weapon for their warmaster during the dark times of the first allure war. |
enhanced dwarven-steel longsword of enduring (Madness) (22-31 power, 4 apr) enhanced dwarven-steel longsword of enduring (Madness) (22-31 power, 4 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 22.0 - 30.8 Uses stat: 138% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +6 Str / +5 Dex / +3 Mag / +13 Wil / +4 Cun / +14 Con Maximum life: +20.00 Curse of Madness Sharp, long, and deadly. |
enhanced voratun longsword of massacre (Nightmares) (52-73 power, 6 apr) enhanced voratun longsword of massacre (Nightmares) (52-73 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 52.0 - 72.8 Uses stat: 138% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +9 Str / +10 Dex / +13 Mag / +8 Wil / +8 Cun / +5 Con Curse of Nightmares Sharp, long, and deadly. |
enhanced voratun longsword of torment (Madness) (42-59 power, 6 apr) enhanced voratun longsword of torment (Madness) (42-59 power, 6 apr)Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 42.0 - 58.8 Uses stat: 138% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns When wielded/worn: Changes stats: +11 Str / +10 Dex / +11 Mag / +7 Wil / +8 Cun / +9 Con Curse of Madness Sharp, long, and deadly. |
thought-forged voratun longsword of rage (Madness) (42-60 power, 6 apr) thought-forged voratun longsword of rage (Madness) (42-60 power, 6 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 42.5 - 59.5 Uses stat: 138% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance to reduce all saves and defense by 51 Damage (Melee): +19 mind When wielded/worn: Accuracy: +15 (+1 eff.) Changes stats: +9 Str / +4 Wil / +4 Cun Changes damage: +11% physical Curse of Madness Sharp, long, and deadly. |
voratun longsword 'Gorepower' (Madness) (44-61 power, 6 apr) voratun longsword 'Gorepower' (Madness) (44-61 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 43.5 - 60.9 Uses stat: 138% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 81% Damage (Melee): +20 nature Damage (radius 1) on hit: +8 nature Damage (radius 2) on crit: +20 nature When wielded/worn: Accuracy: +15 (+1 eff.) Changes stats: +5 Dex / +2 Wil Critical mult.: +10.00% Combat speed: +10% Curse of Madness Sharp, long, and deadly. |
voratun longsword 'Ivyda' (Nightmares) (42-58 power, 6 apr) voratun longsword 'Ivyda' (Nightmares) (42-58 power, 6 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 41.5 - 58.1 Uses stat: 138% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (radius 1) on hit: +15 fire When wielded/worn: Changes stats: +12 Dex / +13 Mag / +8 Con Changes resistances: +6% arcane Changes damage: +15% acid / +12% mind Curse of Nightmares Sharp, long, and deadly. |
Ureslak's Femur (Corpses) (52-73 power, 5 apr) Ureslak's Femur (Corpses) (52-73 power, 5 apr)Requires: - Dexterity 30 - Strength 45 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 It is part of a set of items. What would happen if more of Ureslak's remains were reunited? Base power: 52.0 - 72.8 Uses stat: 138% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 10% chance to shimmer to a different hue and gain powers Curse of Corpses A shortened femur of the mighty prismatic dragon Ureslak, this erratic club still resonates with his volatile nature. |
Ureslak's Femur (Madness) (52-73 power, 5 apr) Ureslak's Femur (Madness) (52-73 power, 5 apr)Requires: - Dexterity 30 - Strength 45 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 It is part of a set of items. What would happen if more of Ureslak's remains were reunited? Base power: 52.0 - 72.8 Uses stat: 138% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 10% chance to shimmer to a different hue and gain powers Curse of Madness A shortened femur of the mighty prismatic dragon Ureslak, this erratic club still resonates with his volatile nature. |
enhanced orichalcum trident (Corpses) (52-84 power, 16 apr) enhanced orichalcum trident (Corpses) (52-84 power, 16 apr)Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 52.5 - 84.0 Uses stat: 166% Wil Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Changes stats: +13 Str / +10 Dex / +13 Mag / +10 Wil / +9 Cun / +7 Con Curse of Corpses A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
enhanced orichalcum trident of ruin (Corpses) (53-85 power, 16 apr) enhanced orichalcum trident of ruin (Corpses) (53-85 power, 16 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 53.0 - 84.8 Uses stat: 166% Wil Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Armour penetration: +13 Physical crit. chance: +14.0% Changes stats: +6 Str / +19 Dex / +10 Mag / +16 Wil / +12 Cun / +12 Con Critical mult.: +31.00% Curse of Corpses A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
enhanced orite trident (Corpses) (38-60 power, 13 apr) enhanced orite trident (Corpses) (38-60 power, 13 apr)Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 37.5 - 60.0 Uses stat: 166% Wil Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +13 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +14 Str / +12 Dex / +10 Mag / +12 Wil / +9 Cun / +10 Con Curse of Corpses A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Blood-Letter (Madness) (33-46 power, 4.5 apr) Blood-Letter (Madness) (33-46 power, 4.5 apr)Requires: - Dexterity 24 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 3 Base power: 33.0 - 46.2 Uses stat: 138% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Ice Breath (15% chance level 2). Damage conversion: 50% ice When wielded/worn: Armour: +20 Changes resistances penetration: +20% cold Ice block penetration: +25% Curse of Madness A hand axe carved out of the most frozen parts of the northern wasteland. |
Glorelralle the Sootbloom (Nightmares) (38-54 power, 6 apr) Glorelralle the Sootbloom (Nightmares) (38-54 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 38.5 - 53.9 Uses stat: 138% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 30% chance to reduce armor by 53% Damage (Melee): +12 darkness When wielded/worn: Accuracy: +25 (+2 eff.) Armour penetration: +12 Physical crit. chance: +15.0% Effects on melee hit: * 20% chance to reduce damage dealt by 41% Changes stats: +18 Str / +22 Dex / +11 Mag / +10 Wil / +13 Cun / +13 Con Changes resistances penetration: +15% arcane Critical mult.: +35.00% Light radius: +3 Infravision radius: +4 Combat speed: +10% Curse of Nightmares One-handed war axes. |
Blindpyre (Misfortune) Blindpyre (Misfortune) Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +13.0% Effects on melee hit: * 20% chance to reduce damage dealt by 41% Changes stats: +5 Str / +11 Dex / +5 Mag / +13 Wil / +17 Cun / +5 Con Changes resistances: +21% darkness / +3% fire / +6% nature / +7% arcane Changes resistances penetration: +20% lightning Damage against: +45% Summoned Reduced damage from: +45% Summoned Maximum life: +70.00 Mental crit. chance: +15% Curse of Misfortune A belt that goes around your waist. |
Duathelwarden (Corpses) Duathelwarden (Corpses)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +12 (+1 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 41% Changes stats: +5 Str / +7 Wil / +5 Cun / +5 Con Changes resistances: +10% acid / +6% darkness / +9% fire / +8% cold / +9% lightning Changes damage: +24% darkness Damage against: +42% Summoned Reduced damage from: +39% Summoned Physical save: +12 (+2 eff.) Size category: +1 Curse of Corpses A belt that goes around your waist. |
Mighty Girdle (Misfortune) Mighty Girdle (Misfortune)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 Curse of Misfortune This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Rope Belt of the Thaloren (Madness) Rope Belt of the Thaloren (Madness)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +15 (+3 eff.) Mental crit. chance: +15% Curse of Madness The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
blurring drakeskin leather belt of containment (Nightmares) blurring drakeskin leather belt of containment (Nightmares)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Defense: +20 (+3 eff.) Stealth bonus: +15 Maximum life: +123.00 Maximum mana: +80.00 Maximum stamina: +50.00 Maximum hate: +20.00 Maximum psi: +37.00 Maximum vim: +36.00 Maximum pos.energy: +37.00 Maximum neg.energy: +40.00 Reduces paradox anomalies(equivalent to willpower): +18 Curse of Nightmares A belt that goes around your waist. |
hardened leather belt 'Layythra' (Nightmares) hardened leather belt 'Layythra' (Nightmares)Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 51 Damage when hit (Melee): 8 mind Changes stats: +4 Str / +2 Mag / +4 Cun Changes resistances: +8% blight / +5% arcane Changes damage: +15% arcane Reduces incoming crit damage: 15.00% The wearer is treated as an undead. The wearer no longer has to breathe. Curse of Nightmares A belt that goes around your waist. |
