Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Playable Naloren Race 1.7.4Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town. This quest is the starting quest for the added races, but anyone can access an alternate version of the quest with the same rewards. Look toward the coast east of Last Hope to get started. Available perks (cost varies): Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual). Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively. Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur). --- Psionic/Mindstar combat: Psiblades: Mind Thorns: Mind Storm: Psionic Balance: --- Races: The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility. Spirit of the Tides: Spirited Combat: Cleansing Water: Whitewater: Stats: + 4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty. The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered. Talents: Unbound Mind: Partition: Hasty: Schism: Stats: --- Added a new Psionic subclass: the Psion. Talents: Survival Psi-Casting Telekinetic Crush: Deal physical damage and stun. Active Aura damage is added to the attack at 3 times the usual power. Stimulation: Increase Con based on combined Wil and Cun. Guiding Star: Puncture: Psionic Striking Kinetic Blast: Deal physical damage and pin. Frozen targets take extra damage and both hits bypass the ice block. Thermal Blast: Deal fire damage and cold damage and freeze. If target is pinned, pull in nearby enemies and freeze them to the ground for a few turns. Charged Blast: Psi Weaving: Altered Talents Quick as Thought: Mindhook: Resonant Focus: Frenzied Focus: Transcendent Telekinesis: Transcendent Electrokinesis: Static Net: Transcendent Pyrokinesis: --- Full details in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45418&p=208951#p208951. Amazingly Generous Levels 1.7.4Is amazingly generous with talents, types and stat points for each level gained. + 5 to MaxHP per level. (Double at level 2) 4 stat points per level. (5 at level 2) Class: The Lost 1.7.4Note: This is the first release and balance may be weird because I am not very good at balancing things. If you want a bit more polished class, wait a few days. Class Details + 4 Dex / +4 Will / +3 Cun Starting Life - 110 (as Archer and Cursed) -- Class Skills New trees: Twisted 1.3 -- Utility Skills Shroud 1.3 -- Stealth Skills -- Generic Skills Adventuring Party 1.7.4Tired of being alone on your adventures? Tired of being an archmage with no one to give that unique battleaxe to? Tired of having no one to use your healing spells on? Tire no more, for now you can create fully controllable additional party members to join you on your adventures, each as capable as your leader. Included is a sustainable talent to control each party member as their turn comes up to allow fully tactical combat when things get rough. -Grants the ability to add any number of additional members to your party each with their own race and class, allowing you to take on higher difficulties. -!Due to how alchemists are designed, you will not be able to take direct control of their golems if the alchemist is not your main character, but should still function correctly elsewise. For a list of changes, please see the change notes on steam or by reading the int.lua file included in each downloadable version. |
Campaign | Infinite |
Mode | Nightmare Adventure |
Sex | Male |
Race | Lich |
Class | Adventurer |
Level / Exp | 149 / 11% |
Size | gargantuan |
Lifes / Deaths | Killed by orc corruptor at level 26 on the 25th Dusk 122nd year of Ascendancy at 10:12 7 / 1 |
Primary Stats
Strength | 306.10985093762 (base 52) |
Dexterity | 292.21970187523 (base 85) |
Constitution | 198.21970187523 (base 100) |
Magic | 194.10985093762 (base 100) |
Willpower | 188.21970187523 (base 100) |
Cunning | 221.21970187523 (base 100) |
Resources
Mana | 1816/1816 |
Psi | 268/268 |
Vim | 640/643 |
Life | 8409/8409 |
Stamina | 950/950 |
Soul | 19/19 |
Healing Factor | 1.431568833839 |
Regeneration | 8.9473052114938 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +41.20512205326% |
Spell | 0% |
Global | +115% |
Vision
Sight | 10 |
Lite | 21.473813761534 |
Infravision | 11.32024435529 |
See Invisible | 36.219701875239 |
ESP Range | 10 |
ESP Kinds | undead |
Offense: Mainhand
Damage | 559 |
Accuracy | 119 |
Crit Chance | 126% |
APR | 37 |
Speed | 1.00 |
Offense: Offhand
Damage | 379 |
Accuracy | 119 |
Crit Chance | 129% |
APR | 34 |
Speed | 1.00 |
Offense: Spell
Spellpower | 136 |
Crit Chance | 100% |
Speed | 1 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 104 |
Crit Chance | 65% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +57% |
Light | +27% |
Blight | +10% |
Arcane | +51% |
Cold | +17% |
All | +2% |
Offense: Damage Penetration
Physical | +59% |
Lightning | +34% |
Darkness | +29% |
All | +19% |
Defense: Base
Armour (hardiness) | 91.699232954414 (73.607947236566%) |
Defense | 103 |
Ranged Defense | 112 |
Fatigue | 0 |
Physical Save | 122 |
Spell Save | 112 |
Mental Save | 113 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 70%( 70%) |
Arcane | + 64%( 70%) |
Cold | + 70%( 70%) |
All | + 60%( 70%) |
Lightning | + 69%( 70%) |
Light | + 52%( 70%) |
Physical | + 66%( 75%) |
Darkness | + 81%( 81%) |
Fire | + 65%( 70%) |
Mind | + 57%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 0% |
Disarm Resistance | 20% |
Bleed Resistance | 100% |
Teleport Resistance | 30% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 92% |
Inscriptions (5/5)
Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1520 damage for 6 turns. Its effects scale with your Dexterity 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 339 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 19 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 19 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 62%, your defense is increased by 62 and all your resistances by 62%. Its effects scale with your Strength stat. |
Runes | Effective talent level: 2.5 Rune: StormshieldUse 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 8 up to 11 times. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 2.5 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 699.01 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. |
Class Talents
Spell / Glacial waste | 1.00 |
| 11/5 |
| 6/5 |
| 1/5 |
| 5/5 |
Spell / Nightfall | 1.00 |
| 14/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Age of dusk | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Grave | 1.00 |
| 14/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Bone | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cunning / Poisons | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Psi-fighting | 1.00 |
| 1/5 |
| 12/5 |
| 0/5 |
| 0/5 |
Spell / Rime wraith | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Master of flesh | 1.00 |
| 11/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Spell / Dreadmaster | 1.00 |
| 2/5 |
| 8/5 |
| 1/5 |
| 10/5 |
Spell / Eradication | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.00 |
| 14/5 |
| 14/5 |
| 5/5 |
| 0/5 |
Technique / Magical combat | 1.00 |
| 11/5 |
| 8/5 |
| 8/5 |
| 11/5 |
Spell / Master of bones | 1.00 |
| 11/5 |
| 11/5 |
| 5/5 |
| 5/5 |
Spell / Fire | 1.00 |
| 13/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master necromancer | 1.00 |
| 13/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Dual techniques | 1.00 |
| 3/5 |
| 11/5 |
| 1/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Animus | 1.00 |
| 8/5 |
| 5/5 |
| 3/5 |
| 6/5 |
Spell / Death | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed form | 1.00 |
| 13/5 |
| 10/5 |
| 10/5 |
| 10/5 |
Undead / Lich | 1.00 |
| 10/5 |
| 7/5 |
| 8/5 |
| 10/5 |
Spell / Spectre | 1.00 |
| 5/5 |
| 6/5 |
| 1/5 |
| 5/5 |
Race / Ogre | 1.00 |
| 6/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Cursed / Cursed aura | 1.00 |
| 10/5 |
| 11/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 1.00 |
| 8/5 |
| 3/5 |
| 5/5 |
| 9/5 |
Corruption / Demonic strength | 1.00 |
| 10/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Adventure / Partner | 1.00 |
| 10/13 |
| 26/28 |
| 1/3 |
| 1/2 |
| 1/2 |
| 1/2 |
Technique / Combat training | 1.00 |
| 14/5 |
| 5/5 |
| 6/5 |
| 14/5 |
| 14/5 |
| 14/5 |
Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Finer energy manipulations | 1.00 |
| 11/5 |
| 14/5 |
| 1/5 |
| 6/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Arcane Feed |
talent | Through The Crowd |
talent | Adventure Friendly Fire Disabler |
talent | Doomed For Eternity |
talent | Beyond the Flesh |
talent | Reaping |
talent | Golden Age of Necromancy |
talent | Bone Shield |
talent | Erupting Shadows |
talent | Augmentation |
talent | Abyssal Shield |
talent | Aura of Undeath |
talent | Feather Wind |
talent | Spikes of Decrepitude |
talent | Arcane Combat |
talent | Hiemal Shield |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 8.1)Penalty : Fractured Sanity: -12% Mind Resistance, -17% Confusion Immunity Power 1+: Unleashed: +24% critical damage, +23% off-hand weapon damage Power 2+: -1 Luck, +15 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 101% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 7.9% of your life, the remaining cooldown of all your talents is reduced by 1. |
beneficial effect | Increases physical save, spell save, and mental save by 50. Global speed increased by 15%. Through The Crowd |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 6.1): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 12% when tested. Power 1+: Removed from Reality: +7 Physical Resistance, +5 Maximum Physical Resistance Power 2+: -1 Luck, +11 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 73 mind and 112 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 9 nightmare (summon Terrors and chances to slow, deal 116 Mind damage, and deal 179 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 6.1)Penalty : Fear of Death: -6% resistance against damage from the undead. Power 1+: Power over Death: +14% damage against the undead. Power 2+: -1 Luck, +6 Strength, +6 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 17 turns, retch (level 4) when you fall below 49% health Power 4+: Reprieve from Death: Humanoids you slay have a 43% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | Physical power, spellpower and all saves increased by 87. Commander of the Dead |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 5.1)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+41% chance to avoid traps). Power 2+: -1 Luck, +9 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+16% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 45% if the increase would be enough to kill your opponent. |
detrimental effect | Zone-wide effect: +10% light damage, -10% light resistance, -10% accuracy, -20% blind immunity. Aura of light |
beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+21% resist all). Shroud of Passing |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 5.1)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 7%) for 4 turns. Power 1+: Nightwalker: +20 Darkness Resistance, +11% Max Darkness Resistance, +12 See Invisible Power 2+: -1 Luck, +9 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 21% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 21% for 3 turns. |
Quests
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 10): 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 102): Near SightedYou completed the challenge and received: +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 105): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 106): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Proceed directly to the next Infinite Dungeon level in less than 158 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 107): Rush Hour (158)Turns left: 75 You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 108): ExterminatorYou completed the challenge and received: Random Artifact: Lorethad (Madness) (18/18, 15-21 power, 28 apr) | done |
Proceed directly to the next Infinite Dungeon level in less than 194 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 109): Rush Hour (194)Turns left: -1 | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 11): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 113): 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 114): Near SightedYou completed the challenge and received: Random Artifact: Torchreign (Madness) (5 def, 4 armour) | done |
Proceed directly to the next Infinite Dungeon level in less than 149 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 115): Rush Hour (149)Turns left: -1 | failed |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 116): MultiplicityTurns left: 0 You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 119): ExterminatorYou completed the challenge and received: +1 Category Point | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 12): Mirror MatchYou completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 124): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Proceed directly to the next Infinite Dungeon level in less than 332 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 125): Rush Hour (332)Turns left: -1 | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 126): ExterminatorYou completed the challenge and received: Random Artifact: Spiderfiend (Misfortune) (0 def, 4 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 127): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Proceed directly to the next Infinite Dungeon level in less than 47 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 129): Rush Hour (47)Turns left: -1 | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 131): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Proceed directly to the next Infinite Dungeon level in less than 260 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 135): Rush Hour (260)Turns left: -1 | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 136): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 137): MultiplicityTurns left: 0 You completed the challenge and received: +3 Stat Points | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 138): Mirror MatchYou completed the challenge and received: Random Artifact: Kindletickler (Nightmares) (12-17 power, 2 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 139): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 140): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 141): ExterminatorYou completed the challenge and received: Random Artifact: Growbringer (Madness) (20-27 power, 4 apr) | done |
Kill 4 spawns of Urh'Rok on the level before killing any elite creatures. Infinite Dungeon Challenge (Level 142): Headhunter4 / 4 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 143): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 145): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 146): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 149): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 15): ExterminatorYou completed the challenge and received: +1 Category Point | done |
Proceed directly to the next Infinite Dungeon level in less than 914 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 150): Rush Hour (914)Turns left: -1 | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 152): Mirror MatchYou completed the challenge and received: Random Artifact: Frostvalor (Shrouds) (19/19, 32-38 power, 3 apr) | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 153): Near SightedYou completed the challenge and received: Random Artifact: Glowrace (Madness) (8-9 power, 22 apr, nature damage) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 157): 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 158): Pacifist | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 159): Mirror MatchYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 160): Exterminator | active |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 161): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Proceed directly to the next Infinite Dungeon level in less than 107 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 162): Rush Hour (107)Turns left: -1 | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 164): ExterminatorYou 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 166): Pacifist | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 167): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 168): ExterminatorYou completed the challenge and received: Random Artifact: Blazeriver (Corpses) (0 def, 2 armour) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 169): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 170): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Proceed directly to the next Infinite Dungeon level in less than 266 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 171): Rush Hour (266)Turns left: -1 | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 173): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 174): ExterminatorYou completed the challenge and received: Random Artifact: The Black Crown (Madness) (0 def, 15 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 175): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Proceed directly to the next Infinite Dungeon level in less than 278 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 18): Rush Hour (278)Turns left: -1 | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 22): Near SightedYou completed the challenge and received: Random Artifact: Phlegmzephyr, (Madness) (9 def, 13 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 23): ExterminatorYou completed the challenge and received: Random Artifact: Cyrinn (Madness) | done |
Wake up and kill the dreaming horror boss 'Aruleba the dreaming horror'. Infinite Dungeon Challenge (Level 24): 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 26): Near SightedYou completed the challenge and received: Random Artifact: Nerildakira (Shrouds) (22-32 power, 4 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 27): ExterminatorYou 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 29): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 3): ExterminatorYou completed the challenge and received: Random Artifact: Getohek (19/19, 29-35 power, 3 apr) | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 31): Mirror MatchYou completed the challenge and received: +1 Class Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 32): MultiplicityTurns left: 0 You completed the challenge and received: Random Artifact: Mardesus (Madness) (5 def, 3 armour) | done |
Proceed directly to the next Infinite Dungeon level in less than 272 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 34): Rush Hour (272)Turns left: -1 | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 39): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 4): ExterminatorYou completed the challenge and received: Random Artifact: Velowyn (Madness) (2 def, 4 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 41): ExterminatorYou completed the challenge and received: Random Artifact: Myderab (Madness) (0 def, 0 armour) | done |
Proceed directly to the next Infinite Dungeon level in less than 149 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 43): Rush Hour (149)Turns left: -1 | failed |
Wake up and kill the dreaming horror boss 'Velyth the dreaming horror'. Infinite Dungeon Challenge (Level 44): Dream HunterYou completed the challenge and received: Random Artifact: Glacierpeal | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 45): ExterminatorYou completed the challenge and received: Random Artifact: Flaredream (Corpses) (40-51 power, 32 apr) | done |
Proceed directly to the next Infinite Dungeon level in less than 323 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 46): Rush Hour (323)Turns left: -1 | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 48): ExterminatorYou completed the challenge and received: Random Artifact: Unbreakable Greaves (Madness) (8 def, 20 armour) | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 49): Mirror MatchYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 51): ExterminatorYou completed the challenge and received: Random Artifact: Wretchfear (Corpses) (15-21 power, 6 apr) | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 52): Near SightedYou completed the challenge and received: Random Artifact: Suntyphoon (Corpses) (5 def, 12 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 53): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Proceed directly to the next Infinite Dungeon level in less than 119 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 54): Rush Hour (119)Turns left: -1 | failed |
Proceed directly to the next Infinite Dungeon level in less than 677 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 55): Rush Hour (677)Turns left: 102 You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 57): ExterminatorYou completed the challenge and received: Random Artifact: Pusumbra (Shrouds) (16-18 power, 40 apr, mind damage) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 59): Pacifist | failed |