monstrous hardened leather belt (Misfortune) monstrous hardened leather belt (Misfortune)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +8 (+1 eff.) Changes stats: +5 Str / +5 Con Physical save: +10 (+2 eff.) Size category: +1 Curse of Misfortune A belt that goes around your waist. |
monstrous hardened leather belt (Nightmares) monstrous hardened leather belt (Nightmares)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +9 (+1 eff.) Changes stats: +5 Str / +5 Con Physical save: +11 (+2 eff.) Size category: +1 Curse of Nightmares A belt that goes around your waist. |
monstrous hardened leather belt of transcendence (Nightmares) monstrous hardened leather belt of transcendence (Nightmares)Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +5 (+0 eff.) Changes stats: +4 Str / +5 Con Physical save: +15 (+2 eff.) Mindpower: +4 (+1 eff.) Size category: +1 Curse of Nightmares A belt that goes around your waist. |
skylord's drakeskin leather belt (Nightmares) skylord's drakeskin leather belt (Nightmares) Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +9 Str / +10 Dex / +5 Mag / +7 Wil / +7 Cun / +5 Con Physical save: +11 (+2 eff.) Spell save: +14 (+3 eff.) Mental save: +14 (+2 eff.) Curse of Nightmares A belt that goes around your waist. |
Destala's Scales (Misfortune) (10 def, 0 armour) Destala's Scales (Misfortune) (10 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+1 eff.) Changes stats: +6 Cun Changes resistances penetration: +10% acid Changes damage: +15% acid Talent mastery: +0.20 Wild-gift / Venom drake aspect Mindpower: +6 (+1 eff.) Talent on hit(nature): Acidic Spray (10% chance level 2). Curse of Misfortune It can be used to activate talent Dissolve (costing 14 power out of 20/20) : Effective talent level: 3.5 Power cost: 14 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 52% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This talent will also attack with your shield, if you have one equipped. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
Ethereal Embrace (Madness) (10 def, 0 armour) Ethereal Embrace (Madness) (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+1 eff.) Changes stats: +8 Mag Changes resistances: +12% arcane / +12% darkness Changes damage: +15% arcane / +15% darkness Talent masteries: +0.10 Spell / Aether +0.20 Spell / Arcane +0.20 Spell / Nightfall Spellpower on spell critical (stacks up to 3 times): +5 Spell crit. chance: +6% Damage Shield Duration: +1 Damage Shield Power: +15% Damage shields have +1 duration and +15% power Curse of Madness It can be used to activate talent Aether Breach (costing 20 power out of 28/28) : Effective talent level: 3.5 Power cost: 20 out of 28/28. Range: 7 Travel Speed: instantaneous Is: a spell and usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 4 random arcane explosions in the target area. Each explosion does 234.09 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
Frozen Shroud (Corpses) (12 def, 0 armour) Frozen Shroud (Corpses) (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+2 eff.) Damage when hit (Melee): 60 ice Changes stats: +12 Mag Changes resistances: +25% cold / -15% fire / +8% all Changes damage: +25% cold Curse of Corpses It can be used to release a radius 4 chilling blast, instantly dealing 1166.09 cold damage and condensing the air into freezing vapors that deal 388.70 cold damage (based on Magic) each turn for 10 turns Activation costs 21 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
Guise of the Hated (Madness) (14 def, 0 armour) Guise of the Hated (Madness) (14 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Defense: +14 (+2 eff.) Damage (Melee): 30 mind / 30 darkness Damage when hit (Melee): 30 mind / 30 darkness Changes stats: +4 Dex / +8 Wil / +6 Cun Changes resistances: +10% darkness / +10% mind Changes damage: +4% all Talent masteries: +0.30 Cursed / Gloom +0.30 Cursed / Darkness Talent granted: +5 Dark Vision Stealth bonus: +12 Mental save: +10 (+2 eff.) Hate per kill: +5.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +10% Talent on hit(mindpower): Creeping Darkness (10% chance level 3). Curse of Madness Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
Guise of the Hated (Nightmares) (14 def, 0 armour) Guise of the Hated (Nightmares) (14 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Defense: +14 (+2 eff.) Damage (Melee): 30 mind / 30 darkness Damage when hit (Melee): 30 mind / 30 darkness Changes stats: +4 Dex / +8 Wil / +6 Cun Changes resistances: +10% darkness / +10% mind Changes damage: +4% all Talent masteries: +0.30 Cursed / Gloom +0.30 Cursed / Darkness Talent granted: +5 Dark Vision Stealth bonus: +12 Mental save: +10 (+2 eff.) Hate per kill: +5.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +10% Talent on hit(mindpower): Creeping Darkness (10% chance level 3). Curse of Nightmares Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
Ivyssra (Shrouds) (3 def, 2 armour) Ivyssra (Shrouds) (3 def, 2 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +2 Defense: +3 (+0 eff.) Changes stats: +4 Dex / +5 Mag / +4 Wil / +3 Cun Changes resistances: +18% blight / +20% nature / +6% light Spell save: +24 (+4 eff.) Mental save: +3 (+1 eff.) Silence immunity: +10% Teleport immunity: +10% Life regen: +10.00 Maximum mana: +73.00 Healing mod.: +12% 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. |
Offalrot (Shrouds) (1 def, 0 armour) Offalrot (Shrouds) (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 2 nature Changes stats: +3 Str / +1 Dex / +2 Cun / +1 Con Changes resistances: +3% nature Physical save: +9 (+1 eff.) 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. |
Serpentine Cloak (Misfortune) (20 def, 0 armour) Serpentine Cloak (Misfortune) (20 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +20 (+3 eff.) Changes stats: +4 Dex / +4 Wil / +4 Cun Changes resistances penetration: +20% nature Changes damage: +20% nature Talent masteries: +0.20 Cunning / Stealth +0.50 Cunning / Poisons Poison immunity: +50% Talent on hit(mindpower): Poison Strike (10% chance level 1). Curse of Misfortune Cunning and malice seem to emanate from this cloak. |
Ureslak's Molted Scales (Misfortune) (0 def, 0 armour) Ureslak's Molted Scales (Misfortune) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 It is part of a set of items. It would go well with another part of Ureslak. When wielded/worn: Changes resistances: +20% lightning / +20% darkness / +20% cold / +20% fire / -30% arcane / +20% nature Changes resistances cap: +10% lightning / +10% darkness / +10% cold / +10% fire / -30% arcane / +10% nature Curse of Misfortune It can be used to energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.) Activation costs 35 power out of 50/50. This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
Vorelranne the elven-silk cloak (Shrouds) (3 def, 0 armour) Vorelranne the elven-silk cloak (Shrouds) (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +9 Defense: +3 (+0 eff.) Changes stats: +4 Str / +6 Dex / +5 Cun / +4 Con Changes resistances: +12% acid / +12% temporal Changes resistances penetration: +20% mind / +10% acid Changes damage: +15% mind Spell save: +13 (+3 eff.) Mental save: +15 (+3 eff.) Maximum psi: +20.00 Mindpower: +45 (+7 eff.) Defense after a teleport: +25 Resist all after a teleport: +25% New effects duration reduction after a teleport: +25% 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. |
Yaryrand the cashmere cloak (Corpses) (2 def, 0 armour) Yaryrand the cashmere cloak (Corpses) (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +3 Str / +6 Mag / +2 Con Mana each turn: +0.08 Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +15 (+3 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Blindthorn' (Misfortune) (16 def, 0 armour) elven-silk cloak 'Blindthorn' (Misfortune) (16 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +16 (+2 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 41% Changes stats: +6 Cun / +4 Con Changes resistances: +9% darkness Changes damage: +12% mind Physical save: +11 (+2 eff.) Light radius: +1 Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Ce'Nivea' (Nightmares) (12 def, 0 armour) elven-silk cloak 'Ce'Nivea' (Nightmares) (12 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+2 eff.) Changes stats: +9 Str / +6 Dex / +3 Mag / +2 Wil / +10 Con Changes resistances: +22% light / +25% fire Changes damage: +9% temporal Talent mastery: +0.40 Technique / Combat training Stealth bonus: +11 Spell save: +23 (+4 eff.) Stamina each turn: +1.20 Mana each turn: +0.08 Maximum vim: +20.00 Spellpower: +25 (+4 eff.) Mental crit. chance: +3% Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Chundur' (Shrouds) (48 def, 4 armour) elven-silk cloak 'Chundur' (Shrouds) (48 def, 4 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Armour: +4 Defense: +48 (+6 eff.) Damage when hit (Melee): 10 physical Changes stats: +4 Str / +8 Dex / +12 Mag / +12 Wil / +4 Cun / +7 Con Spell crit. chance: +16% Infravision radius: +4 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% 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. |