Proceed directly to the next Infinite Dungeon level in less than 164 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 61): Rush Hour (164)Turns left: -1 | failed |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 63): Mirror MatchYou completed the challenge and received: Random Artifact: Blizzardbutcher (Madness) (0 def, 3 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 65): ExterminatorYou completed the challenge and received: Random Artifact: Bill's Tree Trunk (Nightmares) (30-51 power, 7 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 67): ExterminatorYou completed the challenge and received: Random Artifact: Xerutha (Shrouds) (0 def, 5 armour) | done |
Proceed directly to the next Infinite Dungeon level in less than 320 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 68): Rush Hour (320)Turns left: -1 | failed |
Proceed directly to the next Infinite Dungeon level in less than 56 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 69): Rush Hour (56)Turns left: -1 | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 70): Pacifist | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 71): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 72): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 73): Mirror MatchYou completed the challenge and received: Random Artifact: Deepscutter (Nightmares) (0 def, 2 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 74): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 76): Mirror MatchYou completed the challenge and received: +1 Generic Point | done |
Proceed directly to the next Infinite Dungeon level in less than 218 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 77): Rush Hour (218)Turns left: -1 | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 80): ExterminatorYou completed the challenge and received: Random Artifact: Balagrim (Nightmares) (34-48 power, 6 apr) | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 83): Mirror MatchYou completed the challenge and received: Random Artifact: Black Mesh (Nightmares) (8 def, 2 armour, 120 block) | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 85): Near SightedYou completed the challenge and received: Random Artifact: Threads of Fate (Corpses) (10 def, 0 armour) | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 88): MultiplicityTurns left: 0 You completed the challenge and received: Random Artifact: Jetslice (Nightmares) (7 def, 12 armour) | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 9): Near SightedYou completed the challenge and received: +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 94): 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 95): Near SightedYou completed the challenge and received: +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 97): ExterminatorYou completed the challenge and received: Random Artifact: Tundravice (Nightmares) (35-42 power, 5 apr, fire element) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 98): ExterminatorYou completed the challenge and received: Random Artifact: Lightningmire (Corpses) (23/23, 34-47 power, 10 apr) | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
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 |
Equipment
Psionic focus | enhanced orite trident of shearing (Madness) (38-60 power, 13 apr) enhanced orite trident of shearing (Madness) (38-60 power, 13 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 4 Base power: 37.5 - 60.0 Uses stat: 135% 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: Accuracy: +24 (+4 eff.) Armour penetration: +17 Changes stats: +16 Str / +16 Dex / +14 Mag / +14 Wil / +14 Cun / +16 Con Changes resistances penetration: +19% all Curse of Madness A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Quiver | barbed quiver of elven-wood arrows of wind (Shrouds) (19/19, 55-77 power, 14 apr) barbed quiver of elven-wood arrows of wind (Shrouds) (19/19, 55-77 power, 14 apr)Requires: - Dexterity 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 55.0 - 77.0 Uses stats: 56% Wil, 79% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +20.5% Capacity: 19 On weapon hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 342 physical damage On weapon crit: * Wound the target dealing 479 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% Curse of Shrouds Arrows are used with bows to pierce your foes to death. |
On hands | brawler's drakeskin leather gloves of spellstriking (Corpses) (0 def, 3 armour) brawler's drakeskin leather gloves of spellstriking (Corpses) (0 def, 3 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Damage (Melee): 19 arcane Changes stats: +5 Str / +5 Dex / +10 Mag / +10 Wil / +5 Cun Changes resistances: +9% arcane Changes damage: +10% arcane Talent cooldown: Double Strike (-1 turn) Physical save: +15 (+2 eff.) Spellpower: +15 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
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 (+1 eff.) Mindpower: +10 (+2 eff.) Light radius: +10 Absorbs all darkness (power 209, 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 631.14 darkness damage (based on Mindpower and charge) Activation costs 10 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 | Crown of Eternal Night (Madness) (0 def, 3 armour) Crown of Eternal Night (Madness) (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. The set is complete. When wielded/worn: Armour: +3 Fatigue: +3% Damage (Melee): 40 darkness Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +15 Cun / +5 Con Reduce damage by fixed amount: +30 all Changes damage: +20% darkness Talent mastery: +0.10 Cunning / Stealth Spell save: +15 (+3 eff.) Mental save: +15 (+2 eff.) Confusion immunity: +30% Knockback immunity: +30% Light radius: -1 Curse of Madness It can be used to activate talent Retch (costing 47 power out of 80/80) : Effective talent level: 3.5 Power cost: 47 out of 80/80. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 83 blight damage or heals 113 life. Creatures standing in the retch also have 25% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
On feet | Samuchak the pair of voratun boots (Corpses) (0 def, 5 armour) Samuchak the pair of voratun boots (Corpses) (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -6% Damage when hit (Melee): 10 mind Changes stats: +4 Str / +3 Mag / +7 Cun / +4 Con Maximum encumbrance: +47 Physical save: +15 (+2 eff.) Hate when firing a critical mind attack: +8.40 Lowers spell cool-downs by: 10% Mental crit. chance: +2% Infravision radius: +3 Curse of Corpses It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.5 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | Bregehor (Nightmares) [power 560] (20 cooldown) Bregehor (Nightmares) [power 560] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 35% chance to reduce strength, dexterity, and constitution by 48 Changes stats: +7 Str / +9 Wil / +11 Con Changes resistances: +15% blight Changes damage: +24% arcane Reduces incoming crit damage: 26.60% Light radius: +5 Infravision radius: +5 See invisible: +24 Curse of Nightmares It can be used to create a shield absorbing up to 560 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Gain a 40% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | Wheel of Fate (Madness) Wheel of Fate (Madness)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 (+2 eff.) Defense: +14 (+3 eff.) Changes stats: +8 Str / +7 Cun / +8 Con Changes resistances: +24% acid / +2% physical / +22% cold / +22% fire / +3% mind / +22% lightning Critical mult.: +5.00% Spell save: +6 (+1 eff.) Mental save: +9 (+1 eff.) Disarm immunity: +20% Only die when reaching: -20.00 life Can be unequipped or rerolled. Curse of Madness It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | voratun ring 'Faloziladil' (Misfortune) voratun ring 'Faloziladil' (Misfortune)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 8 physical Changes stats: +5 Str / +6 Dex / +5 Mag / +6 Cun Changes resistances penetration: +15% physical Physical save: +12 (+2 eff.) Only die when reaching: -60.00 life Spellpower: +13 (+1 eff.) Curse of Misfortune Rings make your fingers look great! |
Around neck | wanderer's voratun amulet of manastreaming (Madness) wanderer's voratun amulet of manastreaming (Madness)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Changes stats: +10 Dex / +5 Mag / +10 Cun / +10 Con Life regen: +5.00 Stamina each turn: +1.50 Mana each turn: +0.60 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +52.00 Movement speed: +10% Curse of Madness Amulets make your neck look great! |
In main hand | Morrigor (Corpses) (50-70 power, 12 apr) Morrigor (Corpses) (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: 67% 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 146.55 arcane and 152.38 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 (+3 eff.) Spell crit. chance: +12% Curse of Corpses It can be used to activate talent Manathrust (costing 3 power out of 3/3) : Effective talent level: 4.5 Power cost: 3 out of 3/3. Range: 10 Travel Speed: 2000% of base Is: a spell and usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 539.92 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. 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. |
Around waist | drakeskin leather belt 'Thunderradiance' (Madness) drakeskin leather belt 'Thunderradiance' (Madness) Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Armour: +15 Defense: +15 (+3 eff.) Changes stats: +10 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +11 Con Changes resistances: +9% cold / +3% mind / +6% darkness Changes resistances penetration: +15% lightning Physical save: +53 (+8 eff.) Cut immunity: +23% Mindpower: +12 (+2 eff.) Healing mod.: +15% Size category: +1 Curse of Madness A belt that goes around your waist. |
In off hand | enhanced voratun dagger of crippling (Nightmares) (39-51 power, 9 apr) enhanced voratun dagger of crippling (Nightmares) (39-51 power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 39.0 - 50.7 Uses stats: 56% Wil, 56% 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: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +15.0% Changes stats: +13 Str / +13 Dex / +11 Mag / +13 Wil / +11 Cun / +13 Con Curse of Nightmares Sharp, short and deadly. |
Cloak | Rimepulverizer (Shrouds) (3 def, 0 armour) Rimepulverizer (Shrouds) (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +8 Defense: +3 (+1 eff.) Damage when hit (Melee): 8 cold Changes stats: +10 Str / +4 Dex / +3 Wil / +7 Cun / +6 Con Changes resistances: +5% physical Changes resistances penetration: +25% physical Light radius: +3 Infravision radius: +3 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. |
Main armor | Bindings of Eternal Night (Nightmares) (12 def, 12 armour) Bindings of Eternal Night (Nightmares) (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. The set is complete. When wielded/worn: Armour: +12 Defense: +12 (+2 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Str / +5 Dex / +10 Mag / +10 Wil / +5 Cun / +5 Con 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 Nightmares It can be used to activate talent Abyssal Shroud (costing 47 power out of 80/80) : Effective talent level: 3.5 Power cost: 47 out of 80/80. Range: 6 Travel Speed: instantaneous Is: a spell Description: Creates a shroud of darkness over a radius 3 area that lasts 7 turns. The shroud causes 81.90 darkness damage each turn, reduces light radius by 3, and darkness resistance by 52% of those within. 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. |
Inventory
Primal Infusion (affinity 34%; reduction 6; dur 4; cd 18) Primal Infusion (affinity 34%; reduction 6; 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 34% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 6 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 titan (heal 569; cd 11) healing infusion of the titan (heal 569; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 569 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the titan (heal 565; cd 12) healing infusion of the titan (heal 565; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 565 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the warrior (heal 836; cd 14) healing infusion of the warrior (heal 836; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 836 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 -338; dur 7; cd 34) heroism infusion (die at -338; dur 7; cd 34)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: 34 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 -338 life. The duration and life will increase by 1% for every 1% life you have lost (currently 338 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 psychic (die at -1420; dur 7; cd 28) heroism infusion of the psychic (die at -1420; dur 7; cd 28)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -1420 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1420 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 Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the warrior (die at -1959; dur 6; cd 33) heroism infusion of the warrior (die at -1959; dur 6; 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 6 turns. While Heroism is active, you will only die when reaching -1959 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1959 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the wizard (die at -1385; dur 7; cd 25) heroism infusion of the wizard (die at -1385; dur 7; cd 25)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 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 -1385 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1385 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 Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the duelist (speed 1565%; cd 8) movement infusion of the duelist (speed 1565%; cd 8)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1565% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the duelist (speed 1708%; cd 9) movement infusion of the duelist (speed 1708%; cd 9)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1708% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 1406%; cd 17) movement infusion of the psychic (speed 1406%; cd 17)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1406% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 1655%; cd 15) movement infusion of the warrior (speed 1655%; cd 15)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1655% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 1160%; cd 17) movement infusion of the wizard (speed 1160%; cd 17)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1160% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 354; 13 cd) regeneration infusion (heal 354; 13 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 354 life over 5 turns. 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. |
This item will automatically be transmogrified when you leave the level. regeneration infusion (heal 427; 17 cd)regeneration infusion (heal 427; 17 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 427 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 224; 12 cd) regeneration infusion (heal 224; 12 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 224 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 284; 12 cd) regeneration infusion (heal 284; 12 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 284 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 335; 12 cd) regeneration infusion (heal 335; 12 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 335 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 301; 12 cd) regeneration infusion (heal 301; 12 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 301 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 362; 12 cd) regeneration infusion (heal 362; 12 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 362 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 443; 14 cd) regeneration infusion (heal 443; 14 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 443 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the duelist (heal 1376; 14 cd) regeneration infusion of the duelist (heal 1376; 14 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1376 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the duelist (heal 1629; 15 cd) regeneration infusion of the duelist (heal 1629; 15 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1629 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 1119; 13 cd) regeneration infusion of the psychic (heal 1119; 13 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1119 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 1321; 12 cd) regeneration infusion of the wizard (heal 1321; 12 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1321 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 76%; mental; dur 3; cd 10) wild infusion of the sneak (res 76%; mental; dur 3; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 76% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 68%; magical; dur 2; cd 10) wild infusion of the titan (res 68%; magical; dur 2; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 68% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 67%; magical; dur 4; cd 16) wild infusion of the wizard (res 67%; magical; dur 4; cd 16)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 67% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 66%; mental; dur 2; cd 11) wild infusion of the wizard (res 66%; mental; dur 2; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 66% for 2 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. |
Potion of Martial Prowess Potion of Martial ProwessCrafted by a master 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the elixir. This potent elixir can give insights into martial combat to those unlucky enough to ignore the basics. |
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: 22 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; physical, light, fire, mind, darkness) Prismatic Rune (6 turns; physical, light, fire, mind, darkness)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 physical, 4 light, 5 fire, 3 mind, 4 darkness It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Reflection (--) Rune of Reflection (--)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 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 1362 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
acid wave rune (damage 165; dur 4; cd 20) acid wave rune (damage 165; 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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 165.24 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. 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 (damage 113; dur 4; cd 19) biting gale rune (damage 113; dur 4; cd 19)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 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 113.49 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. 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 (damage 167; dur 4; cd 16) biting gale rune (damage 167; 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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 167.31 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. 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 (damage 160; dur 4; cd 15) biting gale rune (damage 160; 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: 14 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 160.29 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the sneak (damage 889; dur 4; cd 19) biting gale rune of the sneak (damage 889; dur 4; cd 19)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 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 888.84 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the duelist (power 76; resist 79%; move 73%; dur 5; cd 17) ethereal rune of the duelist (power 76; resist 79%; move 73%; 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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 79% all resistance, you move 73% faster, and you are invisible (power 76). 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 sneak (power 69; resist 59%; move 59%; dur 5; cd 20) ethereal rune of the sneak (power 69; resist 59%; move 59%; dur 5; cd 20)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 59% all resistance, you move 59% faster, and you are invisible (power 69). Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the warrior (power 78; resist 88%; move 74%; dur 5; cd 20) ethereal rune of the warrior (power 78; resist 88%; move 74%; dur 5; cd 20)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 88% all resistance, you move 74% faster, and you are invisible (power 78). Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the wizard (power 54; resist 65%; move 50%; dur 5; cd 21) ethereal rune of the wizard (power 54; resist 65%; move 50%; dur 5; cd 21)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 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 65% all resistance, you move 50% faster, and you are invisible (power 54). Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune (regen 752% over 10 turns; mana 38; cd 18) manasurge rune (regen 752% over 10 turns; mana 38; 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: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 752% for 10 turns (983 total) and instantly restoring 38 mana. Also when resting your mana will regenerate at 0.5 per turn. 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 2438% over 10 turns; mana 122; cd 15) manasurge rune of the sneak (regen 2438% over 10 turns; mana 122; 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: 14 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 2438% for 10 turns (3185 total) and instantly restoring 122 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. |
manasurge rune of the titan (regen 2305% over 10 turns; mana 115; cd 14) manasurge rune of the titan (regen 2305% over 10 turns; mana 115; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 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 2305% for 10 turns (3012 total) and instantly restoring 115 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the duelist (absorb 415; cd 22) shatter afflictions rune of the duelist (absorb 415; cd 22)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 415 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the psychic (absorb 334; cd 22) shatter afflictions rune of the psychic (absorb 334; cd 22)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 334 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 283; cd 18) shatter afflictions rune of the titan (absorb 283; 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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 283 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 371; cd 18) shatter afflictions rune of the wizard (absorb 371; 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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 371 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 336; dur 7; cd 14) shielding rune (absorb 336; dur 7; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 336 damage for 7 turns. 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 (absorb 347; dur 7; cd 17) shielding rune (absorb 347; dur 7; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 2.5 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 create a protective shield absorbing at most 347 damage for 7 turns. 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 (absorb 414; dur 6; cd 15) shielding rune (absorb 414; dur 6; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 414 damage for 6 turns. 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 (absorb 354; dur 8; cd 17) shielding rune (absorb 354; dur 8; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 2.5 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 create a protective shield absorbing at most 354 damage for 8 turns. 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 (absorb 428; dur 8; cd 18) shielding rune (absorb 428; dur 8; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 2.5 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 428 damage for 8 turns. 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 (threshold 60; blocks 4; dur 4; cd 14) stormshield rune (threshold 60; blocks 4; dur 4; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 60 up to 4 times. 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. |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
Choker of Dread (Shrouds) Choker of Dread (Shrouds)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+0 eff.) See invisible: +10 Curse of Shrouds It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
Daneth's Neckguard (Misfortune) Daneth's Neckguard (Misfortune)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 Misfortune 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. |
Dimpall the voratun amulet (Corpses) Dimpall the voratun amulet (Corpses)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +30 (+5 eff.) Armour penetration: +1 Physical crit. chance: +2.0% Physical power: +5 (+1 eff.) Armour: +8 Defense: +58 (+10 eff.) Changes stats: +19 Lck / +15 Con Changes resistances: +6% acid Changes resistances cap: +7% all Changes damage: +6% darkness / +12% physical Critical mult.: +20.00% Physical save: +22 (+3 eff.) Reduce all damage from unseen attackers: 20% Curse of Corpses Amulets make your neck look great! |
Firepiercer (Corpses) Firepiercer (Corpses)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 16 arcane Changes stats: +6 Str / +9 Dex / +9 Mag / +18 Con Changes resistances penetration: +30% arcane / +40% fire Equilibrium when hit: +0.36 Hate when firing a critical mind attack: +6.00 Mindpower: +50 (+9 eff.) Mental crit. chance: +7% Infravision radius: +6 See invisible: +27 Curse of Corpses Amulets make your neck look great! |
Frost Lord's Chain (Nightmares) Frost Lord's Chain (Nightmares)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+1 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. Curse of Nightmares This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
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 10 power out of 48/48) : Effective talent level: 5.5 Power cost: 10 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 627.45 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. |
Gloruma the Lavanight (Nightmares) Gloruma the Lavanight (Nightmares)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +19% mind / +30% fire Changes resistances penetration: +15% blight Changes damage: +6% blight Confusion immunity: +29% Spellpower: +10 (+1 eff.) Spell crit. chance: +4% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Nightmares Amulets make your neck look great! |
Glulevena the Ashsmasher (Shrouds) Glulevena the Ashsmasher (Shrouds)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical crit. chance: +7.0% Defense: +35 (+6 eff.) Changes stats: +8 Str / +7 Wil / +6 Con Changes resistances: +15% mind / +33% acid Changes damage: +15% fire Reduces incoming crit damage: 28.00% Mental save: +21 (+3 eff.) Blindness immunity: +67% Poison immunity: +37% Disease immunity: +37% Life regen: +7.47 Infravision radius: +9 Sight radius: +2 See invisible: +13 Healing mod.: +25% Curse of Shrouds Amulets make your neck look great! |
Mayodhevena (Nightmares) Mayodhevena (Nightmares)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +12.0% Defense: +53 (+9 eff.) Damage when hit (Melee): 14 temporal Changes stats: +18 Str / +9 Con Changes resistances: +30% darkness / +6% physical / +9% arcane / +27% light Changes damage: +24% physical Blindness immunity: +50% Stamina each turn: +5.27 Defense after a teleport: +26 Resist all after a teleport: +26% New effects duration reduction after a teleport: +26% Curse of Nightmares Amulets make your neck look great! |
Mirror Shards (Corpses) Mirror Shards (Corpses)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 Curse of Corpses It can be used to create a reflective shield (50% reflection rate, 538 strength, based on Magic) for 5 turns Activation costs 24 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Pendant of the Sun and Moons (Madness) Pendant of the Sun and Moons (Madness)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 (+1 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. Activating this item is instant. Curse of Madness It can be used to activate talent Circle of Sanctity (costing 30 power out of 60/60) : Effective talent level: 4.5 Power cost: 30 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 57 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. |
Shadowfury (Corpses) Shadowfury (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -7% Changes resistances: +9% darkness Life regen: +3.00 Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +100.00 Maximum vim: +30.00 Spellpower: +15 (+2 eff.) Spell crit. chance: +8% Curse of Corpses Amulets make your neck look great! |
Spellblaze Echoes (Nightmares) Spellblaze Echoes (Nightmares)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +6 Defense: +6 (+1 eff.) Spellpower on spell critical (stacks up to 3 times): +15 Spellpower: +8 (+1 eff.) Spell crit. chance: +6% Curse of Nightmares It can be used to unleash a destructive wail, destroying terrain and dealing 848.98 physical damage (based on Magic) in a radius of 3 Activation costs 60 power out of 60/60. This ancient charm still retains a distant echo of the destruction wrought by the Spellblaze |
The Black Core (Shrouds) The Black Core (Shrouds)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. Curse of Shrouds "Lock your soul away, and death will never reach you." |
Unflinching Eye (Madness) Unflinching Eye (Madness)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 Madness It can be used to activate talent Arcane Eye (costing 60 power out of 60/60) : Effective talent level: 3.5 Power cost: 60 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. |
archmage's stralite amulet of constitution (+3) (Madness) archmage's stralite amulet of constitution (+3) (Madness)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +3 Con / +3 Mag Changes damage: +4% acid / +5% fire / +6% cold / +6% lightning Spellpower: +4 (+0 eff.) Spell crit. chance: +4% Curse of Madness Amulets make your neck look great! |
mindweaver's stralite amulet of constitution (+2) (Nightmares) mindweaver's stralite amulet of constitution (+2) (Nightmares)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +6 Con / +2 Wil Mental save: +5 (+1 eff.) Confusion immunity: +13% Mindpower: +9 (+2 eff.) Curse of Nightmares Amulets make your neck look great! |
protective gold amulet of vision (Shrouds) protective gold amulet of vision (Shrouds)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +5 Defense: +7 (+2 eff.) Changes resistances cap: +4% all Physical save: +12 (+2 eff.) Blindness immunity: +17% Infravision radius: +3 Sight radius: +2 See invisible: +9 Curse of Shrouds Amulets make your neck look great! |
restful stralite amulet of manastreaming (Nightmares) restful stralite amulet of manastreaming (Nightmares)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -6% Changes stats: +1 Mag Life regen: +3.00 Mana each turn: +0.34 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +32.00 Curse of Nightmares Amulets make your neck look great! |
savior's gold amulet of murder (Corpses) savior's gold amulet of murder (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +13 Critical mult.: +13.00% Physical save: +14 (+2 eff.) Spell save: +15 (+3 eff.) Mental save: +15 (+2 eff.) Curse of Corpses Amulets make your neck look great! |
savior's voratun amulet of magic (+6) (Corpses) savior's voratun amulet of magic (+6) (Corpses)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Mag Physical save: +18 (+3 eff.) Spell save: +12 (+2 eff.) Mental save: +20 (+3 eff.) Curse of Corpses Amulets make your neck look great! |
voratun amulet 'Blizzardtrial' (Corpses) voratun amulet 'Blizzardtrial' (Corpses)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +30 (+5 eff.) Armour penetration: +14 Physical crit. chance: +6.0% Defense: +44 (+8 eff.) Damage when hit (Melee): 14 physical Changes stats: +6 Cun / +10 Dex Changes damage: +15% physical / +12% cold Reduces incoming crit damage: 22.07% Curse of Corpses Amulets make your neck look great! |
voratun amulet 'Xanenor' (Misfortune) voratun amulet 'Xanenor' (Misfortune)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +2 Mag Changes resistances penetration: +10% arcane Changes damage: +5% darkness / +8% temporal / +6% light / +6% physical Confusion immunity: +20% Mana when firing critical spell: +2.00 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +6 Only die when reaching: -80.00 life Maximum mana: +40.00 Maximum vim: +50.00 Spellpower: +6 (+0 eff.) Spell crit. chance: +4% Curse of Misfortune Amulets make your neck look great! |
wanderer's gold amulet of the eclipse (Nightmares) wanderer's gold amulet of the eclipse (Nightmares)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -8% Damage (Melee): 11 light / 11 darkness Effects when hit in melee: * 11% chance to reduce damage dealt by 40% * 11% chance to blind Changes stats: +8 Dex / +8 Cun / +7 Con Changes damage: +11% light / +11% darkness Life regen: +4.00 Stamina each turn: +0.60 Movement speed: +10% Curse of Nightmares Amulets make your neck look great! |
wanderer's gold amulet of vision (Madness) wanderer's gold amulet of vision (Madness)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -8% Changes stats: +6 Dex / +8 Cun / +8 Con Blindness immunity: +28% Life regen: +3.00 Stamina each turn: +1.10 Infravision radius: +7 Sight radius: +2 See invisible: +10 Movement speed: +10% Curse of Madness Amulets make your neck look great! |
wanderer's steel amulet (Madness) wanderer's steel amulet (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -7% Changes stats: +6 Dex / +6 Cun / +6 Con Life regen: +3.00 Stamina each turn: +0.80 Movement speed: +10% Curse of Madness Amulets make your neck look great! |
wanderer's stralite amulet (Nightmares) wanderer's stralite amulet (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -9% Changes stats: +9 Dex / +9 Cun / +9 Con Life regen: +5.00 Stamina each turn: +1.30 Movement speed: +10% Curse of Nightmares Amulets make your neck look great! |
wanderer's stralite amulet of constitution (+5) (Madness) wanderer's stralite amulet of constitution (+5) (Madness)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -4% Changes stats: +5 Dex / +4 Cun / +5 Con Life regen: +2.00 Stamina each turn: +0.70 Movement speed: +10% Curse of Madness Amulets make your neck look great! |
wanderer's stralite amulet of perfection (0.34 Corruption / Rot,0.34 Wild-gift / Moss) (Shrouds) wanderer's stralite amulet of perfection (0.34 Corruption / Rot,0.34 Wild-gift / Moss) (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -8% Changes stats: +7 Dex / +3 Cun / +7 Con Talent masteries: +0.34 Corruption / Rot +0.34 Wild-gift / Moss Life regen: +4.00 Stamina each turn: +1.00 Movement speed: +10% Curse of Shrouds Amulets make your neck look great! |
warmaker's gold amulet of murder (Nightmares) warmaker's gold amulet of murder (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +16 Changes stats: +8 Str / +8 Dex / +8 Wil Critical mult.: +16.00% Curse of Nightmares Amulets make your neck look great! |
warrior's stralite amulet of dexterity (+6) (Nightmares) warrior's stralite amulet of dexterity (+6) (Nightmares)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +6 Dex Changes resistances: +6% physical Stamina each turn: +0.60 Curse of Nightmares Amulets make your neck look great! |
Elemental Fury (Misfortune) Elemental Fury (Misfortune)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. Curse of Misfortune This ring shines with many colors. |
Fulodig the Sewerraider (Corpses) Fulodig the Sewerraider (Corpses)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 81% Changes resistances: +9% light / +15% fire / +12% blight / +15% cold / +11% nature / +12% mind Changes resistances penetration: +25% mind Spell save: +9 (+2 eff.) Poison immunity: +17% Disease immunity: +25% Knockback immunity: +20% Maximum psi: +50.00 Mental crit. chance: +6% Curse of Corpses Rings make your fingers look great! |
Gemira the stralite ring (Madness) Gemira the stralite ring (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +40 (+7 eff.) Physical crit. chance: +9.0% Physical power: +13 (+2 eff.) Effects on melee hit: * 36% chance to slow global speed by 81% Changes stats: +21 Str / +6 Dex / +14 Con Changes resistances: +18% light / +10% physical Changes resistances penetration: +40% acid Maximum stamina: +54.54 Curse of Madness Rings make your fingers look great! |
Glory of the Pride (Shrouds) Glory of the Pride (Shrouds)Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+2 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 Shrouds The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Inertial Twine (Corpses) Inertial Twine (Corpses)Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+2 eff.) Knockback immunity: +100% Curse of Corpses This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Layassra the voratun ring (Shrouds) Layassra the voratun ring (Shrouds)Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +2 Str / +6 Mag / +11 Wil / +8 Cun Changes resistances: +36% nature Changes resistances penetration: +10% acid Changes damage: +15% acid / +18% nature / +6% arcane Life regen: +20.00 Mana each turn: +0.08 Vim when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +100.00 Maximum mana: +60.00 Mindpower: +40 (+7 eff.) Healing mod.: +15% Curse of Shrouds Rings make your fingers look great! |
Mayynn the Offalsteel (Shrouds) Mayynn the Offalsteel (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour penetration: +6 Physical crit. chance: +14.0% Defense: +16 (+3 eff.) Changes stats: +8 Cun / +14 Str Changes resistances: +36% blight / +21% nature Changes resistances penetration: +45% lightning Silence immunity: +37% Maximum life: +186.68 Defense after a teleport: +28 Resist all after a teleport: +28% New effects duration reduction after a teleport: +28% Curse of Shrouds Rings make your fingers look great! |
Mnemonic (Shrouds) Mnemonic (Shrouds)Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+3 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+2 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. Curse of Shrouds It can be used to activate talent Mental Shielding (costing 30 power out of 30/30) : Effective talent level: 3.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 4 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Nimbuswalker (Madness) Nimbuswalker (Madness)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +14 Mag / +8 Wil Changes resistances: +18% fire Changes resistances penetration: +25% blight / +40% fire / +35% arcane Changes damage: +42% lightning Blindness immunity: +27% Mana each turn: +0.16 Vim when firing critical spell: +3.22 Maximum mana: +100.00 Maximum vim: +70.00 Spellpower: +25 (+3 eff.) Infravision radius: +4 See stealth: +13 See invisible: +12 Curse of Madness Rings make your fingers look great! |
Ring of the Archlich (Corpses) Ring of the Archlich (Corpses)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 (+1 eff.) Curse of Corpses 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 (+1 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 War Master (Misfortune) Ring of the War Master (Misfortune)Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent category bonus: +0.30 Technique Curse of Misfortune A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Tempestlash (Corpses) Tempestlash (Corpses)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Str / +6 Dex / +4 Mag / +7 Wil / +5 Con Changes resistances: +15% lightning Changes damage: +18% light / +9% lightning Mental save: +11 (+2 eff.) Confusion immunity: +38% Infravision radius: +4 See invisible: +24 Curse of Corpses Rings make your fingers look great! |
The Black Ring (Shrouds) The Black Ring (Shrouds)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+2 eff.) Spell crit. chance: +3% Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). Curse of Shrouds "An innocuous bauble. Until you look through the hole." |
Vargh Redemption (Nightmares) Vargh Redemption (Nightmares)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 Nightmares It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 31.36 cold and 27.34 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
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 (+1 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 6 power out of 6/6) : Effective talent level: 5.5 Power cost: 6 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 593.04 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. |
conjurer's gold ring of pilfering (Madness) conjurer's gold ring of pilfering (Madness)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +13 (+2 eff.) Armour penetration: +13 Defense: +13 (+3 eff.) Changes stats: +7 Mag / +7 Wil Spellpower: +10 (+1 eff.) Curse of Madness It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
conjurer's voratun ring of corrosion (+40%) (Madness) conjurer's voratun ring of corrosion (+40%) (Madness)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Mag / +7 Wil Changes resistances: +40% acid Changes damage: +20% acid Spellpower: +9 (+1 eff.) Curse of Madness Rings make your fingers look great! |
conjurer's voratun ring of fire (+34%) (Corpses) conjurer's voratun ring of fire (+34%) (Corpses)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Mag / +7 Wil Changes resistances: +34% fire Changes damage: +17% fire Spellpower: +9 (+1 eff.) Curse of Corpses Rings make your fingers look great! |
gladiator's gold ring of fire (+32%) (Corpses) gladiator's gold ring of fire (+32%) (Corpses)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +11 (+2 eff.) Changes stats: +7 Str / +8 Con Changes resistances: +32% fire Changes damage: +16% fire Curse of Corpses Rings make your fingers look great! |
gladiator's gold ring of life (Misfortune) gladiator's gold ring of life (Misfortune)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +6 Str / +7 Con Life regen: +13.00 Maximum life: +63.00 Healing mod.: +14% Curse of Misfortune Rings make your fingers look great! |
gladiator's stralite ring of fire (+30%) (Nightmares) gladiator's stralite ring of fire (+30%) (Nightmares)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +7 Str / +8 Con Changes resistances: +30% fire Changes damage: +15% fire Curse of Nightmares Rings make your fingers look great! |
gladiator's stralite ring of pilfering (Madness) gladiator's stralite ring of pilfering (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +15 (+2 eff.) Armour penetration: +13 Physical power: +11 (+2 eff.) Defense: +15 (+3 eff.) Changes stats: +7 Str / +9 Con Curse of Madness It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