regal cashmere cloak of mindcraft (Misfortune) (2 def, 0 armour) regal cashmere cloak of mindcraft (Misfortune) (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +4 Cun / +8 Wil Mental save: +7 (+1 eff.) Mental crit. chance: +6% Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Black Robe (Madness) (6 def, 0 armour) Black Robe (Madness) (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Defense: +6 (+1 eff.) Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +15% all Spell save: +25 (+5 eff.) Blindness immunity: +50% Spellpower: +30 (+5 eff.) See invisible: +10 Talent on hit(spell): Blood Grasp (5% chance level 3). Talent on hit(spell): Soul Rot (5% chance level 3). Curse of Madness A silk robe, darker than the darkest night sky, it radiates power. |
Bleakstrider the elven-silk robe (Misfortune) (0 def, 0 armour) Bleakstrider the elven-silk robe (Misfortune) (0 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +3 Str / +4 Dex / +12 Mag / +5 Wil / +6 Cun / +3 Con Changes resistances: +45% acid / +9% darkness / +15% all Changes resistances penetration: +13% physical / +12% temporal Changes damage: +30% acid / +29% physical / +3% darkness / +30% temporal Mana each turn: +0.40 Maximum mana: +89.00 Spellpower: +20 (+3 eff.) Spell crit. chance: +13% Light radius: +3 Reduces paradox anomalies(equivalent to willpower): +16 Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Crimson Robe (Nightmares) (12 def, 0 armour) Crimson Robe (Nightmares) (12 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+2 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances: +15% all Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.20 Cursed / Slaughter +0.10 Psionic / Solipsism +0.20 Cursed / Punishments Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). Curse of Nightmares This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Crimson Robe (Nightmares) (12 def, 0 armour) Crimson Robe (Nightmares) (12 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+2 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances: +15% all Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.10 Psionic / Solipsism +0.20 Cursed / Slaughter +0.20 Cursed / Punishments Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). Curse of Nightmares This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Evermoss Robe (Nightmares) (12 def, 0 armour) Evermoss Robe (Nightmares) (12 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +12 (+2 eff.) Damage when hit (Melee): 35 nature slow Changes stats: +5 Wil Changes resistances: +25% nature / +13% all Changes resistances penetration: +10% nature Changes damage: +30% nature Talent mastery: +0.30 Wild-gift / Moss Physical save: +15 (+2 eff.) Life regen: +0.20 Mindpower: +12 (+2 eff.) Mental crit. chance: +5% Healing mod.: +15% Curse of Nightmares This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
Quenchraven the cashmere robe (Shrouds) (60 def, 16 armour) Quenchraven the cashmere robe (Shrouds) (60 def, 16 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Armour penetration: +5 Armour: +16 Defense: +60 (+8 eff.) Changes stats: +12 Str / +5 Dex / +7 Wil / +6 Cun / +5 Con Changes resistances: +27% cold / +11% all Changes resistances penetration: +30% blight / +45% physical Changes damage: +27% physical / +18% cold Reduces incoming crit damage: 30.54% Mental save: +24 (+4 eff.) Mindpower: +5 (+1 eff.) Mental crit. chance: +5% Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of the Archmage (Shrouds) (10 def, 10 armour) Robe of the Archmage (Shrouds) (10 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+1 eff.) Damage when hit (Melee): 15 arcane Changes stats: +6 Mag / +6 Wil / +6 Cun Changes resistances: +10% lightning / +10% cold / +10% fire / +10% arcane / +13% all Changes damage: +12% all Spell save: +20 (+4 eff.) Mental save: +15 (+3 eff.) Silence immunity: +50% Mana each turn: +2.00 Spellpower: +15 (+3 eff.) Light radius: +1 Curse of Shrouds A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Temporal Augmentation Robe - Designed In-Style (Misfortune) (9 def, 3 armour) Temporal Augmentation Robe - Designed In-Style (Misfortune) (9 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +3 Defense: +9 (+1 eff.) Damage when hit (Melee): 20 physical / 10 temporal Changes stats: +5 Mag / +3 Wil Changes resistances: +10% temporal / +10% physical / +13% all Changes resistances penetration: +20% temporal / +20% physical Changes damage: +20% temporal / +20% physical Spellpower: +23 (+4 eff.) Curse of Misfortune It can be used to activate talent Temporal Reprieve (costing 35 power out of 50/50) : Effective talent level: 2.5 Power cost: 35 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 3 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
The Calm (Nightmares) (15 def, 0 armour) The Calm (Nightmares) (15 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +15 (+2 eff.) Changes stats: +10 Mag / +8 Wil / +6 Cun Changes resistances: +20% lightning / +13% all Changes resistances penetration: +15% lightning Changes damage: +25% lightning Spellpower: +20 (+3 eff.) Movement speed: +10% Slows Projectiles: +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. Curse of Nightmares This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
Yeek-fur Robe (Shrouds) (10 def, 5 armour) Yeek-fur Robe (Shrouds) (10 def, 5 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +5 Defense: +10 (+1 eff.) Changes resistances: +20% cold / +20% mind / +11% all Changes damage: +20% mind Grants telepathy: Humanoid Mental save: +10 (+2 eff.) Confusion immunity: +35% Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Shrouds A beautifully soft robe of fine white fur. It looks designed for a halfling noble, with glorious sapphires sewn across the hems. But entrancing as it is, you can't help but feel a little queasy wearing it. |
Aetherwalk (Nightmares) (6 def, 0 armour) Aetherwalk (Nightmares) (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +25% arcane Changes damage: +25% arcane Spellpower: +15 (+3 eff.) Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Creates an arcane explosion dealing 488 arcane damage based on magic in a radius of 3 around the user after any teleport. Curse of Nightmares It can be used to phase door up to range 6, within radius 2 of the target location Activation costs 17 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
Dagohek the pair of drakeskin leather boots (Madness) (21 def, 15 armour) Dagohek the pair of drakeskin leather boots (Madness) (21 def, 15 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +20 (+2 eff.) Armour: +15 Defense: +21 (+3 eff.) Damage when hit (Melee): 10 blight Changes stats: +3 Str / +15 Dex / +2 Wil / +4 Cun / +4 Con Changes resistances: +14% acid / +15% fire / +15% lightning / +15% cold Changes resistances penetration: +10% blight Physical save: +25 (+4 eff.) Mental save: +21 (+4 eff.) Curse of Madness A pair of boots made of leather. |
Elutira the pair of hardened leather boots (Shrouds) (20 def, 7 armour) Elutira the pair of hardened leather boots (Shrouds) (20 def, 7 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +7 Defense: +20 (+3 eff.) Changes stats: +2 Dex / +3 Mag / +2 Wil Changes resistances: +15% cold / +3% temporal Reduces incoming crit damage: 15.00% Curse of Shrouds It can be used to blink to a nearby random location (rad 8) Activation puts all charms on cooldown for 18 turns. A pair of boots made of leather. |
Frost Treads (Madness) (1 def, 4 armour) Frost Treads (Madness) (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 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 Madness A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Korosablek the pair of drakeskin leather boots (Nightmares) (0 def, 5 armour) Korosablek the pair of drakeskin leather boots (Nightmares) (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +30 (+3 eff.) Physical crit. chance: +5.0% Armour: +5 Fatigue: -8% Changes stats: +5 Dex / +4 Con Changes resistances: +2% physical Maximum encumbrance: +38 Physical save: +11 (+2 eff.) Curse of Nightmares A pair of boots made of leather. |