gladiator's voratun ring (Nightmares) gladiator's voratun ring (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +11 (+2 eff.) Changes stats: +9 Str / +8 Con Curse of Nightmares Rings make your fingers look great! |
gold ring of warding (Nightmares) gold ring of warding (Nightmares)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +16% acid / +16% fire / +13% lightning / +12% cold Curse of Nightmares Rings make your fingers look great! |
painweaver's stralite ring of tenacity (Misfortune) painweaver's stralite ring of tenacity (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +12 (+2 eff.) Changes damage: +7% all Disarm immunity: +40% Pinning immunity: +26% Knockback immunity: +39% Maximum life: +33.00 Spellpower: +14 (+2 eff.) Mindpower: +13 (+3 eff.) Curse of Misfortune Rings make your fingers look great! |
painweaver's voratun ring of fire (+34%) (Nightmares) painweaver's voratun ring of fire (+34%) (Nightmares)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Changes resistances: +34% fire Changes damage: +17% fire / +7% all Spellpower: +13 (+1 eff.) Mindpower: +14 (+3 eff.) Curse of Nightmares Rings make your fingers look great! |
pixie's stralite ring of light (+20%) (Nightmares) pixie's stralite ring of light (+20%) (Nightmares)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +20% light Changes damage: +10% light Spellpower: +6 (+0 eff.) Curse of Nightmares Rings make your fingers look great! |
pixie's stralite ring of luminosity (Shrouds) pixie's stralite ring of luminosity (Shrouds)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage (Melee): 29 light Damage (Ranged): 21 light Changes stats: +3 Cun / +11 Mag Changes damage: +14% light Spellpower: +8 (+1 eff.) Curse of Shrouds Rings make your fingers look great! |
sneakthief's stralite ring of warding (Madness) sneakthief's stralite ring of warding (Madness)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 (+2 eff.) Changes stats: +9 Cun / +9 Dex Changes resistances: +26% acid / +23% fire / +24% lightning / +26% cold Curse of Madness Rings make your fingers look great! |
solipsist's voratun ring of misery (Nightmares) solipsist's voratun ring of misery (Nightmares)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 51 Damage (Melee): 35 physical Effects on ranged hit: * 20% chance to reduce all saves and defense by 51 Damage (Ranged): 31 physical Changes stats: +18 Cun / +7 Wil Hate when firing a critical mind attack: +3.00 Maximum hate: +15.00 Mindpower: +15 (+3 eff.) Curse of Nightmares It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
steel ring 'Hettetar' (Corpses) steel ring 'Hettetar' (Corpses)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +2 Physical crit. chance: +8.0% Changes resistances: +22% fire Changes damage: +11% fire Maximum psi: +50.00 Infravision radius: +3 See invisible: +6 Curse of Corpses Rings make your fingers look great! |
steel ring of pilfering (Corpses) steel ring of pilfering (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +10 Defense: +9 (+2 eff.) Curse of Corpses It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
stralite ring 'Bognight' (Nightmares) stralite ring 'Bognight' (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour penetration: +2 Changes stats: +3 Str / +2 Dex Changes resistances: +12% nature Changes damage: +6% acid Physical save: +9 (+2 eff.) Disarm immunity: +27% Pinning immunity: +20% Knockback immunity: +32% Maximum life: +30.00 Curse of Nightmares Rings make your fingers look great! |
stralite ring 'Winterdash' (Corpses) stralite ring 'Winterdash' (Corpses)Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 48 Changes stats: +5 Con Changes resistances: +9% blight / +22% cold / +30% nature Changes resistances penetration: +25% cold Changes damage: +6% blight / +11% cold / +15% nature Physical save: +10 (+2 eff.) Curse of Corpses Rings make your fingers look great! |
stralite ring of pilfering (Nightmares) stralite ring of pilfering (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +7 Defense: +11 (+2 eff.) Curse of Nightmares It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
treant's stralite ring of pilfering (Nightmares) treant's stralite ring of pilfering (Nightmares)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +11 Defense: +11 (+2 eff.) Changes resistances: +13% nature / +9% blight Poison immunity: +25% Disease immunity: +17% Curse of Nightmares It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
treant's voratun ring of lightning (+11%) (Madness) treant's voratun ring of lightning (+11%) (Madness)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +11% blight / +12% nature / +32% lightning Changes damage: +16% lightning Poison immunity: +23% Disease immunity: +23% Curse of Madness Rings make your fingers look great! |
voratun ring 'Barkstreak' (Madness) voratun ring 'Barkstreak' (Madness)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 8 nature Changes resistances: +24% cold / +9% light / +15% temporal Changes resistances penetration: +10% nature Changes damage: +12% cold / +6% nature / +15% fire Spell save: +12 (+2 eff.) Curse of Madness Rings make your fingers look great! |
warrior's gold ring of pilfering (Corpses) warrior's gold ring of pilfering (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +10 Armour: +8 Defense: +9 (+2 eff.) Changes stats: +4 Str Curse of Corpses It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
warrior's stralite ring of pilfering (Corpses) warrior's stralite ring of pilfering (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +14 (+2 eff.) Armour penetration: +11 Armour: +16 Defense: +12 (+2 eff.) Changes stats: +8 Str Curse of Corpses It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
warrior's stralite ring of pilfering (Madness) warrior's stralite ring of pilfering (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +15 (+2 eff.) Armour penetration: +11 Armour: +10 Defense: +12 (+2 eff.) Changes stats: +5 Str Curse of Madness It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. caustic steel battleaxe of torment (Shrouds) (20-31 power, 2 apr)caustic steel battleaxe of torment (Shrouds) (20-31 power, 2 apr) Requires: - Strength 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 20.5 - 30.8 Uses stat: 135% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (radius 2) on crit: +27 acid / +30 nature When wielded/worn: Armour penetration: +10 Changes resistances penetration: +19% acid / +19% nature Curse of Shrouds Massive two-handed battleaxes. |
Icy Kill (Misfortune) (35-46 power, 10 apr) Icy Kill (Misfortune) (35-46 power, 10 apr)Requires: - Dexterity 42 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 56% Wil, 56% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +15.0% Attack speed: 100% On weapon crit: * freezes the target On weapon kill: * explodes a frozen creature (damage scales with willpower) Damage (Melee): +30 cold When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes damage: +25% cold Hate per kill: +4.00 Ice block penetration: +50% Curse of Misfortune As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
Kinetic Spike (Corpses) (38-49 power, 40 apr) Kinetic Spike (Corpses) (38-49 power, 40 apr)Requires: - Willpower 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 64% Wil, 45% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +40 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+1 eff.) Physical power: +15 (+2 eff.) Changes resistances penetration: +30% physical Talent mastery: +0.20 Psionic / Augmented striking Curse of Corpses It can be used to fire a bolt of kinetic force (range 8), dealing 150% (physical) weapon damage Activation costs 10 power out of 10/10. A simple, rudely crafted stone hilt, this object manifests a blade of wavering, nearly invisible force, like a heat haze, as you grasp it. Despite its simple appearance, it is capable of shearing through solid granite, in the hands of those with the necessary mental fortitude to use it properly. |
Life Drinker (Shrouds) (42-55 power, 11 apr) Life Drinker (Shrouds) (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: 39% 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 (+1 eff.) Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). Curse of Shrouds It can be used to activate talent Worm Rot (costing 40 power out of 50/50) : Effective talent level: 3.5 Power cost: 40 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 37.47 acid and 40.41 blight damage. If not cleared after five turns it will inflict 229.42 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. |
Shadowbone (Nightmares) (38-49 power, 9 apr) Shadowbone (Nightmares) (38-49 power, 9 apr)Requires: - Dexterity 48 Infused by nature 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 56% Wil, 56% 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: * 20% chance to reduce damage dealt by 40% Damage (Melee): +35 nature Damage (radius 2) on crit: +25 acid / +45 nature When wielded/worn: Armour penetration: +10 Damage when hit (Melee): 4 darkness Changes stats: +11 Str / +6 Dex / +8 Mag / +8 Wil / +9 Cun / +8 Con Changes resistances: +3% darkness Changes resistances penetration: +16% acid / +16% nature Changes damage: +3% darkness Curse of Nightmares Sharp, short and deadly. |
Star (Corpses) (10-13 power, 0 apr) Star (Corpses) (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: 22% Wil, 22% 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 Corpses Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Swordbreaker (Corpses) (25-32 power, 20 apr) Swordbreaker (Corpses) (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: 106% 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 (+3 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 Corpses 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. |
This item will automatically be transmogrified when you leave the level. blazebringer's voratun dagger of massacre (Misfortune) (52-68 power, 9 apr)blazebringer's voratun dagger of massacre (Misfortune) (52-68 power, 9 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 52.5 - 68.2 Uses stats: 56% Wil, 56% 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% Damage (radius 2) on crit: +90 fire When wielded/worn: Changes resistances penetration: +24% fire Global speed: +11% Curse of Misfortune Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. steel dagger of crippling (Shrouds) (14-18 power, 6 apr)steel dagger of crippling (Shrouds) (14-18 power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 13.5 - 17.6 Uses stats: 56% Wil, 56% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +8.0% Curse of Shrouds Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. truestriking dwarven-steel dagger of rage (Nightmares) (18-23 power, 7 apr)truestriking dwarven-steel dagger of rage (Nightmares) (18-23 power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 18.0 - 23.4 Uses stats: 56% Wil, 56% 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% When wielded/worn: Accuracy: +33 (+5 eff.) Armour penetration: +11 Changes stats: +7 Str Changes resistances penetration: +11% physical Changes damage: +11% physical Curse of Nightmares Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. truestriking iron dagger of evisceration (Nightmares) (9-12 power, 5 apr)truestriking iron dagger of evisceration (Nightmares) (9-12 power, 5 apr) Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.0 - 11.7 Uses stats: 56% Wil, 56% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * Wound the target dealing 479 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +7 Physical crit. chance: +7.0% Physical power: +7 (+1 eff.) Changes resistances penetration: +7% physical Curse of Nightmares Sharp, short and deadly. |
Dream Malleus (Shrouds) (56-84 power, 5 apr) Dream Malleus (Shrouds) (56-84 power, 5 apr)Requires: - Willpower 25 - Strength 25 Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 56.0 - 84.0 Uses stat: 149% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Attack speed: 100% On weapon hit: * 14% chance to reduce all saves and defense by 51 * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +35 mind / +7 darkness Damage against: +12% Living When wielded/worn: Damage when hit (Melee): 6 mind Changes stats: +6 Dex / +2 Wil / +2 Cun Changes damage: +10% mind / +10% physical Talent cooldown: Hammer Toss (-2 turns) Talents granted: +3 Dream Smith's Hammer +3 Hammer Toss Psi each turn: +0.10 Mindpower: +15 (+3 eff.) Mental crit. chance: +5% Curse of Shrouds A large shimmering maul that seems to produce a ringing in your ears. It is both as malleable as thought and as hard as the strongest steel. |
The Black Maul (Nightmares) (70-105 power, 15 apr) The Black Maul (Nightmares) (70-105 power, 15 apr)Requires: - Strength 40 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stat: 146% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +2.0% Attack speed: 100% When this weapon hits: Obliterating Smash (10% chance level 3). When wielded/worn: Accuracy: +20 (+3 eff.) Physical power: +12 (+2 eff.) Talent masteries: +0.20 Corruption / Brutality +0.20 Technique / Two-handed assault Shadow Power: +10 Increases all damage by 1% for each point of your Shadow Power. Curse of Nightmares It can be used to activate talent Reckless Strike (costing 25 power out of 25/25) : Effective talent level: 4.5 Power cost: 25 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Hits the target doing 290% weapon damage. This attack cannot miss, and ignores all armor and resistances on the target. However, you take damage equal to 25% of the damage dealt, or 30% of your current HP, whichever is lower. "A fitting weapon for the Champion." |
Borosk's Hate (Madness) (60-96 power, 22 apr) Borosk's Hate (Madness) (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: 135% 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 Madness This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
Colaryem (Shrouds) (48-77 power, 12 apr) Colaryem (Shrouds) (48-77 power, 12 apr)Requires: - Strength 10 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 48.0 - 76.8 Uses stat: 146% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +11.0% Attack speed: 56% When wielded/worn: Fatigue: -12% Changes stats: +7 Dex Changes resistances: +7% lightning Changes damage: +7% lightning Maximum encumbrance: +50 Movement speed: +10% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Attack speed improves with your strength and size category. Curse of Shrouds This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
Latafayn (Corpses) (68-109 power, 5 apr) Latafayn (Corpses) (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: 140% 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 Corpses 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 10 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. |
Spectral Blade (Misfortune) (26-42 power, 25 apr) Spectral Blade (Misfortune) (26-42 power, 25 apr)Requires: - Magic 18 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 26.0 - 41.6 Uses stats: 135% Wil, 10% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +25 Crit. chance: +3.0% Attack speed: 111% Damage (Melee): +15 arcane Damage (radius 2) on crit: +30 arcane silence When wielded/worn: Mana each turn: +0.50 Spellpower: +5 (+0 eff.) See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Curse of Misfortune This sword appears weightless, and nearly invisible. |
This item will automatically be transmogrified when you leave the level. runic ash longbow of fire (Shrouds)runic ash longbow of fire (Shrouds) Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 When this weapon hits: Arcane Vortex (10% chance level 2). Damage (Ranged): +17 fire When wielded/worn: Changes stats: +5 Mag Changes damage: +14% arcane / +21% fire Spellpower: +14 (+2 eff.) Curse of Shrouds Longbows are used to shoot arrows at your foes. |
Acera (Corpses) (33-46 power, 4 apr) Acera (Corpses) (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: 112% 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 Corpses It can be used to activate talent Corrosive Worm (costing 30 power out of 30/30) : Effective talent level: 5.5 Power cost: 30 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 97 acid damage in a 4 radius ball. This damage will increase by 73% 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. |
Anmalice (Madness) (47-66 power, 20 apr) Anmalice (Madness) (47-66 power, 20 apr)Requires: - Willpower 20 - Strength 32 Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stat: 122% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +20 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * torments the target with many mental effects On weapon kill: * reduces mental save penalty When wielded/worn: Changes damage: +8% mind Mental save: -30 (-5 eff.) Mindpower: +9 (+2 eff.) Curse of Madness The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
Poltergeist's Blood-Edge (Corpses) (46-64 power, 7 apr) Poltergeist's Blood-Edge (Corpses) (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: 112% 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 (+3 eff.) Spell crit. chance: +8% Curse of Corpses It can be used to activate talent Bleeding Edge (costing 20 power out of 20/20) : Effective talent level: 5.5 Power cost: 20 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. |
Poltergeist's Twilight's Edge (Corpses) (47-66 power, 7 apr) Poltergeist's Twilight's Edge (Corpses) (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: 112% 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 / +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Changes damage: +18% darkness / +18% light Reduces incoming crit damage: 23.00% Spellpower: +12 (+1 eff.) Spell crit. chance: +4% Light radius: +1 Curse of Corpses 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. |
Punae's Blade (Misfortune) (46-64 power, 4 apr) Punae's Blade (Misfortune) (46-64 power, 4 apr)Requires: - Strength 30 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 46.0 - 64.4 Uses stat: 112% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +20.0% Defense: +40 (+7 eff.) Combat speed: +20% Chance to avoid attacks: +10% Curse of Misfortune This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
Spellblade (Corpses) (50-70 power, 0 apr) Spellblade (Corpses) (50-70 power, 0 apr)Requires: - Magic 28 - Strength 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 50.0 - 70.0 Uses stats: 101% Wil, 20% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +8 Mag Changes damage: +30% lightning / +30% fire / +30% arcane Spellpower: +25 (+3 eff.) Spell crit. chance: +9% Light radius: +1 Talent on hit(spell): Lightning (12% chance level 5). Talent on hit(spell): Flame (12% chance level 5). Talent on hit(spell): Manathrust (12% chance level 5). Curse of Corpses Mages sometimes have funny ideas. Archmage Varil once learned how to handle a sword and found he preferred wielding it instead of his staff. |
The Black Spike (Corpses) (48-67 power, 20 apr) The Black Spike (Corpses) (48-67 power, 20 apr)Requires: - Strength 40 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2 Uses stat: 112% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +20 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +10 Str / +8 Mag Changes resistances: +18% darkness / +12% blight Changes resistances penetration: +5% all Changes damage: +25% darkness Shadow Power: +5 Increases all damage penetration by 1% for each point of your Shadow Power. Curse of Corpses "All the better to pierce the heart of the world." |
enhanced stralite longsword of massacre (Madness) (48-66 power, 5 apr) enhanced stralite longsword of massacre (Madness) (48-66 power, 5 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 47.5 - 66.5 Uses stat: 112% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +11 Str / +11 Dex / +10 Mag / +11 Wil / +9 Cun / +11 Con Curse of Madness Sharp, long, and deadly. |
Thunderfall (Nightmares) (50-70 power, 6 apr) Thunderfall (Nightmares) (50-70 power, 6 apr)Requires: - Willpower 30 - Strength 50 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 50.0 - 70.0 Uses stat: 112% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (radius 1) on hit: +50 lightning / +50 physical Damage (radius 2) on crit: +100 lightning / +100 physical Curse of Nightmares It can be used to perform a melee strike against a target at up to range 10 for an automatic critical hit as lightning damage Activation costs 60 power out of 60/60. Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls. |
Ureslak's Femur (Misfortune) (52-73 power, 5 apr) Ureslak's Femur (Misfortune) (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: 112% 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 Misfortune A shortened femur of the mighty prismatic dragon Ureslak, this erratic club still resonates with his volatile nature. |
This item will automatically be transmogrified when you leave the level. elemental dwarven-steel mace of massacre (Misfortune) (36-50 power, 4 apr)elemental dwarven-steel mace of massacre (Misfortune) (36-50 power, 4 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 35.5 - 49.7 Uses stat: 112% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 186 fire damage (1/turn) When wielded/worn: Changes resistances penetration: +20% fire Changes damage: +18% fire Curse of Misfortune Blunt and deadly. |