Shimmerimmortal the pair of drakeskin leather boots (Madness) (0 def, 5 armour) Shimmerimmortal the pair of drakeskin leather boots (Madness) (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +18 Mag / +9 Wil / +4 Cun Changes resistances: +7% physical / +21% nature / +21% darkness Changes damage: +10% acid / +33% lightning / +10% blight Physical save: +33 (+5 eff.) Poison immunity: +38% Disease immunity: +50% Silence immunity: +38% Stun/Freeze immunity: +38% Life regen: +7.51 Spellpower: +10 (+2 eff.) Light radius: +6 Curse of Madness A pair of boots made of leather. |
Fist of the Destroyer (Misfortune) (8 def, 0 armour) Fist of the Destroyer (Misfortune) (8 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. Only the masochistic can unlock its full power. When wielded/worn: Defense: +8 (+1 eff.) Changes stats: +9 Str / +9 Mag / +3 Cun Talent masteries: +0.20 Corruption / Shadowflame +0.20 Corruption / Vim Stun/Freeze immunity: +20% Maximum vim: +25.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Increases all damage by 4% of current vim Current Bonus: 26% Curse of Misfortune It can be used to activate talent Darkfire (costing 9 power out of 12/12) : Effective talent level: 6.5 Power cost: 9 out of 12/12. Range: 6 Travel Speed: 400% of base Is: a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 235.29 fire damage and 225.42 darkness damage in a radius of 7. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
Fist of the Destroyer (Nightmares) (8 def, 0 armour) Fist of the Destroyer (Nightmares) (8 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. Only the masochistic can unlock its full power. When wielded/worn: Defense: +8 (+1 eff.) Changes stats: +9 Str / +9 Mag / +3 Cun Talent masteries: +0.20 Corruption / Shadowflame +0.20 Corruption / Vim Stun/Freeze immunity: +20% Maximum vim: +25.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Increases all damage by 4% of current vim Current Bonus: 26% Curse of Nightmares It can be used to activate talent Darkfire (costing 9 power out of 12/12) : Effective talent level: 6.5 Power cost: 9 out of 12/12. Range: 6 Travel Speed: 400% of base Is: a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 235.29 fire damage and 225.42 darkness damage in a radius of 7. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
Fist of the Destroyer (Shrouds) (8 def, 0 armour) Fist of the Destroyer (Shrouds) (8 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. Only the masochistic can unlock its full power. When wielded/worn: Defense: +8 (+1 eff.) Changes stats: +9 Str / +9 Mag / +3 Cun Talent masteries: +0.20 Corruption / Shadowflame +0.20 Corruption / Vim Stun/Freeze immunity: +20% Maximum vim: +25.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Increases all damage by 4% of current vim Current Bonus: 26% Curse of Shrouds It can be used to activate talent Darkfire (costing 9 power out of 12/12) : Effective talent level: 6.5 Power cost: 9 out of 12/12. Range: 6 Travel Speed: 400% of base Is: a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 235.29 fire damage and 225.42 darkness damage in a radius of 7. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
Snow Giant Wraps (Corpses) (0 def, 2 armour) Snow Giant Wraps (Corpses) (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses It can be used to activate talent Throw Boulder (costing 5 power out of 6/6) : Effective talent level: 3.5 Power cost: 5 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 821.21 physical damage and knocking targets back 6 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Storm Bringer's Gauntlets (Shrouds) (0 def, 5 armour) 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: Armour: +5 Changes stats: +6 Mag Changes resistances: +15% lightning Changes damage: +15% lightning Critical mult.: +20.00% Spellpower: +12 (+2 eff.) Spell crit. chance: +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. 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. |
brawler's dwarven-steel gauntlets (Misfortune) (0 def, 2 armour) brawler's dwarven-steel gauntlets (Misfortune) (0 def, 2 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Changes stats: +3 Str / +3 Dex / +3 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +7 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather gloves 'Urelar' (Misfortune) (0 def, 2 armour) hardened leather gloves 'Urelar' (Misfortune) (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Changes stats: +5 Str / +3 Dex / +6 Mag / +2 Wil / +4 Cun / +1 Con Changes resistances: +7% light / +7% darkness Changes damage: +6% mind Infravision radius: +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune It can be used to activate talent Starfall, placing all other charms into a 14 cooldown : Effective talent level: 2.5 Power cost: 14 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 221.73 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Aletta's Diadem (Madness) (0 def, 0 armour) Aletta's Diadem (Madness) (0 def, 0 armour)Requires: - Willpower 24 Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +4 Cun / +4 Wil Changes damage: +10% mind Mindpower: +12 (+2 eff.) Mental crit. chance: +5% Curse of Madness It can be used to activate talent Psychic Lobotomy (costing 6 power out of 10/10) : Effective talent level: 4.5 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Inflicts 273.61 mind damage and cripples the target's higher mental functions, reducing cunning by 29 and confusing (41% power) the target for 5 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
Corrupted Gaze (Madness) (4 def, 8 armour) Corrupted Gaze (Madness) (4 def, 8 armour)Requires: - Heavy armour training - Magic 16 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +10 (+1 eff.) Armour: +8 Defense: +4 (+1 eff.) Fatigue: +6% Changes stats: +8 Mag / +4 Wil / +8 Cun Changes resistances: +20% blight Changes resistances penetration: +10% blight Changes damage: +20% blight Talent mastery: +0.30 Corruption / Vim Disease immunity: +50% See stealth: +12 See invisible: +12 Talent on hit(spell): Vimsense (10% chance level 3). Curse of Madness This helmet radiates a dark power. Its visor seems to twist and corrupt the vision of its wearer. You feel worried that if you were to lower it for long, the visions may affect your mind. |
Crown of Command (Corpses) (3 def, 6 armour) Crown of Command (Corpses) (3 def, 6 armour)Requires: - Heavy armour training - Cunning 25 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+0 eff.) Fatigue: +4% Changes stats: +3 Con / +10 Wil Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Cunning / Survival Mindpower: +5 (+1 eff.) Activating this item is instant. Curse of Corpses It can be used to activate talent Indomitable (costing 42 power out of 60/60) : Effective talent level: 2.5 Power cost: 42 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 3 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 4 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Crown of Command (Madness) (3 def, 6 armour) Crown of Command (Madness) (3 def, 6 armour)Requires: - Heavy armour training - Cunning 25 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+0 eff.) Fatigue: +4% Changes stats: +3 Con / +10 Wil Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Cunning / Survival Mindpower: +5 (+1 eff.) Activating this item is instant. Curse of Madness It can be used to activate talent Indomitable (costing 42 power out of 60/60) : Effective talent level: 2.5 Power cost: 42 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 3 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 4 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Crown of Eternal Night (Corpses) (0 def, 3 armour) Crown of Eternal Night (Corpses) (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. You need to find something to bind its powers. When wielded/worn: Armour: +3 Fatigue: +3% Reduce damage by fixed amount: +10 all Curse of Corpses This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
Crown of Eternal Night (Shrouds) (0 def, 3 armour) Crown of Eternal Night (Shrouds) (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. You need to find something to bind its powers. When wielded/worn: Armour: +3 Fatigue: +3% Reduce damage by fixed amount: +10 all Curse of Shrouds This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
Crown of the Elements (Corpses) (0 def, 10 armour) Crown of the Elements (Corpses) (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +10 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 lightning / 10 cold Changes stats: +10 Mag / +10 Wil Changes resistances: +25% acid / +25% fire / +25% cold / +25% lightning Changes damage: +25% acid / +25% fire / +25% cold / +25% lightning Spellpower: +15 (+3 eff.) Mindpower: +15 (+3 eff.) Curse of Corpses This jeweled crown shimmers with colors. |