Charged Focus (Misfortune) (10-11 power, 24 apr, lightning damage) Charged Focus (Misfortune) (10-11 power, 24 apr, lightning damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 10.0 - 11.0 Uses stats: 50% Wil, 30% Cun Damage type: Lightning Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +15% lightning Changes resistances penetration: +9% lightning Changes damage: +15% lightning Talent mastery: +0.15 Psionic / Charged mastery Talent granted: +1 Psionic Maelstrom Mental save: +9 (+1 eff.) Maximum psi: +30.00 Mindpower: +12 (+2 eff.) Mental crit. chance: +6% Curse of Misfortune Electrical energies are focussed in the core of this mindstar. |
Eye of Summer (Misfortune) (8-9 power, 18 apr, fire damage) Eye of Summer (Misfortune) (8-9 power, 18 apr, fire damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Base power: 8.0 - 8.8 Uses stats: 50% Wil, 30% Cun Damage type: Fire Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: -10% cold Changes resistances penetration: +10% fire Changes damage: +10% fire Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Global speed: +5% Talent on hit(mindpower): Flame Fury (10% chance level 2). Curse of Misfortune This mindstar glows with a bright warm light, but seems somehow incomplete. |
Eye of Winter (Corpses) (8-9 power, 18 apr, cold damage) Eye of Winter (Corpses) (8-9 power, 18 apr, cold damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Base power: 8.0 - 8.8 Uses stats: 50% Wil, 30% Cun Damage type: Cold Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +10 Changes resistances: -10% fire Changes resistances penetration: +10% cold Changes damage: +10% cold Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Talent on hit(mindpower): Winter's Fury (10% chance level 2). Curse of Corpses This mindstar glows with a dim cool light, but seems somehow incomplete. |
Great Caller (Misfortune) (10-11 power, 18 apr, nature damage) Great Caller (Misfortune) (10-11 power, 18 apr, nature damage)Requires: - Willpower 34 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Base power: 10.0 - 11.0 Uses stats: 30% Wil, 50% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes damage: +8% physical / +8% cold / +8% fire Talent masteries: +0.10 Wild-gift / Summoning (utility) +0.10 Wild-gift / Summoning (augmentation) +0.10 Wild-gift / Summoning (melee) +0.10 Wild-gift / Summoning (distance) +0.10 Wild-gift / Summoning (advanced) Mindpower: +12 (+2 eff.) Mental crit. chance: +6% Heals friendly targets nearby when you use a nature summon: +30 Max wilder summons: +2 Gives a 30% chance that your nature summons appear as wild summons. Curse of Misfortune This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
Kinetic Focus (Misfortune) (6-7 power, 18 apr, physical damage) Kinetic Focus (Misfortune) (6-7 power, 18 apr, physical damage)Requires: - Willpower 18 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 6.0 - 6.6 Uses stats: 50% Wil, 30% Cun Damage type: Physical Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +10% physical Changes resistances penetration: +6% physical Changes damage: +10% physical Talent mastery: +0.10 Psionic / Kinetic mastery Talent granted: +1 Psionic Maelstrom Physical save: +6 (+1 eff.) Psi when firing a critical mind attack: +1.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Curse of Misfortune Kinetic energies are focussed in the core of this mindstar. |
Thermal Focus (Shrouds) (14-15 power, 32 apr, fire damage) Thermal Focus (Shrouds) (14-15 power, 32 apr, fire damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 14.0 - 15.4 Uses stats: 50% Wil, 30% Cun Damage type: Fire Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% cold When wielded/worn: Changes resistances: +20% fire / +20% cold Changes resistances penetration: +12% fire / +12% cold Changes damage: +20% fire / +20% cold Talent mastery: +0.20 Psionic / Thermal mastery Talent granted: +1 Psionic Maelstrom Spell save: +12 (+2 eff.) Psi each turn: +1.00 Mindpower: +16 (+3 eff.) Mental crit. chance: +8% Curse of Shrouds Thermal energies are focussed in the core of this mindstar. |
This item will automatically be transmogrified when you leave the level. pulsing mindstar of venom (Shrouds) (12-14 power, 32 apr, nature damage)pulsing mindstar of venom (Shrouds) (12-14 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.5 - 13.8 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 16 acid Changes resistances: +16% acid Changes resistances penetration: +17% acid Changes damage: +17% acid Talent granted: +1 Attune Mindstar Life regen: +5.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Hare-Skin Sling (Corpses) Hare-Skin Sling (Corpses)Requires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 When wielded/worn: Physical crit. chance: +5.0% Defense: +10 (+2 eff.) Changes stats: +10 Lck Talent mastery: +0.20 Cunning / Survival Movement speed: +20% Activating this item is instant. Curse of Corpses It can be used to activate talent Inertial Shot (costing 8 power out of 8/8) : Effective talent level: 4.5 Power cost: 8 out of 8/8. Range: melee/personal Travel Speed: instantaneous Description: You fire a mighty shot at your target, doing 147% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
Bolbum's Big Knocker (Nightmares) (64-77 power, 10 apr, physical element) Bolbum's Big Knocker (Nightmares) (64-77 power, 10 apr, physical element)Requires: - Magic 38 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 64.0 - 76.8 Uses stat: 140% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +10 Attack speed: 100% Damage (Melee): +10 % chance of confusion When wielded/worn: Accuracy: +7 (+1 eff.) Changes damage: +20% physical Talent mastery: +0.20 Spell / Staff combat Spellpower: +12 (+1 eff.) Spell crit. chance: +18% Curse of Nightmares It can be used to activate talent Channel Staff (costing 9 power out of 20/20) : Effective talent level: 3.5 Power cost: 9 out of 20/20. Range: 8 Travel Speed: 2000% of base Is: a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 99% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
Plague-Fire Sceptre (Nightmares) (24-29 power, 4 apr, physical element) Plague-Fire Sceptre (Nightmares) (24-29 power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 Base power: 24.0 - 28.8 Uses stat: 125% Mag Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% blight / +20% fire Spellpower: +27 (+3 eff.) Spell crit. chance: +7% Plaguefire detonates when its victim dies, spreading to other enemies up to two times. Curse of Nightmares It can be used to fire a bolt of plaguefire, dealing damage over time based on your magic stat Activation costs 15 power out of 15/15. The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more. |
This item will automatically be transmogrified when you leave the level. Staff of Destruction (Nightmares) (20-24 power, 4 apr, fire element)Staff of Destruction (Nightmares) (20-24 power, 4 apr, fire element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% lightning / +20% fire / +20% arcane / +20% cold Talent granted: +1 Command Staff Spellpower: +10 (+1 eff.) Spell crit. chance: +15% Talent on hit(spell): Impending Doom (10% chance level 1). Curse of Nightmares This unique-looking staff is carved with runes of destruction. |
This item will automatically be transmogrified when you leave the level. magelord's elven-wood vilestaff of fate (Corpses) (25-30 power, 5 apr, fire element)magelord's elven-wood vilestaff of fate (Corpses) (25-30 power, 5 apr, fire element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +13.0% Damage (Melee): 38 arcane Changes damage: +25% fire Talent granted: +1 Command Staff Physical save: +13 (+2 eff.) Spell save: +13 (+3 eff.) Mental save: +13 (+2 eff.) Maximum mana: +66.00 Spellpower: +21 (+3 eff.) Spell crit. chance: +11% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. potent ash magestaff of the prodigy (Corpses) (21-25 power, 3 apr, fire element)potent ash magestaff of the prodigy (Corpses) (21-25 power, 3 apr, fire element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 21.0 - 25.2 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +11 Mag / +11 Wil / +9 Cun Changes damage: +21% fire Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +10 (+1 eff.) Spell crit. chance: +2% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
Trident of the Tides (Corpses) (80-112 power, 20 apr) Trident of the Tides (Corpses) (80-112 power, 20 apr)Requires: - Strength 35 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 80.0 - 112.0 Uses stat: 157% Wil Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 100% When this weapon hits: Water Bolt (40% chance level 3). Damage (Melee): +20 nature / +15 cold When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances: +25% cold Changes damage: +20% cold Spell save: +18 (+3 eff.) See invisible: +2 Talent on hit(spell): Water Bolt (20% chance level 3). Curse of Corpses It can be used to activate talent Freeze (costing 60 power out of 150/150) : Effective talent level: 4.5 Power cost: 60 out of 150/150. Range: 10 Travel Speed: instantaneous Is: a spell Description: Condenses ambient water on a target, freezing it for 6 turns and damaging it for 541.33. If this is used on a friendly target the cooldown is reduced by 33%. The damage will increase with your Spellpower. The power of the tides rush through this trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. deep-steel trident of torment (Misfortune) (28-45 power, 10 apr)deep-steel trident of torment (Misfortune) (28-45 power, 10 apr) Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / trident ; tier 3 It must be held with both hands. Base power: 28.0 - 44.8 Uses stat: 135% Wil Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Curse of Misfortune A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Blood-Letter (Shrouds) (33-46 power, 4.5 apr) Blood-Letter (Shrouds) (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: 112% 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 Shrouds A hand axe carved out of the most frozen parts of the northern wasteland. |
This item will automatically be transmogrified when you leave the level. Cyrossra the voratun waraxe (Misfortune) (53-74 power, 6 apr)Cyrossra the voratun waraxe (Misfortune) (53-74 power, 6 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 53.0 - 74.2 Uses stat: 112% 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: * 38% chance to reduce armor by 59% * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On weapon crit: * Wound the target dealing 479 physical damage across 5 turns and reducing healing by 50% Damage (radius 2) on crit: +20 blight When wielded/worn: Physical crit. chance: +15.0% Physical power: +15 (+2 eff.) Effects on melee hit: * 30% chance to reduce armor by 59% Damage when hit (Melee): 4 blight Changes resistances: +12% temporal Changes resistances penetration: +15% blight / +40% acid Curse of Misfortune One-handed war axes. |
Fogblast the voratun waraxe (Shrouds) (42-60 power, 6 apr) Fogblast the voratun waraxe (Shrouds) (42-60 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: 42.5 - 59.5 Uses stat: 112% 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% Damage Shield penetration (this weapon only): +30% Damage (radius 2) on crit: +90 fire When wielded/worn: Accuracy: +15 (+2 eff.) Defense: +15 (+3 eff.) Damage when hit (Melee): 6 darkness Changes stats: +16 Str / +12 Dex / +11 Mag / +13 Wil / +13 Cun / +11 Con Changes resistances penetration: +24% fire Critical mult.: +5.00% Physical save: +6 (+1 eff.) Disarm immunity: +48% Hate when firing a critical mind attack: +5.00 Mindpower: +15 (+3 eff.) Global speed: +8% Curse of Shrouds One-handed war axes. |
Malediction (Misfortune) (40-48 power, 15 apr) Malediction (Misfortune) (40-48 power, 15 apr)Requires: - Strength 55 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 4 Base power: 40.0 - 48.0 Uses stat: 112% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Curse of Death (10% chance level 3). When this weapon hits: Curse of Vulnerability (10% chance level 3). Damage (radius 1) on hit: +25 blight When wielded/worn: Changes damage: +20% blight Spellpower: +20 (+2 eff.) Talent on hit(spell): Curse of Impotence (10% chance level 3). Talent on hit(spell): Curse of Defenselessness (10% chance level 3). Curse of Misfortune The land withers and crumbles wherever this cursed axe rests. |
Skullcleaver (Shrouds) (20-28 power, 4 apr) Skullcleaver (Shrouds) (20-28 power, 4 apr)Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 20.0 - 28.0 Uses stat: 112% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight Curse of Shrouds A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
This item will automatically be transmogrified when you leave the level. blazebringer's stralite waraxe (Nightmares) (32-46 power, 5 apr)blazebringer's stralite waraxe (Nightmares) (32-46 power, 5 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 32.5 - 45.5 Uses stat: 112% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% Damage (radius 2) on crit: +73 fire When wielded/worn: Changes resistances penetration: +21% fire Global speed: +9% Curse of Nightmares One-handed war axes. |
This item will automatically be transmogrified when you leave the level. caustic iron waraxe (Nightmares) (11-15 power, 2 apr)caustic iron waraxe (Nightmares) (11-15 power, 2 apr) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.0 - 15.4 Uses stat: 112% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (radius 2) on crit: +13 acid / +13 nature When wielded/worn: Armour penetration: +7 Changes resistances penetration: +9% acid / +9% nature Curse of Nightmares One-handed war axes. |
This item will automatically be transmogrified when you leave the level. inquisitor's steel waraxe of massacre (Nightmares) (22-31 power, 3 apr)inquisitor's steel waraxe of massacre (Nightmares) (22-31 power, 3 apr) Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 22.0 - 30.8 Uses stat: 112% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * Deals 154 Manaburn damage and puts 1 random spell talent on cooldown for 7 turns (checks Confusion immunity) Curse of Nightmares One-handed war axes. |
Poltergeist's Skeletal Claw (Shrouds) (55-60 power, 8 apr) Poltergeist's Skeletal Claw (Shrouds) (55-60 power, 8 apr)Requires: - Dexterity 14 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 5 Base power: 55.0 - 60.5 Uses stat: 112% Cun Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 125% When this weapon hits: Bone Grab (10% chance level 3). When this weapon hits: Bone Spear (20% chance level 4). Damage (Melee): +30 bleed Damage (radius 2) on crit: +50 bleed When wielded/worn: Defense: +12 (+2 eff.) Talent mastery: +0.25 Corruption / Bone Stun/Freeze immunity: +60% Spellpower: +4 (+0 eff.) Combat speed: +10% Talent on hit(spell): Bone Spear (10% chance level 4). Curse of Shrouds It can be used to activate talent Bone Nova (costing 20 power out of 20/20) : Effective talent level: 5.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Fire bone spears in all directions, hitting all foes within radius 5 for 318.73 physical damage, and inflicting bleeding for another 159.37 damage over 5 turns. The damage will increase with your Spellpower. This whip appears to have been made from a human spine. A handle sits on one end, a sharply honed claw on the other. |
Whip of Urh'Rok (Misfortune) (55-60 power, 0 apr) Whip of Urh'Rok (Misfortune) (55-60 power, 0 apr)Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 5 Base power: 55.0 - 60.5 Uses stat: 112% Cun Damage type: Devouring flames Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Crit. chance: +9.0% Attack speed: 125% When this weapon hits: Bone Nova (20% chance level 4). When this weapon hits: Blood Boil (15% chance level 3). When wielded/worn: Changes damage: +20% blight / +20% fire Grants telepathy: Demon/Minor Demon/Major Spellpower: +15 (+2 eff.) See invisible: +2 When carried: Changes damage: +8% blight Curse of Misfortune With this unbearably bright whip of flame, the demon master Urh'Rok has become known for never having lost in combat. |
Adimira (Shrouds) Adimira (Shrouds)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +30 (+4 eff.) Armour: +8 Damage when hit (Melee): 14 arcane Changes stats: +8 Str / +5 Dex / +5 Mag / +5 Cun / +8 Lck Changes resistances penetration: +25% blight Trap disarming bonus: +20 Stealth bonus: +11 Stamina each turn: +4.41 Maximum vim: +73.57 Spellpower: +35 (+4 eff.) Infravision radius: +5 Curse of Shrouds A belt that goes around your waist. |
Betuwen the Blindgore (Nightmares) Betuwen the Blindgore (Nightmares)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Damage when hit (Melee): 4 light Changes stats: +11 Mag / +19 Wil / +8 Cun Changes resistances: +7% arcane Changes resistances penetration: +10% light Changes damage: +9% temporal Damage against: +41% Summoned Reduced damage from: +44% Summoned Physical save: +15 (+2 eff.) Spell crit. chance: +6% Mindpower: +4 (+1 eff.) Light radius: +4 Defense after a teleport: +21 Resist all after a teleport: +21% New effects duration reduction after a teleport: +21% Curse of Nightmares A belt that goes around your waist. |
Chylandur (Misfortune) Chylandur (Misfortune)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 14 mind Changes stats: +7 Str / +4 Wil / +7 Cun Changes resistances penetration: +35% mind / +41% temporal Changes damage: +30% mind Equilibrium when hit: +0.44 Maximum life: +38.00 Mindpower: +25 (+5 eff.) Mental crit. chance: +7% Light radius: +5 Curse of Misfortune A belt that goes around your waist. |
Emblem of Evasion (Corpses) Emblem of Evasion (Corpses)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+4 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. Curse of Corpses It can be used to activate talent Evasion (costing 30 power out of 30/30) : Effective talent level: 5.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 47% chance to evade melee and ranged attacks and 132 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Girdle of Preservation (Misfortune) Girdle of Preservation (Misfortune)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+2 eff.) Spell save: +15 (+3 eff.) Mental save: +15 (+2 eff.) Confusion immunity: +20% Curse of Misfortune A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
Glintnail (Nightmares) Glintnail (Nightmares)Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +15 (+2 eff.) Physical power: +25 (+3 eff.) Armour: +14 Defense: +17 (+3 eff.) Changes stats: +13 Wil / +6 Cun / +2 Con Damage against: +30% Summoned Reduced damage from: +30% Summoned Stealth bonus: +11 Mental save: +11 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +6 Maximum life: +69.00 Light radius: +2 Curse of Nightmares A belt that goes around your waist. |
Jaw of Rogroth (Shrouds) Jaw of Rogroth (Shrouds)Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Vim per kill: +4.00 Maximum souls: +3.00 Spellpower: +5 (+0 eff.) Spell crit. chance: +5% Curse of Shrouds It can be used to deal darkness damage equal to your 350%% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium) Activation costs 24 power out of 24/24. Rogroth's mouth happened to be about the same size as your waist. Interesting. |
Lightning Catcher (Shrouds) Lightning Catcher (Shrouds)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Fatigue: +5% Changes resistances: +30% lightning Stun/Freeze immunity: +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. Curse of Shrouds A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
Mighty Girdle (Shrouds) Mighty Girdle (Shrouds)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 Shrouds 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. |
Neira's Memory (Corpses) Neira's Memory (Corpses)Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 Curse of Corpses It can be used to surround yourself with a magical shield (strength 585, based on Magic) for 10 turns Activation costs 20 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
Rope Belt of the Thaloren (Nightmares) Rope Belt of the Thaloren (Nightmares) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +12 Wil / +11 Cun / +4 Con Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +15 (+3 eff.) Mental crit. chance: +15% Curse of Nightmares 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. |
Xanessra the Stokewinter (Misfortune) Xanessra the Stokewinter (Misfortune)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Damage when hit (Melee): 4 arcane Changes stats: +11 Mag / +11 Wil / +5 Cun / +3 Con Changes resistances: +8% arcane / +6% light Changes resistances penetration: +20% fire / +18% physical Changes damage: +22% physical / +6% arcane / +18% fire Mental save: +15 (+2 eff.) Spellpower: +11 (+1 eff.) Spell crit. chance: +6% Infravision radius: +3 See invisible: +9 Curse of Misfortune A belt that goes around your waist. |
Zeraroddadil the Icetide (Corpses) Zeraroddadil the Icetide (Corpses)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Defense: +23 (+4 eff.) Changes stats: +6 Dex / +4 Mag / +6 Cun / +10 Lck Changes resistances: +12% nature / +6% cold Changes resistances penetration: +15% cold Changes damage: +6% blight Trap disarming bonus: +30 Stealth bonus: +28 Spell save: +6 (+1 eff.) Mana each turn: +0.12 Mana when firing critical spell: +2.94 Maximum life: +70.00 Maximum vim: +50.00 Infravision radius: +6 Curse of Corpses A belt that goes around your waist. |
Zubunne the Torchoblivion (Nightmares) Zubunne the Torchoblivion (Nightmares)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +9.0% Physical power: +53 (+7 eff.) Changes resistances: +18% blight Changes resistances penetration: +44% blight / +16% physical / +40% fire Changes damage: +16% physical / +33% light / +30% mind Critical mult.: +35.13% Only die when reaching: -140.51 life Curse of Nightmares A belt that goes around your waist. |
balancing hardened leather belt of magery (Shrouds) balancing hardened leather belt of magery (Shrouds)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +11.0% Changes stats: +5 Dex / +8 Mag / +8 Wil / +5 Cun Spell crit. chance: +5% Mental crit. chance: +11% Curse of Shrouds A belt that goes around your waist. |
drakeskin leather belt 'Splendourtyphoon' (Madness) drakeskin leather belt 'Splendourtyphoon' (Madness)Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +6 Wil / +6 Con Changes resistances: +18% acid / +9% cold / +9% nature / +6% blight Changes resistances penetration: +20% light Changes damage: +3% light Spell save: +15 (+3 eff.) Mental save: +30 (+5 eff.) Maximum life: +106.00 Mindpower: +10 (+2 eff.) Size category: +1 Curse of Madness A belt that goes around your waist. |
drakeskin leather belt 'Venomwisp' (Madness) drakeskin leather belt 'Venomwisp' (Madness)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +8 (+1 eff.) Damage when hit (Melee): 8 mind Changes stats: +4 Cun / +9 Wil Changes resistances penetration: +25% nature Changes damage: +18% lightning Spell save: +10 (+2 eff.) Equilibrium when hit: +0.20 Size category: +1 Curse of Madness A belt that goes around your waist. |
monstrous drakeskin leather belt of burglary (Corpses) monstrous drakeskin leather belt of burglary (Corpses)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +15 (+2 eff.) Changes stats: +6 Str / +6 Dex / +6 Cun / +6 Con / +10 Lck Trap disarming bonus: +21 Stealth bonus: +14 Physical save: +13 (+2 eff.) Infravision radius: +6 Size category: +1 Curse of Corpses A belt that goes around your waist. |
monstrous drakeskin leather belt of transcendence (Corpses) monstrous drakeskin leather belt of transcendence (Corpses)Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +13 (+2 eff.) Changes stats: +6 Str / +5 Con Physical save: +28 (+4 eff.) Mindpower: +11 (+2 eff.) Size category: +1 Curse of Corpses A belt that goes around your waist. |
monstrous rough leather belt of dampening (Corpses) monstrous rough leather belt of dampening (Corpses)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +4 Str / +3 Con Changes resistances: +6% acid / +6% fire / +6% lightning / +6% cold Physical save: +6 (+1 eff.) Size category: +1 Curse of Corpses A belt that goes around your waist. |
noble's drakeskin leather belt of containment (Shrouds) noble's drakeskin leather belt of containment (Shrouds)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +7 Cun / +6 Wil Damage against: +32% Summoned Reduced damage from: +28% Summoned Maximum life: +124.00 Maximum mana: +43.00 Maximum stamina: +52.00 Maximum hate: +18.00 Maximum psi: +32.00 Maximum vim: +38.00 Maximum pos.energy: +20.00 Maximum neg.energy: +28.00 Reduces paradox anomalies(equivalent to willpower): +18 Curse of Shrouds A belt that goes around your waist. |
noble's drakeskin leather belt of magery (Madness) noble's drakeskin leather belt of magery (Madness)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +10 Mag / +17 Wil / +8 Cun Damage against: +45% Summoned Reduced damage from: +45% Summoned Spell crit. chance: +6% Curse of Madness A belt that goes around your waist. |
reinforced drakeskin leather belt of burglary (Madness) reinforced drakeskin leather belt of burglary (Madness)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour: +12 Defense: +13 (+3 eff.) Changes stats: +5 Dex / +5 Cun / +9 Lck Trap disarming bonus: +16 Stealth bonus: +13 Physical save: +22 (+3 eff.) Infravision radius: +6 Curse of Madness A belt that goes around your waist. |
Blazemistress (Shrouds) (32 def, 10 armour) Blazemistress (Shrouds) (32 def, 10 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Physical power: +20 (+3 eff.) Armour: +10 Defense: +32 (+6 eff.) Damage when hit (Melee): 10 blight Changes stats: +8 Str / +7 Mag / +4 Con Changes resistances: +12% light / +30% blight Changes resistances penetration: +20% blight Critical mult.: +34.21% Physical save: +34 (+5 eff.) Only die when reaching: -80.00 life Maximum vim: +40.00 Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cleansetrial (Shrouds) (10 def, 0 armour) Cleansetrial (Shrouds) (10 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+2 eff.) Damage when hit (Melee): 4 lightning Changes resistances penetration: +20% nature Changes damage: +6% nature / +18% lightning Physical save: +7 (+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. |
Cloth of Dreams (Shrouds) (10 def, 0 armour) Cloth of Dreams (Shrouds) (10 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+1 eff.) Mindpower: +6 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. Curse of Shrouds It can be used to activate talent Slumber (costing 10 power out of 25/25) : Effective talent level: 4.5 Power cost: 10 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 5 turns, rendering it unable to act. Every 119 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Frozen Shroud (Shrouds) (12 def, 0 armour) Frozen Shroud (Shrouds) (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 Shrouds It can be used to release a radius 4 chilling blast, instantly dealing 769.08 cold damage and condensing the air into freezing vapors that deal 256.36 cold damage (based on Magic) each turn for 10 turns Activation costs 30 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. |
Grinalar the Hailstun (Corpses) (2 def, 0 armour) Grinalar the Hailstun (Corpses) (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 16 mind Changes stats: +3 Str / +15 Wil / +18 Cun / +3 Con Changes resistances: +18% fire Changes resistances penetration: +39% cold Changes damage: +18% cold Psi when hit: +0.28 Mindpower: +30 (+5 eff.) 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. |
Kilnraze the cashmere cloak (Corpses) (2 def, 12 armour) Kilnraze the cashmere cloak (Corpses) (2 def, 12 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +12 Defense: +2 (+1 eff.) Changes resistances: +9% lightning Changes damage: +15% fire Blindness immunity: +20% Poison immunity: +20% Only die when reaching: -80.00 life Maximum life: +36.00 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. |
Quenchmarrow the elven-silk cloak (Nightmares) (12 def, 8 armour) Quenchmarrow the elven-silk cloak (Nightmares) (12 def, 8 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +8 Defense: +12 (+2 eff.) Changes stats: +5 Dex / +1 Mag / +1 Wil / +3 Cun Changes resistances: +19% nature / +20% blight Changes resistances penetration: +25% cold Physical save: +25 (+4 eff.) Spell save: +20 (+4 eff.) Mental save: +21 (+3 eff.) Life regen: +8.00 Light radius: +3 Healing mod.: +18% 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. |
Radiance (Nightmares) (15 def, 0 armour) Radiance (Nightmares) (15 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +15 (+3 eff.) Damage when hit (Melee): 30 blinding light Changes stats: +10 Cun / +10 Mag Changes resistances: +30% light / +30% darkness Changes resistances cap: +10% light Changes damage: +25% light Talent category bonus: +0.20 Celestial Spellpower: +20 (+2 eff.) Curse of Nightmares This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
Serpentine Cloak (Madness) (20 def, 0 armour) Serpentine Cloak (Madness) (20 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +20 (+4 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 Madness Cunning and malice seem to emanate from this cloak. |
Sleetrazor (Madness) (16 def, 10 armour) Sleetrazor (Madness) (16 def, 10 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +10 Defense: +16 (+3 eff.) Changes stats: +6 Str / +2 Cun / +6 Con Changes resistances: +10% acid / +3% blight / +9% fire / +10% cold / +10% lightning Changes resistances penetration: +15% mind / +15% cold Changes damage: +6% cold Critical mult.: +10.00% Physical save: +38 (+6 eff.) Spell save: +25 (+5 eff.) Mental save: +28 (+4 eff.) Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +3.00 Maximum life: +110.00 Maximum psi: +20.00 Mental crit. chance: +1% Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ureslak's Molted Scales (Corpses) (0 def, 0 armour) Ureslak's Molted Scales (Corpses) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 It is part of a set of items. It would go well with another part of Ureslak. When wielded/worn: Changes resistances: +20% lightning / +20% darkness / +20% fire / +20% cold / +20% nature / -30% arcane Changes resistances cap: +10% lightning / +10% darkness / +10% fire / +10% cold / +10% nature / -30% arcane Curse of Corpses 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 50 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. |
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% fire / +20% cold / +20% nature / -30% arcane Changes resistances cap: +10% lightning / +10% darkness / +10% fire / +10% cold / +10% nature / -30% arcane 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 50 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. |
battlemaster's cashmere cloak of the Shaloren (Corpses) (2 def, 0 armour) battlemaster's cashmere cloak of the Shaloren (Corpses) (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Str / +4 Dex / +3 Mag / +3 Wil / +4 Con Talent mastery: +0.30 Technique / Combat training Spell save: +11 (+2 eff.) Stamina each turn: +0.80 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. |
cashmere cloak 'Duskbright' (Madness) (40 def, 0 armour) cashmere cloak 'Duskbright' (Madness) (40 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +20 (+3 eff.) Defense: +40 (+7 eff.) Changes stats: +3 Str / +10 Wil / +3 Con Changes resistances penetration: +31% darkness / +20% physical Critical mult.: +25.02% Mana when firing critical spell: +2.50 Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Thunderquick' (Misfortune) (9 def, 8 armour) cashmere cloak 'Thunderquick' (Misfortune) (9 def, 8 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +9 (+2 eff.) Damage when hit (Melee): 2 lightning Changes resistances: +8% acid / +33% cold / +11% lightning / +7% fire Changes resistances penetration: +10% lightning Changes damage: +15% cold Physical save: +7 (+1 eff.) Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Demonvalor' (Misfortune) (3 def, 10 armour) elven-silk cloak 'Demonvalor' (Misfortune) (3 def, 10 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +10 Defense: +3 (+1 eff.) Changes stats: +6 Str / +6 Dex / +5 Con Changes resistances: +37% darkness / +30% temporal Changes damage: +9% blight Talent mastery: +0.40 Technique / Combat training Physical save: +21 (+3 eff.) Spell save: +27 (+5 eff.) Mental save: +15 (+2 eff.) Stamina each turn: +1.10 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +80.00 Defense after a teleport: +44 Resist all after a teleport: +30% New effects duration reduction after a teleport: +45% Curse of Misfortune It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping cashmere cloak of Eldoral (Madness) (10 def, 0 armour) enveloping cashmere cloak of Eldoral (Madness) (10 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +1 Cun / +2 Dex Physical save: +6 (+1 eff.) Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping cashmere cloak of the Shaloren (Madness) (8 def, 0 armour) enveloping cashmere cloak of the Shaloren (Madness) (8 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +2 Mag / +3 Wil Physical save: +8 (+1 eff.) Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. regal cashmere cloak of fog (Madness) (10 def, 0 armour)regal cashmere cloak of fog (Madness) (10 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +4 Wil Changes resistances: +19% light / +19% fire Stealth bonus: +9 Mental save: +10 (+1 eff.) Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
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 (+1 eff.) Changes stats: +4 Cun / +7 Wil Mental save: +9 (+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. |
shadow cashmere cloak of the voidstalker (Madness) (2 def, 0 armour) shadow cashmere cloak of the voidstalker (Madness) (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +32% darkness / +12% temporal Changes resistances penetration: +13% darkness Changes damage: +8% darkness Stealth bonus: +7 Defense after a teleport: +11 Resist all after a teleport: +10% New effects duration reduction after a teleport: +13% Curse of Madness It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak of Eldoral (Nightmares) (2 def, 0 armour) spellcowled cashmere cloak of Eldoral (Nightmares) (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Dex / +2 Mag / +3 Wil / +2 Cun Spell save: +10 (+2 eff.) Maximum mana: +46.00 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. |
spellcowled elven-silk cloak of battle (Misfortune) (3 def, 0 armour) spellcowled elven-silk cloak of battle (Misfortune) (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Physical power: +2 (+1 eff.) Defense: +3 (+1 eff.) Fatigue: -4% Changes stats: +3 Mag / +3 Wil Spell save: +9 (+2 eff.) Maximum mana: +63.00 Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled elven-silk cloak of sorcery (Corpses) (3 def, 0 armour) spellcowled elven-silk cloak of sorcery (Corpses) (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +11 Mag / +12 Wil Spell save: +15 (+3 eff.) Maximum mana: +78.00 Spell crit. chance: +8% Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled elven-silk cloak of the voidstalker (Madness) (3 def, 0 armour) spellcowled elven-silk cloak of the voidstalker (Madness) (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +4 Mag / +4 Wil Changes resistances: +26% darkness / +27% temporal Spell save: +9 (+2 eff.) Maximum mana: +57.00 Defense after a teleport: +23 Resist all after a teleport: +11% New effects duration reduction after a teleport: +26% Curse of Madness It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick cashmere cloak of the voidstalker (Misfortune) (2 def, 7 armour) thick cashmere cloak of the voidstalker (Misfortune) (2 def, 7 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 (+1 eff.) Changes resistances: +18% temporal / +14% darkness / +19% cold Defense after a teleport: +11 Resist all after a teleport: +11% New effects duration reduction after a teleport: +15% Curse of Misfortune It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 10 turns. 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 (+2 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 (+4 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. |
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 (+4 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. |
Silk Current (Misfortune) (12 def, 0 armour) Silk Current (Misfortune) (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+2 eff.) Damage when hit (Melee): 10 cold Changes resistances: +7% all / +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent masteries: +0.30 Spell / Glacial waste +0.30 Spell / Rime wraith +0.30 Spell / Water +0.30 Spell / Frost alchemy +0.30 Spell / Grave +0.30 Spell / Ice Spellpower: +5 (+0 eff.) Movement speed: +15% Talent on hit(spell): Water Jet (5% chance level 1). Curse of Misfortune This deep blue robe flows and ripples as if pushed by an invisible tide. |
Spider-Silk Robe of Spydrë (Madness) (10 def, 15 armour) Spider-Silk Robe of Spydrë (Madness) (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+2 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Madness This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Temporal Augmentation Robe - Designed In-Style (Shrouds) (9 def, 3 armour) Temporal Augmentation Robe - Designed In-Style (Shrouds) (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 (+2 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 (+3 eff.) Curse of Shrouds It can be used to activate talent Temporal Reprieve (costing 50 power out of 50/50) : Effective talent level: 2.5 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 1 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. |
focusing cashmere robe of nature (+18%) (Madness) (0 def, 0 armour) focusing cashmere robe of nature (+18%) (Madness) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +6 Mag / +6 Wil Changes resistances: +18% nature / +11% all Changes damage: +12% nature Mana each turn: +0.15 Psi each turn: +0.10 Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing cashmere robe of nature (+19%) (Nightmares) (0 def, 0 armour) focusing cashmere robe of nature (+19%) (Nightmares) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +6 Mag / +4 Wil Changes resistances: +19% nature / +11% all Changes damage: +13% nature Mana each turn: +0.10 Psi each turn: +0.10 Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing silk robe of blight (+14%) (Corpses) (0 def, 0 armour) focusing silk robe of blight (+14%) (Corpses) (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +6 Mag / +4 Wil Changes resistances: +14% blight / +13% all Changes damage: +14% blight Mana each turn: +0.19 Psi each turn: +0.14 Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven silk robe of life (Nightmares) (0 def, 0 armour) stormwoven silk robe of life (Nightmares) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +4 Str / +5 Mag / +5 Wil Changes resistances: +9% blight / +5% cold / +7% lightning / +13% all Changes damage: +13% lightning / +18% physical / +5% cold Life regen: +3.90 Maximum life: +52.00 Healing mod.: +15% Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven silk robe of lightning (+37%) (Madness) (0 def, 0 armour) stormwoven silk robe of lightning (+37%) (Madness) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +6 Str / +6 Mag / +5 Wil Changes resistances: +37% lightning / +9% cold / +13% all Changes damage: +26% lightning / +14% physical / +13% cold Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven silk robe of nature (+7%) (Shrouds) (0 def, 0 armour) stormwoven silk robe of nature (+7%) (Shrouds) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +6 Str / +6 Mag / +7 Wil Changes resistances: +7% lightning / +10% cold / +18% nature / +13% all Changes damage: +15% lightning / +13% physical / +12% nature / +16% cold Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken silk robe of frost (+22%) (Shrouds) (0 def, 0 armour) timebroken silk robe of frost (+22%) (Shrouds) (0 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +4 Mag / +3 Wil Changes resistances: +13% all / +22% cold Changes damage: +17% temporal / +17% arcane / +15% cold Maximum mana: +26.00 Spellpower: +4 (+0 eff.) Spell crit. chance: +2% Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken silk robe of power (Corpses) (0 def, 0 armour) timebroken silk robe of power (Corpses) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +3 Mag / +3 Wil Changes resistances: +13% all Changes damage: +15% temporal / +15% arcane / +9% all Maximum mana: +10.00 Spellpower: +17 (+2 eff.) Spell crit. chance: +2% Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
tormentor's elven-silk robe of frost (+16%) (Corpses) (0 def, 0 armour) tormentor's elven-silk robe of frost (+16%) (Corpses) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +6 Cun Changes resistances: +15% all / +16% cold Changes damage: +11% cold Critical mult.: +15.00% Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +3.00 Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Brandraider (Nightmares) (0 def, 3 armour) Brandraider (Nightmares) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical power: +20 (+3 eff.) Armour: +3 Fatigue: -2% Changes resistances: +3% fire Changes resistances penetration: +5% fire / +5% physical Critical mult.: +15.00% Maximum encumbrance: +21 Physical save: +6 (+1 eff.) Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Cyralebeth the Thunderviper (Madness) (45 def, 23 armour) Cyralebeth the Thunderviper (Madness) (45 def, 23 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical power: +25 (+3 eff.) Armour: +23 Defense: +45 (+8 eff.) Effects on melee hit: * 35% chance to reduce all saves and defense by 51 Changes stats: +8 Mag / +6 Wil Changes resistances: +15% cold / +14% fire / +6% physical Changes resistances penetration: +25% lightning Critical mult.: +35.36% Mental save: +30 (+5 eff.) Maximum stamina: +53.03 Mental crit. chance: +5% Infravision radius: +5 Curse of Madness A pair of boots made of leather. |