Crown of the Elements (Shrouds) (0 def, 10 armour) Crown of the Elements (Shrouds) (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +10 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 lightning / 10 cold Changes stats: +10 Mag / +10 Wil Changes resistances: +25% acid / +25% fire / +25% cold / +25% lightning Changes damage: +25% acid / +25% fire / +25% cold / +25% lightning Spellpower: +15 (+3 eff.) Mindpower: +15 (+3 eff.) Curse of Shrouds This jeweled crown shimmers with colors. |
Decayed Visage (Shrouds) (0 def, 0 armour) Decayed Visage (Shrouds) (0 def, 0 armour)Requires: - Magic 25 - Willpower 20 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 4 light / 10 vim draining blight Changes stats: +5 Mag / +8 Wil / +4 Cun Changes damage: +8% blight / +20% arcane / +18% darkness Maximum vim: +25.00 Spell crit. chance: +2% Mindpower: +5 (+1 eff.) Curse of Shrouds It can be used to activate talent Vimsense (costing 18 power out of 45/45) : Effective talent level: 3.5 Power cost: 18 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 6 turns, in a radius of 10. The evil touch will reduce their blight resistance by 33% and all saves by 56, but also make them aware of you. The resistance and save reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
Eye of the Forest (Nightmares) (8 def, 0 armour) Eye of the Forest (Nightmares) (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+1 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+2 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 Curse of Nightmares It can be used to activate talent Earth's Eyes (costing 25 power out of 35/35) : Effective talent level: 3.5 Power cost: 25 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 10. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Hat of Arcane Understanding (Madness) (2 def, 0 armour) Hat of Arcane Understanding (Madness) (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Only supremacy of the arcane can release its full power. When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +20% arcane Talent mastery: +0.20 Spell / Meta Talent cooldown: Disruption Shield (-10 turns) Mana each turn: +2.00 Curse of Madness A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
Helm of the Dwarven Emperors (Shrouds) (0 def, 6 armour) Helm of the Dwarven Emperors (Shrouds) (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 Fatigue: +4% Changes stats: +3 Wil / +4 Mag Changes resistances: +10% darkness Changes damage: +10% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +6 Curse of Shrouds A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Malslek the Accursed's Hat (Nightmares) (2 def, 0 armour) Malslek the Accursed's Hat (Nightmares) (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +2 (+0 eff.) Damage (Melee): 30 % chance of gloom effects Changes resistances: +20% fire Changes damage: +10% darkness / +10% physical Talent mastery: +0.20 Cursed / Punishments Mental save: -10 (-2 eff.) Hate when firing a critical mind attack: +2.00 Hate per kill: +2.00 Maximum hate: +20.00 Spellpower: +10 (+2 eff.) Mindpower: +15 (+3 eff.) Mental crit. chance: +10% Healing mod.: -10% Talent on hit(spell): Agony (10% chance level 2). Talent on hit(mindpower): Hateful Whisper (10% chance level 2). Curse of Nightmares 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. |
Steel Helm of Garkul (Madness) (0 def, 6 armour) Steel Helm of Garkul (Madness) (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+2 eff.) Spell save: +12 (+2 eff.) Mental save: +12 (+2 eff.) Curse of Madness A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
The Face of Fear (Corpses) (8 def, 0 armour) The Face of Fear (Corpses) (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+1 eff.) Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 (+3 eff.) Curse of Corpses It can be used to activate talent Instill Fear (costing 13 power out of 45/45) : Effective talent level: 3.5 Power cost: 13 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 43.85 mind and 52.14 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 41% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 41. Terrified: Deals 11.10 mind and 13.20 darkness damage per turn and increases cooldowns by 62%. Haunted: Causes the target to suffer 16.94 mind and 20.14 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
The Face of Fear (Nightmares) (8 def, 0 armour) The Face of Fear (Nightmares) (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+1 eff.) Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 (+3 eff.) Curse of Nightmares It can be used to activate talent Instill Fear (costing 13 power out of 45/45) : Effective talent level: 3.5 Power cost: 13 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 43.85 mind and 52.14 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 41% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 41. Terrified: Deals 11.10 mind and 13.20 darkness damage per turn and increases cooldowns by 62%. Haunted: Causes the target to suffer 16.94 mind and 20.14 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
Un'fezan's Cap (Madness) (1 def, 0 armour) Un'fezan's Cap (Madness) (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Needs something equally stylish and cool to go with it. When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +8 Cun / +4 Wil Changes resistances: +10% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Spellpower: +8 (+2 eff.) Mindpower: +8 (+2 eff.) Reduces paradox anomalies(equivalent to willpower): +5 Curse of Madness It can be used to activate talent Wormhole (costing 11 power out of 15/15) : Effective talent level: 2.5 Power cost: 11 out of 15/15. Range: 10 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 3 accuracy). The wormholes will last 7 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
Yaldan Baoth (Misfortune) (0 def, 10 armour) Yaldan Baoth (Misfortune) (0 def, 10 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +10 Fatigue: +4% Changes stats: +10 Str / +10 Con Changes resistances: +15% light / +25% darkness Changes resistances cap: +10% darkness Changes damage: +15% light Light radius: -2 Sight radius: -2 Reduce all damage from unseen attackers: 33% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Curse of Misfortune It can be used to lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early. Activation costs 28 power out of 40/40. The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
grounding dwarven-steel helm of the depths (Shrouds) (0 def, 4 armour) grounding dwarven-steel helm of the depths (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 / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +7% lightning / +7% temporal / +8% cold Allows you to breathe in: water Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Chromatic Harness (Misfortune) (10 def, 14 armour) Chromatic Harness (Misfortune) (10 def, 14 armour)Requires: - Heavy armour training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+1 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% cold / +20% fire / +20% acid Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Fire Breath (-3 turns) Corrosive Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% Curse of Misfortune This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Iron Mail of Bloodletting (Nightmares) (2 def, 4 armour) Iron Mail of Bloodletting (Nightmares) (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% Changes stats: +2 Str / +2 Con Changes resistances: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Technique / Bloodthirst Life regen: +3.00 Healing mod.: +30% Curse of Nightmares Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
Scale Mail of Kroltar (Corpses) (10 def, 18 armour) Scale Mail of Kroltar (Corpses) (10 def, 18 armour)Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+1 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 Curse of Corpses It can be used to activate talent Devouring Flame (costing 35 power out of 80/80) : Effective talent level: 4.5 Power cost: 35 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Spit a cloud of flames, doing 96.91 fire damage in a radius of 4 each turn for 8 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Behemoth Hide (Corpses) (4 def, 6 armour) Behemoth Hide (Corpses) (4 def, 6 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 (+1 eff.) Ranged Defense: +8 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +3 Con Maximum encumbrance: +20 Knockback immunity: +50% Life regen: +2.00 Stamina each turn: +1.00 Maximum life: +45.00 Maximum stamina: +45.00 Size category: +1 Curse of Corpses A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Death's Embrace (Madness) (18 def, 18 armour) Death's Embrace (Madness) (18 def, 18 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +15% Defense: +18 (+2 eff.) Damage when hit (Melee): 15 darkness / 15 cold Changes stats: +5 Dex / +5 Mag / +5 Cun Changes resistances: +30% temporal / +30% darkness / +30% cold Changes damage: +20% darkness / +20% cold Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Dreadmaster +0.10 Cunning / Stealth Critical mult.: +20.00% Stealth bonus: +10 Spellpower: +10 (+2 eff.) Curse of Madness It can be used to turn yourself invisible (power 118, based on Cunning and Magic) for 10 turns Activation costs 35 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