Eleba the pair of voratun boots (Madness) (0 def, 5 armour) Eleba the pair of voratun boots (Madness) (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +25 (+4 eff.) Armour: +5 Fatigue: -16% Damage when hit (Melee): 4 blight Changes stats: +4 Str / +1 Mag / +9 Con Changes damage: +3% physical Maximum encumbrance: +94 Physical save: +39 (+6 eff.) Only die when reaching: -100.00 life Curse of Madness It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.5 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Floerebel (Madness) (0 def, 17 armour) Floerebel (Madness) (0 def, 17 armour)Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +15 (+2 eff.) Armour: +17 Fatigue: +4% Effects on melee hit: * 37% chance to gain 10% of a turn (3/turn limit) Changes stats: +8 Str / +4 Dex / +6 Wil / +12 Cun / +8 Con Changes resistances: +12% cold Changes resistances penetration: +20% cold Changes damage: +12% cold Critical mult.: +5.00% Physical save: +37 (+6 eff.) Spell save: +15 (+3 eff.) Mental save: +34 (+5 eff.) Life regen: +11.00 Healing mod.: +20% Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Hailschism (Madness) (0 def, 5 armour) Hailschism (Madness) (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +4 Dex / +14 Wil / +16 Cun Changes resistances penetration: +35% cold Changes damage: +21% arcane Physical save: +30 (+5 eff.) Spell save: +30 (+5 eff.) Mental save: +28 (+4 eff.) Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +10 (+1 eff.) Curse of Madness It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 4.5 Power cost: 15 out of 15/15. 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 193% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Korunarinarisus (Madness) (15 def, 3 armour) Korunarinarisus (Madness) (15 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +2 Physical crit. chance: +4.0% Armour: +3 Defense: +15 (+3 eff.) Fatigue: -7% Damage when hit (Melee): 6 temporal Changes stats: +5 Cun Maximum encumbrance: +31 Physical save: +17 (+3 eff.) Curse of Madness A pair of boots made of leather. |
Mardesus (Madness) (5 def, 3 armour) Mardesus (Madness) (5 def, 3 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Physical power: +22 (+3 eff.) Armour: +3 Defense: +5 (+1 eff.) Changes stats: +1 Str / +3 Cun / +3 Con Changes resistances: +3% temporal Changes resistances penetration: +5% physical / +5% temporal Changes damage: +3% temporal / +6% physical Physical save: +13 (+2 eff.) Mental save: +13 (+2 eff.) Stamina each turn: +1.00 Only die when reaching: -20.00 life Spellpower: +14 (+2 eff.) Mindpower: +10 (+2 eff.) Curse of Madness A pair of boots made of leather. |
Shockfiend (Corpses) (0 def, 5 armour) Shockfiend (Corpses) (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Damage when hit (Melee): 11 lightning Changes stats: +5 Cun / +11 Str Changes resistances: +12% fire / +14% cold Changes damage: +24% arcane / +15% light Infravision radius: +3 Curse of Corpses Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Siliretha the Shockblur (Corpses) (0 def, 3 armour) Siliretha the Shockblur (Corpses) (0 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +8 Str / +8 Dex / +3 Wil / +7 Cun / +28 Con Changes resistances: +27% mind Changes resistances penetration: +45% lightning / +6% physical Changes damage: +21% lightning / +15% mind Mindpower: +5 (+1 eff.) Curse of Corpses It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 3.5 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 51% (at 0 Hate) to 170% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 77 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
The Warped Boots (Madness) (2 def, 4 armour) The Warped Boots (Madness) (2 def, 4 armour)Requires: - Heavy armour training Powered by unknown forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +4 Defense: +2 (+1 eff.) Fatigue: +8% Changes resistances: +10% blight Spell save: +10 (+2 eff.) Life regen: -0.20 Maximum life: +80.00 Spellpower: +10 (+1 eff.) Curse of Madness It can be used to activate talent Spit Blight (costing 10 power out of 50/50) : Effective talent level: 4.5 Power cost: 10 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit blight at your target doing 548.69 blight damage. The damage will increase with your Magic. These blackened boots have lost all vestiges of any former glory they might have had. Now, they are a testament to the corruption of the Deep Bellow, and its power. |
Unbreakable Greaves (Madness) (8 def, 20 armour) Unbreakable Greaves (Madness) (8 def, 20 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% Curse of Madness These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Voruth the Hailtouch (Misfortune) (0 def, 3 armour) Voruth the Hailtouch (Misfortune) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Effects on melee hit: * 37% chance to reduce strength, dexterity, and constitution by 48 Damage when hit (Melee): 18 mind Changes stats: +6 Dex / +6 Mag / +9 Cun / +17 Con / +11 Lck Changes damage: +54% blight / +36% cold Stealth bonus: +11 Light radius: +6 Infravision radius: +5 See invisible: +12 Curse of Misfortune A pair of boots made of leather. |
dreamer's pair of drakeskin leather boots of phasing (Misfortune) (0 def, 5 armour) dreamer's pair of drakeskin leather boots of phasing (Misfortune) (0 def, 5 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +3 Mag / +4 Wil / +4 Cun Physical save: +6 (+1 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+1 eff.) Curse of Misfortune It can be used to blink to a nearby random location (rad 10) Activation puts all charms on cooldown for 25 turns. A pair of boots made of leather. |
dreamer's pair of dwarven-steel boots of strife (Corpses) (0 def, 4 armour) dreamer's pair of dwarven-steel boots of strife (Corpses) (0 def, 4 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +10 Wil / +5 Cun / +5 Con Changes resistances penetration: +8% physical Physical save: +11 (+2 eff.) Spell save: +11 (+2 eff.) Mental save: +11 (+2 eff.) Mindpower: +6 (+1 eff.) Curse of Corpses It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.5 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 46% (at 0 Hate) to 155% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 67 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
eldritch pair of drakeskin leather boots of rushing (Shrouds) (0 def, 5 armour) eldritch pair of drakeskin leather boots of rushing (Shrouds) (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +4 Str / +6 Mag / +6 Wil / +4 Con Mana each turn: +0.60 Maximum mana: +46.00 Spell crit. chance: +5% Curse of Shrouds It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.5 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
eldritch pair of hardened leather boots of massiveness (Madness) (0 def, 3 armour) eldritch pair of hardened leather boots of massiveness (Madness) (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +8 Str / +4 Mag / +4 Wil / +8 Con Changes damage: +8% physical Mana each turn: +0.37 Maximum mana: +44.00 Spell crit. chance: +4% Size category: +1 Curse of Madness A pair of boots made of leather. |
fleetfooted pair of hardened leather boots of phasing (Corpses) (13 def, 3 armour) fleetfooted pair of hardened leather boots of phasing (Corpses) (13 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +13 (+3 eff.) Changes stats: +10 Dex / +4 Mag / +4 Wil Curse of Corpses It can be used to blink to a nearby random location (rad 11) Activation puts all charms on cooldown for 25 turns. A pair of boots made of leather. |
grounding pair of voratun boots of strife (Misfortune) (0 def, 5 armour) grounding pair of voratun boots of strife (Misfortune) (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +3 Con / +5 Wil Changes resistances: +9% lightning / +8% temporal Changes resistances penetration: +7% physical Mindpower: +6 (+1 eff.) Curse of Misfortune It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 3.5 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 51% (at 0 Hate) to 170% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 77 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Issudunalen' (Shrouds) (5 def, 6 armour) pair of dwarven-steel boots 'Issudunalen' (Shrouds) (5 def, 6 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +6 Defense: +5 (+1 eff.) Fatigue: +3% Changes resistances: +14% lightning / +7% temporal / +3% blight Reduces incoming crit damage: 15.00% Cut immunity: +20% Curse of Shrouds Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots 'Murkqueen' (Misfortune) (10 def, 3 armour) pair of hardened leather boots 'Murkqueen' (Misfortune) (10 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +10 (+2 eff.) Changes stats: +11 Dex / +2 Mag / +1 Cun Changes resistances penetration: +15% darkness Light radius: +1 Curse of Misfortune A pair of boots made of leather. |
stealthy pair of drakeskin leather boots of disengagement (Shrouds) (0 def, 5 armour) stealthy pair of drakeskin leather boots of disengagement (Shrouds) (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +9 Dex / +3 Cun / +10 Lck Stealth bonus: +9 Curse of Shrouds It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 3.5 Power cost: 15 out of 15/15. 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. A pair of boots made of leather. |
stealthy pair of drakeskin leather boots of tirelessness (Corpses) (0 def, 5 armour) stealthy pair of drakeskin leather boots of tirelessness (Corpses) (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +12 Lck / +8 Dex Stealth bonus: +14 Stamina each turn: +1.10 Maximum stamina: +40.00 Curse of Corpses A pair of boots made of leather. |
wanderer's pair of dwarven-steel boots of rushing (Madness) (0 def, 4 armour) wanderer's pair of dwarven-steel boots of rushing (Madness) (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Str / +3 Cun / +6 Con Physical save: +13 (+2 eff.) Mental save: +14 (+2 eff.) Curse of Madness It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.5 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
wanderer's pair of iron boots (Madness) (0 def, 3 armour) wanderer's pair of iron boots (Madness) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +2 Cun / +2 Con Physical save: +11 (+2 eff.) Mental save: +12 (+2 eff.) Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Boroledig the Kindlefear (Madness) (0 def, 31 armour) Boroledig the Kindlefear (Madness) (0 def, 31 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +15 (+2 eff.) Armour: +31 Changes stats: +15 Str / +6 Wil / +6 Cun Changes resistances: +15% darkness Changes resistances penetration: +35% arcane / +30% fire Changes damage: +18% arcane Mana when firing critical spell: +3.46 Maximum mana: +172.77 Maximum vim: +80.00 Spellpower: +52 (+6 eff.) Infravision radius: +4 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 3.5 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 40 for 6 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
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 (+2 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 12 power out of 12/12) : Effective talent level: 6.5 Power cost: 12 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 203.83 fire damage and 313.73 darkness damage in a radius of 7. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
Scabfoe the drakeskin leather gloves (Nightmares) (0 def, 3 armour) Scabfoe the drakeskin leather gloves (Nightmares) (0 def, 3 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Damage (Melee): 19 temporal Damage (Ranged): 20 temporal Changes stats: +13 Str / +11 Dex / +4 Mag / +5 Con Changes resistances: +14% temporal Changes resistances penetration: +30% arcane Changes damage: +39% lightning / +8% temporal / +36% nature Light radius: +5 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Snow Giant Wraps (Madness) (0 def, 2 armour) Snow Giant Wraps (Madness) (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 Madness It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 3.5 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 385.51 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. |
Will of Ul'Gruth (Shrouds) (0 def, 15 armour) Will of Ul'Gruth (Shrouds) (0 def, 15 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +15 Changes stats: +5 Str / +5 Mag Changes resistances penetration: +10% all Changes damage: +15% all Talent masteries: +0.10 Corruption / Wrath +0.10 Corruption / Brutality Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Your Obliterating Smash can destroy walls. Curse of Shrouds It can be used to activate talent Obliterating Smash (costing 25 power out of 25/25) : Effective talent level: 4.5 Power cost: 25 out of 25/25. Range: 3 Travel Speed: instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 171% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 20. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
brawler's drakeskin leather gloves (Madness) (0 def, 3 armour) brawler's drakeskin leather gloves (Madness) (0 def, 3 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Changes stats: +5 Str / +5 Dex / +5 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +12 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
brawler's drakeskin leather gloves of archery (Shrouds) (0 def, 3 armour) brawler's drakeskin leather gloves of archery (Shrouds) (0 def, 3 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +10 Armour: +3 Changes stats: +3 Str / +12 Dex / +9 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +9 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
brawler's voratun gauntlets of dexterity (+4) (Nightmares) (0 def, 3 armour) brawler's voratun gauntlets of dexterity (+4) (Nightmares) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +22 (+4 eff.) Armour: +3 Fatigue: +5% Changes stats: +4 Str / +10 Dex / +4 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +14 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
brawler's voratun gauntlets of spellstriking (Misfortune) (0 def, 3 armour) brawler's voratun gauntlets of spellstriking (Misfortune) (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Damage (Melee): 19 arcane Changes stats: +5 Str / +5 Dex / +9 Mag / +10 Wil / +5 Cun Changes resistances: +9% arcane Changes damage: +10% arcane Talent cooldown: Double Strike (-1 turn) Physical save: +15 (+2 eff.) Spellpower: +16 (+2 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. |
This item will automatically be transmogrified when you leave the level. steady hardened leather gloves of the starseeker (Nightmares) (0 def, 2 armour)steady hardened leather gloves of the starseeker (Nightmares) (0 def, 2 armour) Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +8 (+1 eff.) Armour: +2 Changes stats: +4 Cun / +4 Mag Changes resistances: +8% light / +8% darkness Physical save: +8 (+1 eff.) Mental save: +8 (+1 eff.) Disarm immunity: +38% Infravision radius: +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 2.5 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 308.60 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. |
stone warden's drakeskin leather gloves of the nighthunter (Madness) (0 def, 19 armour) stone warden's drakeskin leather gloves of the nighthunter (Madness) (0 def, 19 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +19 Armour Hardiness: +13% Changes stats: +5 Cun / +15 Con Changes resistances: +12% darkness / +12% physical Infravision radius: +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 3.5 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 40 for 6 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
storm voratun gauntlets of archery (Madness) (0 def, 3 armour) storm voratun gauntlets of archery (Madness) (0 def, 3 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +7 Armour: +3 Fatigue: +5% Damage (Melee): 10 lightning Changes stats: +7 Cun / +3 Dex Changes resistances: +7% lightning Changes damage: +5% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Arcbane the dwarven-steel helm (Corpses) (6 def, 11 armour) Arcbane the dwarven-steel helm (Corpses) (6 def, 11 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +11 Defense: +6 (+1 eff.) Fatigue: +4% Effects on melee hit: * 40% chance to reduce strength, dexterity, and constitution by 48 Damage when hit (Melee): 20 arcane Changes stats: +11 Dex / +11 Wil / +8 Con Changes resistances: +30% blight / +5% all Changes resistances penetration: +40% nature Changes damage: +15% blight / +21% lightning Critical mult.: +30.00% Reduces incoming crit damage: 29.70% Physical save: +11 (+2 eff.) Light radius: +6 See invisible: +24 Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Ce'Nogana the Thunderstreaker (Nightmares) (0 def, 5 armour) Ce'Nogana the Thunderstreaker (Nightmares) (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Physical power: +18 (+3 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * 32% chance to slow global speed by 81% Damage when hit (Melee): 4 lightning Changes stats: +11 Str / +5 Dex / +7 Wil / +5 Cun / +5 Con Changes resistances: +12% cold / +13% physical / +12% light / +8% arcane Changes resistances penetration: +40% lightning Changes damage: +6% lightning Physical save: +15 (+2 eff.) Curse of Nightmares A cap made of leather. |
Chamaregokan the Mirebane (Madness) (35 def, 17 armour) Chamaregokan the Mirebane (Madness) (35 def, 17 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +17 Defense: +35 (+6 eff.) Fatigue: +5% Effects on melee hit: * 38% chance to reduce armor by 59% Changes stats: +10 Str / +11 Mag / +9 Con Changes resistances: +27% acid Changes resistances penetration: +47% lightning / +45% physical / +47% nature Changes damage: +30% lightning Stamina each turn: +5.68 Curse of Madness A cap made of leather. |
Chillire (Misfortune) (30 def, 5 armour) Chillire (Misfortune) (30 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +10 Physical power: +35 (+5 eff.) Armour: +5 Defense: +30 (+5 eff.) Fatigue: +5% Changes stats: +10 Str / +18 Dex / +9 Cun / +6 Con Changes resistances penetration: +46% cold Changes damage: +21% mind Reduces incoming crit damage: 27.76% Physical save: +18 (+3 eff.) Only die when reaching: -148.05 life Maximum stamina: +55.52 Curse of Misfortune A cap made of leather. |
Crown of Burning Pain (Madness) (13 def, 0 armour) Crown of Burning Pain (Madness) (13 def, 0 armour)Requires: - Cunning 25 Powered by arcane forces 4.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +13 (+3 eff.) Fatigue: +4% Changes stats: +6 Cun / +6 Wil Changes resistances: +35% fire Changes damage: +35% fire Curse of Madness It can be used to activate talent Meteor Rain (costing 25 power out of 50/50) : Effective talent level: 3.5 Power cost: 25 out of 50/50. Range: 5 Travel Speed: instantaneous Is: a spell Description: Use arcane forces to summon 4 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 178.92 fire and 178.92 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
Crown of Command (Misfortune) (3 def, 6 armour) Crown of Command (Misfortune) (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 (+1 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 Misfortune It can be used to activate talent Indomitable (costing 60 power out of 60/60) : Effective talent level: 2.5 Power cost: 60 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. |
Decayed Visage (Corpses) (0 def, 0 armour) Decayed Visage (Corpses) (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: Effects on melee hit: * 20% chance to reduce damage dealt by 40% Damage when hit (Melee): 6 darkness / 10 vim draining blight Changes stats: +5 Mag / +9 Wil / +3 Cun Changes damage: +7% blight / +9% arcane Equilibrium when hit: +0.12 Maximum vim: +25.00 Spell crit. chance: +3% Mindpower: +5 (+1 eff.) Curse of Corpses It can be used to activate talent Vimsense (costing 25 power out of 45/45) : Effective talent level: 3.5 Power cost: 25 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 39% and all saves by 67, 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. |
Dragonskull Helm (Madness) (0 def, 20 armour) Dragonskull Helm (Madness) (0 def, 20 armour)Requires: - Heavy armour training - Willpower 24 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +20 Fatigue: +12% Changes resistances: +15% acid / +15% physical / +15% cold / +15% fire / +15% lightning Grants telepathy: Dragon Physical save: +12 (+2 eff.) Spell save: +12 (+2 eff.) Mental save: +12 (+2 eff.) Curse of Madness Traces of a dragon's power still remain in this bleached and cracked skull. |
Eye of the Forest (Madness) (8 def, 0 armour) Eye of the Forest (Madness) (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 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 Madness It can be used to activate talent Earth's Eyes (costing 35 power out of 35/35) : Effective talent level: 3.5 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a 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. |
Galesage (Madness) (28 def, 15 armour) Galesage (Madness) (28 def, 15 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +8 Physical power: +30 (+4 eff.) Armour: +15 Defense: +28 (+5 eff.) Fatigue: +5% Changes stats: +3 Str / +5 Dex / +2 Mag / +4 Cun Changes resistances: +6% lightning / +25% cold / +6% all Changes resistances penetration: +10% lightning Allows you to breathe in: water Physical save: +14 (+2 eff.) Infravision radius: +3 Curse of Madness A cap made of leather. |
Helm of the Dominated (Madness) (0 def, 9 armour) Helm of the Dominated (Madness) (0 def, 9 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +9 Fatigue: +4% Changes stats: +2 Str / +4 Mag Talent mastery: +0.20 Race / Doomelf Silence immunity: +30% Spellpower: +10 (+1 eff.) Light radius: -1 Increases the range of Haste of the Doomed by 1. Curse of Madness An experimental helmet designed to enhance the effects of the Doomelf corruption. |