Death's Embrace (Shrouds) (18 def, 18 armour) Death's Embrace (Shrouds) (18 def, 18 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +15% Defense: +18 (+2 eff.) Damage when hit (Melee): 15 darkness / 15 cold Changes stats: +5 Dex / +5 Mag / +5 Cun Changes resistances: +30% temporal / +30% darkness / +30% cold Changes damage: +20% darkness / +20% cold Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Dreadmaster +0.10 Cunning / Stealth Critical mult.: +20.00% Stealth bonus: +10 Spellpower: +10 (+2 eff.) Curse of Shrouds It can be used to turn yourself invisible (power 118, based on Cunning and Magic) for 10 turns Activation costs 35 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
Masochism (Misfortune) (0 def, 0 armour) Masochism (Misfortune) (0 def, 0 armour)Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 It is part of a set of items. With a better grip it would be the destroyer of your enemies. When wielded/worn: Damage (Melee): 25 vim draining blight Damage when hit (Melee): 25 vim draining blight Changes stats: +3 Cun / +9 Mag Talent masteries: +0.20 Corruption / Sanguisuge +0.20 Corruption / Blood Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Disease immunity: +100% Maximum vim: +25.00 Spellpower: +10 (+2 eff.) Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 46 Curse of Misfortune It can be used to activate talent Blood Grasp (costing 9 power out of 12/12) : Effective talent level: 6.5 Power cost: 9 out of 12/12. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 330.61 blight damage and healing you for 20% the damage dealt. 50% of the damage dealt will be gained as maximum life for 7 turns (before the healing). The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. |
Molten Skin (Madness) (15 def, 12 armour) Molten Skin (Madness) (15 def, 12 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +12 Defense: +15 (+2 eff.) Damage (Melee): 15 light / 30 fire Damage (Ranged): 15 light / 30 fire Damage when hit (Melee): 30 fire Changes stats: +6 Cun / +6 Mag Changes resistances: +20% fire / +12% light / -5% cold Changes resistances penetration: +10% light / +15% fire Changes damage: +20% fire / +5% light / +10% all Talent masteries: +0.10 Celestial / Sun +0.10 Spell / Wildfire +0.10 Celestial / Sunlight +0.10 Spell / Fire Critical mult.: +20.00% Spellpower: +15 (+3 eff.) Spell crit. chance: +10% Curse of Madness It can be used to activate talent Blastwave (costing 9 power out of 16/16) : Effective talent level: 5.5 Power cost: 9 out of 16/16. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 6, knocking back anything caught inside and setting them ablaze, doing 353.00 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
Rogue Plight (Nightmares) (6 def, 7 armour) Rogue Plight (Nightmares) (6 def, 7 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +6 (+1 eff.) Fatigue: +7% Changes stats: +5 Wil / +4 Con Changes resistances: +35% nature Reduces incoming crit damage: 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. Curse of Nightmares No rogue blades shall incapacitate the wearer of this armour. |
Shadeking (Nightmares) (46 def, 18 armour) Shadeking (Nightmares) (46 def, 18 armour)Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Defense: +46 (+6 eff.) Fatigue: +8% Effects on melee hit: * 10% chance to reduce damage dealt by 41% * 20% chance to reduce armor by 53% Damage when hit (Melee): 11 arcane Changes stats: +5 Str / +25 Dex / +5 Mag / +5 Wil / +15 Cun / +5 Con Changes resistances: +3% acid / +10% physical / +5% arcane Changes damage: +6% acid Physical save: +20 (+3 eff.) Movement speed: +20% Curse of Nightmares A suit of armour made of leather. |
Zeyavon (Madness) (20 def, 16 armour) Zeyavon (Madness) (20 def, 16 armour)Requires: - Strength 20 Infused by nature Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +2 Armour: +16 Defense: +20 (+3 eff.) Fatigue: +8% Damage (Melee): 9 fire Damage (Ranged): 10 fire Changes stats: +5 Str / +7 Dex / +5 Mag / +14 Wil / +16 Cun / +5 Con Changes resistances: +25% fire / +6% temporal / +30% physical Critical mult.: +20.00% Mental save: +25 (+4 eff.) Maximum life: +38.00 Maximum psi: +10.00 Curse of Madness A suit of armour made of leather. |
Cuirass of the Dark Lord (Corpses) (0 def, 30 armour) Cuirass of the Dark Lord (Corpses) (0 def, 30 armour)Requires: - Massive armour training - Strength 52 Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +30 Fatigue: +25% Damage when hit (Melee): 30 physical Changes stats: +10 Str / +10 Con Changes resistances: +20% physical Physical save: +15 (+2 eff.) Blood Charges: 0 Curse of Corpses It can be used to drain blood from all creatures within range 5, causing them to bleed for 725.97 physical damage over 4 turns (based on your Physicalpower). For each creature drained (up to 10), the armor gains strength, which fades over 10 turns if it is not fed Activation costs 18 power out of 25/25. Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only this cuirass remained, dying to finally taste fresh blood again. |
Plate of the Blackened Mind (Shrouds) (15 def, 40 armour) Plate of the Blackened Mind (Shrouds) (15 def, 40 armour)Requires: - Massive armour training - Strength 48 Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +40 Defense: +15 (+2 eff.) Fatigue: +17% Effects when hit in melee: * 20% chance to cause random gloom Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +15% light / +20% blight / +25% mind / +20% darkness Talent mastery: +0.20 Cursed / Gloom Physical save: +15 (+2 eff.) Mental save: +25 (+4 eff.) Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 (+2 eff.) Light radius: -2 Infravision radius: +4 Curse of Shrouds It can be used to activate talent Dominate (costing 11 power out of 25/25) : Effective talent level: 3.5 Power cost: 11 out of 25/25. Range: 2 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 5 turns and vulnerable to attacks. They will lose 53 Armour, 76 Defense and your attacks will gain 70% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
Bindings of Eternal Night (Madness) (12 def, 12 armour) Bindings of Eternal Night (Madness) (12 def, 12 armour)Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 4 It is part of a set of items. A complementing item would be your crowning glory. When wielded/worn: Armour: +12 Defense: +12 (+2 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +15% cold / +15% arcane / +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Curse of Madness Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
Amezilakor (Corpses) (0 def, 16 armour, 200.5 block) Amezilakor (Corpses) (0 def, 16 armour, 200.5 block)Requires: - Shield usage training - Strength 48 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +16 Fatigue: +8% Effects on melee hit: * 20% chance to reduce armor by 53% On shield block: * Deals 245 light and fire damage to each enemy blocked Changes stats: +8 Cun / +7 Wil Changes resistances: +9% light / +14% fire Changes damage: +6% acid Talent granted: +1 Block Maximum life: +105.59 Curse of Corpses Handheld deflection devices. |
Shieldsmaiden (Corpses) (5 def, 20 armour, 150 block) Shieldsmaiden (Corpses) (5 def, 20 armour, 150 block)Requires: - Shield usage training - Strength 28 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +20 Defense: +5 (+1 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +10% Changes resistances: +25% cold / +25% fire Talents granted: +1 Shieldsmaiden Aura +1 Block Granted talent can block up to 1 instance of damage each 10 turns. Curse of Corpses Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
Summertide (Corpses) (17 def, 15 armour, 260 block) Summertide (Corpses) (17 def, 15 armour, 260 block)Requires: - Shield usage training - Willpower 28 - Strength 20 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +15 Defense: +17 (+2 eff.) Ranged Defense: +17 (+2 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +12% mind / +10% fire / +20% light / +15% darkness Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent granted: +1 Block Mental save: +18 (+3 eff.) Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 (+2 eff.) Light radius: +3 Curse of Corpses It can be used to send out a range 7 beam, lighting its path and dealing 366.26 to 457.83 light damage (based on Willpower and Cunning) Activation costs 9 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. |
Temporal Rift (Shrouds) (8 def, 4 armour, 325 block) Temporal Rift (Shrouds) (8 def, 4 armour, 325 block)Requires: - Shield usage training - Strength 40 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +4 Defense: +8 (+1 eff.) Ranged Defense: +10 (+1 eff.) Changes resistances: +30% temporal Reduce damage by fixed amount: +20 all Talent granted: +1 Block Spell save: +20 (+4 eff.) Spellpower: +12 (+2 eff.) Slows Projectiles: +50% Curse of Shrouds Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
Unsetting Sun (Madness) (16 def, 20 armour, 280 block) Unsetting Sun (Madness) (16 def, 20 armour, 280 block)Requires: - Shield usage training - Strength 40 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 It is part of a set of items. Glows brightly in the light of dawn. Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +20 Defense: +16 (+2 eff.) Ranged Defense: +17 (+2 eff.) Fatigue: +14% Changes resistances: +30% blight / +30% darkness Talent granted: +1 Block Spell save: +19 (+4 eff.) Light radius: +2 Curse of Madness When Elmio Panason, captain of the Vanguard, first sought shelter for his shipwrecked crew, he reflected the last rays of the setting sun off his shield. Where the beam hit they rested and built the settlement that would become the Sunwall. In the dark days that followed the shield became a symbol of hope for a better future. |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness Activation costs 70 power out of 100/100. The very essence of bearness! |
79 agate 79 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6608 alchemist agate (Misfortune) 6608 alchemist agate (Misfortune)0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Curse of Misfortune Gems can be sold for money or used in arcane rituals. |
59 onyx 59 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 Windborne Azurite 4 Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
63 aquamarine 63 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
81 lapis lazuli 81 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
72 opal 72 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
53 sapphire 53 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+1 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
72 topaz 72 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Demonic Soul Demonic SoulPowered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Strikepython (Nightmares) (dig speed 24 turns) Strikepython (Nightmares) (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical power: +8 (+1 eff.) Damage when hit (Melee): 8 darkness Changes stats: +11 Str / +28 Dex / +8 Wil / +5 Cun Changes damage: +33% lightning / +18% mind Movement speed: +10% When carried: Talent granted: +1 Dig Curse of Nightmares Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
61 emerald 61 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
66 jade 66 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
87 spinel 87 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
62 turquoise 62 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+1 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+1 eff.) Changes resistances penetration: +10% all When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 70 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Summertide Phial (Madness) Summertide Phial (Madness)Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. Curse of Madness It can be used to call light, dispelling darkness and lighting tiles in radius 20.(262 power, based on Willpower) Activation costs 7 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Thundersting (Corpses) Thundersting (Corpses)Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 39% chance to gain 10% of a turn (3/turn limit) Changes stats: +11 Wil / +7 Cun / +8 Con Changes resistances penetration: +35% lightning / +48% temporal Changes damage: +18% blight / +18% temporal / +54% mind Mental save: +15 (+3 eff.) Light radius: +11 See stealth: +25 See invisible: +25 Defense after a teleport: +29 Resist all after a teleport: +29% New effects duration reduction after a teleport: +29% Curse of Corpses Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Velivena (Madness) Velivena (Madness)Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +25 (+2 eff.) Armour: +10 Changes stats: +3 Str / +8 Dex / +6 Wil / +12 Cun Changes damage: +11% mind Maximum psi: +30.00 Light radius: +5 Curse of Madness Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Wintertide Phial (Corpses) Wintertide Phial (Corpses)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +2 Infravision radius: +7 Curse of Corpses It can be used to cleanse your mind of up to 7 (based on Magic) detrimental mental effects Activation costs 28 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
Xeruvea the dwarven lantern (Corpses) Xeruvea the dwarven lantern (Corpses)Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 33 arcane resource burn * 33% chance to slow global speed by 81% Changes stats: +6 Str / +9 Mag / +10 Cun / +15 Con Changes resistances: +15% blight / +15% cold / +33% acid Equilibrium when hit: +0.20 Hate when firing a critical mind attack: +8.00 Light radius: +10 Curse of Corpses Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern 'Ximithra' (Nightmares) dwarven lantern 'Ximithra' (Nightmares)Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +8 (+1 eff.) Defense: +15 (+2 eff.) Changes stats: +6 Str / +5 Dex / +5 Wil / +5 Con Changes resistances penetration: +20% temporal Critical mult.: +13.00% Physical save: +9 (+1 eff.) Light radius: +5 Curse of Nightmares Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Bladed Rift (Madness) Bladed Rift (Madness)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+2 eff.) Mindpower: +10 (+2 eff.) Activating this item is instant. Curse of Madness It can be used to activate talent Animate Blade (costing 11 power out of 25/25) : Effective talent level: 6.5 Power cost: 11 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Bladed Rift (Madness) Bladed Rift (Madness)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+2 eff.) Mindpower: +10 (+2 eff.) Activating this item is instant. Curse of Madness It can be used to activate talent Animate Blade (costing 11 power out of 25/25) : Effective talent level: 6.5 Power cost: 11 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Eternity's Counter (Corpses) Eternity's Counter (Corpses)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: +15% temporal Changes damage: +15% temporal Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. Curse of Corpses It can be used to flip the hourglass (sands currently flowing towards stability) Activation costs 14 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
Fortune's Eye (Shrouds) Fortune's Eye (Shrouds)Crafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+1 eff.) Armour penetration: +12 Defense: +12 (+2 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) See stealth: +12 See invisible: +12 Curse of Shrouds It can be used to activate talent Track (costing 13 power out of 35/35) : Effective talent level: 4.2 Power cost: 13 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 51 for 7 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
3 Crystal Heart 3 Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
4 Prothotipe's Prismatic Eye 4 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. |
4 Telos's Staff Crystal 4 Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 7 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye 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. |
4 Petrified Wood 4 Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Runed Skull Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+1 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
Runed Skull Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+1 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
46 bloodstone 46 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
37 fire opal 37 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
63 garnet 63 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
64 ruby 64 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1) 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 21 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) 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. |
Skull of the Rat Lich (Misfortune) Skull of the Rat Lich (Misfortune)Powered by arcane forces 1.00 Encumbrance. [Unique] Type: tool / skull ; tier 3 When wielded/worn: Damage when hit (Melee): 12 darkness Spellpower: +10 (+2 eff.) Spell crit. chance: +4% Curse of Misfortune It can be used to raise one or two undead rats to fight beside you Activation costs 49 power out of 70/70. This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
Arogar the Sleetthorn (Misfortune) [power 275] (11 cooldown) Arogar the Sleetthorn (Misfortune) [power 275] (11 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Changes stats: +3 Dex / +4 Mag / +5 Cun / +7 Con Changes resistances penetration: +25% cold Curse of Misfortune It can be used to blast the opponent's mind dealing 305 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 11 turns. Torques are made by powerful psionics to store psionic powers. |
Telekinetic Core (Shrouds) Telekinetic Core (Shrouds)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+0 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+2 eff.) Mindpower: +3 (+1 eff.) Curse of Shrouds It can be used to activate talent Psionic Pull (costing 13 power out of 35/35) : Effective talent level: 4.5 Power cost: 13 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 236 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
The Jolt (Madness) The Jolt (Madness)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. Curse of Madness This torque feels tingly to the touch, but seems to enhance your thinking. |
Sleetransom (Misfortune) [power 518] (11 cooldown) Sleetransom (Misfortune) [power 518] (11 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 12 cold Changes stats: +18 Cun Changes resistances penetration: +40% blight / +35% light / +52% arcane Changes damage: +33% blight Spell save: +27 (+5 eff.) Mana when firing critical spell: +4.18 Vim when firing critical spell: +4.18 Spellpower on spell critical (stacks up to 3 times): +12 Maximum mana: +140.00 Spellpower: +60 (+9 eff.) Spell crit. chance: +6% Curse of Misfortune It can be used to heal yourself and all friendly characters within 10 spaces for 518 Activation puts all charms on cooldown for 11 turns. Natural totems are made by powerful wilders to store nature power. |
74 amethyst 74 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 Burning Star 4 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 21 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. |
35 diamond 35 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
45 moonstone 45 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+1 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+1 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
50 pearl 50 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
67 quartz 67 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
58 amber 58 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
80 ametrine 80 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
73 citrine 73 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
89 zircon 89 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By oWander2 the Ogre Wanderer5in1 level 41
61st Pyre 123rd year of Ascendancy at 09:06 see stats
By oWander2 the Ogre Wanderer5in1 level 38
41st Pyre 123rd year of Ascendancy at 10:40 see stats
By oWander2 the Ogre Wanderer5in1 level 41
59th Pyre 123rd year of Ascendancy at 14:26 see stats
By oWander2 the Ogre Wanderer5in1 level 28
56th Regrowth 123rd year of Ascendancy at 13:29 see stats
By oWander2 the Ogre Wanderer5in1 level 44
9th Dusk 123rd year of Ascendancy at 11:17 see stats
By oWander2 the Ogre Wanderer5in1 level 33
14th Pyre 123rd year of Ascendancy at 07:58 see stats
By oWander2 the Ogre Wanderer5in1 level 27
39th Regrowth 123rd year of Ascendancy at 12:21 see stats
By oWander2 the Ogre Wanderer5in1 level 11
5th Dusk 122nd year of Ascendancy at 06:43 see stats
By oWander2 the Ogre Wanderer5in1 level 80
56th Regrowth 124th year of Ascendancy at 02:46 see stats
By oWander2 the Ogre Wanderer5in1 level 42
66th Pyre 123rd year of Ascendancy at 15:35 see stats
By oWander2 the Ogre Wanderer5in1 level 28
64th Regrowth 123rd year of Ascendancy at 20:20 see stats
By oWander2 the Ogre Wanderer5in1 level 49
24th Haze 123rd year of Ascendancy at 15:21 see stats
By oWander2 the Ogre Wanderer5in1 level 31
1st Pyre 123rd year of Ascendancy at 10:20 see stats
By oWander2 the Ogre Wanderer5in1 level 105
5th Mirth 124th year of Ascendancy at 19:29 see stats
By oWander2 the Ogre Wanderer5in1 level 17
9th Haze 122nd year of Ascendancy at 17:03 see stats
By oWander2 the Ogre Wanderer5in1 level 38
51st Pyre 123rd year of Ascendancy at 12:00 see stats
By oWander2 the Ogre Wanderer5in1 level 46
38th Dusk 123rd year of Ascendancy at 20:44 see stats
By oWander2 the Ogre Wanderer5in1 level 53
36th Haze 123rd year of Ascendancy at 18:44 see stats
By oWander2 the Ogre Wanderer5in1 level 66
9th Allure 124th year of Ascendancy at 05:20 see stats
By oWander2 the Ogre Wanderer5in1 level 28
51st Regrowth 123rd year of Ascendancy at 22:46 see stats
By oWander2 the Ogre Wanderer5in1 level 93
30th Pyre 124th year of Ascendancy at 11:11 see stats
By oWander2 the Ogre Wanderer5in1 level 131
10th Haze 124th year of Ascendancy at 12:05 see stats
By oWander2 the Ogre Wanderer5in1 level 31
1st Pyre 123rd year of Ascendancy at 06:26 see stats
By oWander2 the Ogre Wanderer5in1 level 160
52nd Regrowth 125th year of Ascendancy at 23:57 see stats
By oWander2 the Ogre Wanderer5in1 level 37
31st Pyre 123rd year of Ascendancy at 19:40 see stats
By oWander2 the Ogre Wanderer5in1 level 52
34th Haze 123rd year of Ascendancy at 13:41 see stats
By oWander2 the Ogre Wanderer5in1 level 59
63rd Haze 123rd year of Ascendancy at 12:35 see stats
By oWander2 the Ogre Wanderer5in1 level 65
1st Allure 124th year of Ascendancy at 11:12 see stats
By oWander2 the Ogre Wanderer5in1 level 72
22nd Regrowth 124th year of Ascendancy at 05:01 see stats
By oWander2 the Ogre Wanderer5in1 level 78
49th Regrowth 124th year of Ascendancy at 15:57 see stats
By oWander2 the Ogre Wanderer5in1 level 84
78th Regrowth 124th year of Ascendancy at 04:12 see stats
By oWander2 the Ogre Wanderer5in1 level 30
79th Regrowth 123rd year of Ascendancy at 21:47 see stats
By oWander2 the Ogre Wanderer5in1 level 10
5th Flare 122nd year of Ascendancy at 21:13 see stats
By oWander2 the Ogre Wanderer5in1 level 20
31st Haze 122nd year of Ascendancy at 20:15 see stats
By oWander2 the Ogre Wanderer5in1 level 30
78th Regrowth 123rd year of Ascendancy at 20:36 see stats
By oWander2 the Ogre Wanderer5in1 level 40
55th Pyre 123rd year of Ascendancy at 21:31 see stats
By oWander2 the Ogre Wanderer5in1 level 50
24th Haze 123rd year of Ascendancy at 19:55 see stats
By oWander2 the Ogre Wanderer5in1 level 82
61st Regrowth 124th year of Ascendancy at 22:07 see stats
By oWander2 the Ogre Wanderer5in1 level 32
10th Pyre 123rd year of Ascendancy at 20:53 see stats
By oWander2 the Ogre Wanderer5in1 level 26
14th Regrowth 123rd year of Ascendancy at 18:17 see stats
By oWander2 the Ogre Wanderer5in1 level 29
70th Regrowth 123rd year of Ascendancy at 07:17 see stats
By oWander2 the Ogre Wanderer5in1 level 26
36th Regrowth 123rd year of Ascendancy at 10:59 see stats
By oWander2 the Ogre Wanderer5in1 level 43
5th Dusk 123rd year of Ascendancy at 17:50 see stats
By oWander2 the Ogre Wanderer5in1 level 20
36th Haze 122nd year of Ascendancy at 11:55 see stats
By oWander2 the Ogre Wanderer5in1 level 9
3rd Flare 122nd year of Ascendancy at 20:24 see stats
By oWander2 the Ogre Wanderer5in1 level 38
41st Pyre 123rd year of Ascendancy at 10:40 see stats
By oWander2 the Ogre Wanderer5in1 level 28
56th Regrowth 123rd year of Ascendancy at 08:35 see stats
By oWander2 the Ogre Wanderer5in1 level 32
11st Pyre 123rd year of Ascendancy at 19:23 see stats
By oWander2 the Ogre Wanderer5in1 level 14
73rd Dusk 122nd year of Ascendancy at 05:24 see stats
By oWander2 the Ogre Wanderer5in1 level 62
80th Haze 123rd year of Ascendancy at 18:54 see stats
By oWander2 the Ogre Wanderer5in1 level 47
76th Dusk 123rd year of Ascendancy at 06:10 see stats
By oWander2 the Ogre Wanderer5in1 level 14
72nd Dusk 122nd year of Ascendancy at 08:48 see stats
By oWander2 the Ogre Wanderer5in1 level 25
58th Haze 122nd year of Ascendancy at 04:09 see stats
By oWander2 the Ogre Wanderer5in1 level 16
7th Haze 122nd year of Ascendancy at 20:31 see stats
By oWander2 the Ogre Wanderer5in1 level 40
59th Pyre 123rd year of Ascendancy at 04:43 see stats
Log
The furious lightning storm around oWander2 calms down and disappears.
OWander2 no longer revels in blood quite so much.