Quenchvalor (Nightmares) (0 def, 5 armour) Quenchvalor (Nightmares) (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +10 Dex / +5 Wil / +5 Cun Changes resistances penetration: +5% cold Changes damage: +3% blight / +3% cold / +9% arcane / +6% acid Critical mult.: +10.00% Physical save: +25 (+4 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +20 (+2 eff.) Mindpower: +6 (+1 eff.) Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Skyobeisance (Misfortune) (1 def, 0 armour) Skyobeisance (Misfortune) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 81% Changes resistances: +6% fire / +6% cold Changes resistances penetration: +5% lightning Reduces incoming crit damage: 10.00% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Curse of Misfortune A pointy cloth hat, very wizardly... |
Undeathwill (Shrouds) (0 def, 5 armour) Undeathwill (Shrouds) (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 10 arcane Changes stats: +9 Str / +13 Dex / +4 Mag / +2 Wil Changes resistances: +15% acid / +15% cold / +15% fire / +12% nature / +15% lightning Changes resistances penetration: +10% mind Changes damage: +9% nature Spell save: +9 (+2 eff.) Maximum life: +104.00 Light radius: +3 Infravision radius: +5 See invisible: +18 Healing mod.: +19% Curse of Shrouds It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1457.1 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Yaldan Baoth (Nightmares) (0 def, 10 armour) Yaldan Baoth (Nightmares) (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 Nightmares 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 40 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. |
augmenting cashmere wizard hat of arcana (Misfortune) (2 def, 0 armour) augmenting cashmere wizard hat of arcana (Misfortune) (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +5 Mag / +5 Wil Changes damage: +6% acid / +7% lightning / +8% fire / +8% arcane / +7% cold Spellpower: +4 (+0 eff.) Curse of Misfortune A pointy cloth hat, very wizardly... |
bladed voratun helm of dexterity (+10) (Shrouds) (0 def, 5 armour) bladed voratun helm of dexterity (+10) (Shrouds) (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +10 Str / +7 Dex Curse of Shrouds It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1457.1 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
champion's drakeskin leather cap of ire (Nightmares) (0 def, 5 armour) champion's drakeskin leather cap of ire (Nightmares) (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +12 Str / +6 Wil / +6 Con Physical save: +15 (+2 eff.) Mental save: +26 (+4 eff.) Light radius: +2 Curse of Nightmares It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 3.5 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 24 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
drakeskin leather cap 'Firewing' (Madness) (0 def, 5 armour) drakeskin leather cap 'Firewing' (Madness) (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * 28 arcane resource burn * 10% chance to reduce all saves and defense by 51 Changes stats: +12 Str / +9 Dex / +9 Cun / +14 Con Changes resistances: +9% lightning / +9% light / +6% fire / +3% mind / +6% nature Spell save: +9 (+2 eff.) Stamina when hit: +3.00 Equilibrium when hit: +3.00 Curse of Madness A cap made of leather. |
fearwoven linen wizard hat of corrosion (+16%) (Nightmares) (1 def, 0 armour) fearwoven linen wizard hat of corrosion (+16%) (Nightmares) (1 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +16% acid / +5% physical / +6% darkness Changes damage: +11% acid / +7% physical / +5% darkness Maximum hate: +5.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +1% Curse of Nightmares A pointy cloth hat, very wizardly... |
insulating drakeskin leather cap of might (Nightmares) (0 def, 5 armour) insulating drakeskin leather cap of might (Nightmares) (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +5 Fatigue: +5% Changes stats: +4 Str / +3 Con Changes resistances: +11% fire / +7% cold Curse of Nightmares A cap made of leather. |
stabilizing linen wizard hat of nature (+15%) (Nightmares) (1 def, 0 armour) stabilizing linen wizard hat of nature (+15%) (Nightmares) (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Wil Changes resistances: +15% nature Changes damage: +10% nature Physical save: +6 (+1 eff.) Curse of Nightmares A pointy cloth hat, very wizardly... |
voratun helm 'Yvyriabeth' (Corpses) (0 def, 9 armour) voratun helm 'Yvyriabeth' (Corpses) (0 def, 9 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +25 (+4 eff.) Armour penetration: +2 Physical crit. chance: +2.0% Armour: +9 Fatigue: +5% Effects on melee hit: * 30% chance to reduce armor by 59% Changes stats: +9 Str / +9 Dex / +10 Wil Changes resistances: +3% acid / +20% light / +15% blight / +8% arcane / +20% darkness Changes resistances penetration: +20% arcane Critical mult.: +5.00% Mental save: +14 (+2 eff.) Curse of Corpses It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1457.1 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. dwarven-steel mail armour of delving (Shrouds) (3 def, 8 armour)dwarven-steel mail armour of delving (Shrouds) (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes stats: +7 Str Changes resistances: +15% darkness / +11% physical Light radius: +2 Curse of Shrouds It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 3.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 40 for 6 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
Behemoth Hide (Misfortune) (4 def, 6 armour) Behemoth Hide (Misfortune) (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 (+2 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 Misfortune 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 (Nightmares) (18 def, 18 armour) Death's Embrace (Nightmares) (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 (+3 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 (+1 eff.) Curse of Nightmares It can be used to turn yourself invisible (power 80, based on Cunning and Magic) for 10 turns Activation costs 50 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
Eel-skin armour (Shrouds) (16 def, 0 armour) Eel-skin armour (Shrouds) (16 def, 0 armour)Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Defense: +16 (+3 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Changes resistances: +15% lightning Poison immunity: +50% Pinning immunity: +50% Talent on hit(nature): Call Lightning (10% chance level 2). Curse of Shrouds It can be used to activate talent Call Lightning (costing 25 power out of 50/50) : Effective talent level: 3.5 Power cost: 25 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 131.93 to 395.80 lightning damage (263.87 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Iveth (Shrouds) (28 def, 8 armour) Iveth (Shrouds) (28 def, 8 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 (+1 eff.) Armour: +8 Defense: +28 (+5 eff.) Fatigue: +8% Changes stats: +7 Str / +7 Dex Changes resistances: +3% acid / +3% light / +3% lightning Changes resistances penetration: +5% mind Critical mult.: +17.00% Physical save: +20 (+3 eff.) Disarm immunity: +20% Life regen: +5.90 Stamina each turn: +1.80 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Shrouds A suit of armour made of leather. |
Masochism (Nightmares) (0 def, 0 armour) Masochism (Nightmares) (0 def, 0 armour)Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 It is part of a set of items. With a better grip it would be the destroyer of your enemies. When wielded/worn: Damage (Melee): 25 vim draining blight Damage when hit (Melee): 25 vim draining blight Changes stats: +3 Cun / +9 Mag Talent masteries: +0.20 Corruption / Sanguisuge +0.20 Corruption / Blood Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+1 eff.) Disease immunity: +100% Maximum vim: +25.00 Spellpower: +10 (+1 eff.) Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 45 Curse of Nightmares It can be used to activate talent Blood Grasp (costing 12 power out of 12/12) : Effective talent level: 6.5 Power cost: 12 out of 12/12. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 391.57 blight damage and healing you for 20% the damage dealt. 50% of the damage dealt will be gained as maximum life for 7 turns (before the healing). The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. |
Rogue Plight (Corpses) (6 def, 7 armour) Rogue Plight (Corpses) (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 Corpses No rogue blades shall incapacitate the wearer of this armour. |
Skin of Many (Shrouds) (12 def, 6 armour) Skin of Many (Shrouds) (12 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 (+2 eff.) Fatigue: +7% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 Curse of Shrouds The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
The Untouchable (Shrouds) (14 def, 12 armour) The Untouchable (Shrouds) (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+3 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. Curse of Shrouds This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
drakeskin leather armour 'Bleakspitter' (Misfortune) (20 def, 8 armour) drakeskin leather armour 'Bleakspitter' (Misfortune) (20 def, 8 armour)Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+4 eff.) Fatigue: +8% Effects on melee hit: * 20% chance to reduce damage dealt by 40% Damage when hit (Melee): 10 acid Changes stats: +6 Dex / +5 Mag / +4 Cun Changes resistances: +22% acid See invisible: +18 Curse of Misfortune A suit of armour made of leather. |
drakeskin leather armour 'Flashbone' (Shrouds) (30 def, 14 armour) drakeskin leather armour 'Flashbone' (Shrouds) (30 def, 14 armour)Requires: - Strength 20 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +14 Defense: +30 (+5 eff.) Fatigue: +8% Changes stats: +4 Cun / +8 Wil Changes resistances penetration: +25% blight / +25% lightning Mental save: +21 (+3 eff.) Spellpower: +30 (+4 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Shrouds A suit of armour made of leather. |
drakeskin leather armour of the hero (Corpses) (20 def, 8 armour) drakeskin leather armour of the hero (Corpses) (20 def, 8 armour)Requires: - Strength 20 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+4 eff.) Fatigue: +8% Changes stats: +6 Str / +7 Dex / +5 Mag / +6 Wil / +7 Cun Maximum life: +52.00 Curse of Corpses A suit of armour made of leather. |
enlightening drakeskin leather armour (Madness) (20 def, 8 armour) enlightening drakeskin leather armour (Madness) (20 def, 8 armour)Requires: - Strength 20 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+4 eff.) Fatigue: +8% Changes stats: +5 Cun / +6 Wil Mental save: +15 (+2 eff.) Curse of Madness A suit of armour made of leather. |
enlightening drakeskin leather armour of Toknor (Madness) (20 def, 8 armour) enlightening drakeskin leather armour of Toknor (Madness) (20 def, 8 armour)Requires: - Strength 20 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+1 eff.) Armour: +8 Defense: +20 (+4 eff.) Fatigue: +8% Changes stats: +5 Cun / +4 Wil Critical mult.: +14.00% Mental save: +18 (+3 eff.) Curse of Madness A suit of armour made of leather. |
marauder's drakeskin leather armour of Eyal (Corpses) (26 def, 8 armour) marauder's drakeskin leather armour of Eyal (Corpses) (26 def, 8 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +26 (+5 eff.) Fatigue: +8% Changes stats: +6 Str / +6 Dex Physical save: +6 (+1 eff.) Life regen: +5.00 Maximum life: +40.00 Healing mod.: +20% Curse of Corpses A suit of armour made of leather. |
marauder's drakeskin leather armour of resilience (Misfortune) (25 def, 8 armour) marauder's drakeskin leather armour of resilience (Misfortune) (25 def, 8 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +25 (+5 eff.) Fatigue: +8% Changes stats: +6 Str / +6 Dex Physical save: +8 (+1 eff.) Maximum life: +42.00 Curse of Misfortune A suit of armour made of leather. |
marauder's hardened leather armour of the deep (Madness) (13 def, 9 armour) marauder's hardened leather armour of the deep (Madness) (13 def, 9 armour)Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +9 Defense: +13 (+3 eff.) Fatigue: +8% Changes stats: +5 Str / +5 Dex Changes resistances: +8% acid / +8% cold Allows you to breathe in: water Physical save: +8 (+1 eff.) Curse of Madness A suit of armour made of leather. |
prismatic drakeskin leather armour of thunder (Madness) (20 def, 8 armour) prismatic drakeskin leather armour of thunder (Madness) (20 def, 8 armour)Requires: - Strength 20 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Physical power: +15 (+2 eff.) Armour: +8 Defense: +20 (+4 eff.) Fatigue: +8% Changes stats: +4 Str / +6 Mag / +8 Wil Changes resistances: +12% lightning / +18% light / +10% darkness Spellpower: +11 (+1 eff.) Spell crit. chance: +7% Mindpower: +15 (+3 eff.) Mental crit. chance: +7% Curse of Madness A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. prismatic rough leather armour of command (Madness) (10 def, 7 armour)prismatic rough leather armour of command (Madness) (10 def, 7 armour) Requires: - Strength 10 Powered by arcane forces Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +7 Defense: +10 (+2 eff.) Fatigue: +6% Changes stats: +2 Cun Changes resistances: +12% light / +12% darkness Mental save: +13 (+2 eff.) Curse of Madness A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. reinforced leather armour of Eyal (Nightmares) (12 def, 7 armour)reinforced leather armour of Eyal (Nightmares) (12 def, 7 armour) Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+2 eff.) Fatigue: +8% Life regen: +9.00 Maximum life: +62.00 Healing mod.: +15% Curse of Nightmares A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. rejuvenating hardened leather armour of alacrity (Misfortune) (9 def, 6 armour)rejuvenating hardened leather armour of alacrity (Misfortune) (9 def, 6 armour) Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+2 eff.) Fatigue: +8% Life regen: +4.90 Stamina each turn: +1.70 Combat speed: +15% Casting speed: +15% Mental speed: +15% Curse of Misfortune A suit of armour made of leather. |
Borfast's Cage (Nightmares) (10 def, 20 armour) Borfast's Cage (Nightmares) (10 def, 20 armour)Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +10 (+2 eff.) Fatigue: +24% Changes stats: +5 Con Changes resistances: -15% acid / +15% physical Reduces opponents crit chance: 20% Physical save: +15 (+2 eff.) Knockback immunity: +30% Life regen: +2.00 Maximum life: +50.00 Curse of Nightmares Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
Cuirass of the Dark Lord (Shrouds) (0 def, 30 armour) Cuirass of the Dark Lord (Shrouds) (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 (+2 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 Shrouds It can be used to drain blood from all creatures within range 5, causing them to bleed for 480.42 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 25 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. |
This item will automatically be transmogrified when you leave the level. fearforged voratun plate armour of the deep (Misfortune) (0 def, 22 armour)fearforged voratun plate armour of the deep (Misfortune) (0 def, 22 armour) Requires: - Massive armour training - Strength 60 Powered by arcane forces Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +22 Fatigue: +37% Changes stats: +10 Con Changes resistances: +15% acid / -18% light / +11% cold / +10% darkness / +15% fire Allows you to breathe in: water Physical save: +10 (+2 eff.) Spell save: +9 (+2 eff.) Mental save: +10 (+1 eff.) Curse of Misfortune A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. rejuvenating voratun plate armour of the dragon (Corpses) (0 def, 16 armour)rejuvenating voratun plate armour of the dragon (Corpses) (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Changes resistances: +15% acid / +13% physical / +13% fire / +14% lightning / +15% cold Talent cooldown: Rush (-5 turns) Disarm immunity: +39% Stun/Freeze immunity: +40% Knockback immunity: +40% Life regen: +8.00 Stamina each turn: +2.50 Curse of Corpses A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. sunsealed mummy wrappings (Shrouds) (12 def, 9 armour)sunsealed mummy wrappings (Shrouds) (12 def, 9 armour) Powered by arcane forces 6.00 Encumbrance. Type: armor / mummy ; tier 4 When wielded/worn: Armour: +9 Defense: +12 (+2 eff.) Fatigue: +2% Changes stats: +18 Mag Changes resistances: -25% fire / +13% light / +11% darkness Changes damage: +15% darkness / +15% cold / +23% light / +15% arcane Maximum life: +62.00 Spellpower: +13 (+1 eff.) Light radius: +4 Curse of Shrouds Decaying mummy wrappings. |
Blackfire Aegis (Corpses) (8 def, 18 armour, 235 block) Blackfire Aegis (Corpses) (8 def, 18 armour, 235 block)Requires: - Shield usage training - Strength 28 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +18 Defense: +8 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +25% Damage when hit (Melee): 24 darkness / 24 fire Changes resistances: +20% darkness / +35% fire Talent granted: +1 Block Spellpower: +8 (+1 eff.) Curse of Corpses This rugged stone shield flickers with bursts of pitch black flame. |
Eclipsetyphoon the voratun shield (Nightmares) (0 def, 10 armour, 203 block) Eclipsetyphoon the voratun shield (Nightmares) (0 def, 10 armour, 203 block)Requires: - Shield usage training - Strength 48 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Physical crit. chance: +18.0% Physical power: +15 (+2 eff.) Armour: +10 Fatigue: +8% On shield block: * Deals 308 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Changes stats: +4 Str / +5 Dex / +2 Mag / +11 Wil / +2 Cun / +3 Con Changes resistances: +9% lightning / +48% cold Talent granted: +1 Block See invisible: +15 Curse of Nightmares Handheld deflection devices. |
Lunar Shield (Shrouds) (0 def, 20 armour, 250 block) Lunar Shield (Shrouds) (0 def, 20 armour, 250 block)Requires: - Shield usage training - Strength 35 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 Fatigue: +2% Changes resistances: +25% darkness Changes damage: +40% darkness Talent masteries: +0.30 Celestial / Star fury +0.30 Celestial / Twilight Talent granted: +1 Block Spellpower: +20 (+2 eff.) Talent on hit(spell): Moonlight Ray (10% chance level 2). Curse of Shrouds A large section of chitin removed from Nimisil. It continues to give off a strange white glow. |
Piercing Gaze (Misfortune) (5 def, 25 armour, 180 block) Piercing Gaze (Misfortune) (5 def, 25 armour, 180 block)Requires: - Shield usage training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +25 Defense: +5 (+1 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +12% On shield block: * 30% chance of petrifying the attacker. Changes resistances: +10% acid / +10% physical / +10% lightning / +10% fire Talent granted: +1 Block Special effect on block: 30% chance of petrifying the attacker. Curse of Misfortune This gigantic shield has a stone eye embedded in it. |
This item will automatically be transmogrified when you leave the level. Sanguine Shield (Corpses) (0 def, 15 armour, 220 block)Sanguine Shield (Corpses) (0 def, 15 armour, 220 block) Requires: - Shield usage training - Strength 39 Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +15 Fatigue: +19% Damage when hit (Melee): 15 draining blight Changes stats: +10 Con Changes resistances: +25% blight / +10% light Talent mastery: +0.30 Cursed / Bloodstained Talent granted: +1 Block Life regen: +5.00 Curse of Corpses Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
Summertide (Shrouds) (17 def, 15 armour, 260 block) Summertide (Shrouds) (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 (+3 eff.) Ranged Defense: +17 (+3 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 Shrouds It can be used to send out a range 7 beam, lighting its path and dealing 158.98 to 198.73 light damage (based on Willpower and Cunning) Activation costs 12 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. |
Temporal Rift (Misfortune) (8 def, 4 armour, 325 block) Temporal Rift (Misfortune) (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 (+2 eff.) Ranged Defense: +10 (+2 eff.) Changes resistances: +30% temporal Reduce damage by fixed amount: +20 all Talent granted: +1 Block Spell save: +20 (+4 eff.) Spellpower: +12 (+1 eff.) Slows Projectiles: +50% Curse of Misfortune Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
The Black Wall (Shrouds) (12 def, 9 armour, 200 block) The Black Wall (Shrouds) (12 def, 9 armour, 200 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: +9 Defense: +12 (+2 eff.) Ranged Defense: +15 (+3 eff.) Fatigue: +28% Damage when hit (Melee): 10 darkness Talent masteries: +0.20 Technique / Shield defense +0.20 Technique / Shield offense +0.20 Corruption / Doom shield Talent granted: +1 Block Shadow Power: +5 Increases all resists by 0.4% for each point of your Shadow Power. Curse of Shrouds "With this, no one will ever harm you again." |
This item will automatically be transmogrified when you leave the level. crackling stralite shield of cold resistance (+18%) (Misfortune) (0 def, 8 armour, 142 block)crackling stralite shield of cold resistance (+18%) (Misfortune) (0 def, 8 armour, 142 block) Requires: - Shield usage training - Strength 35 Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +8 Fatigue: +8% Damage when hit (Melee): 25 lightning Changes stats: +5 Dex Changes resistances: +18% lightning / +25% cold Talent granted: +1 Block Curse of Misfortune Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. flaming iron shield of shrapnel (Nightmares) (0 def, 2 armour, 18.5 block)flaming iron shield of shrapnel (Nightmares) (0 def, 2 armour, 18.5 block) Requires: - Shield usage training - Strength 11 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +2 Fatigue: +8% Damage (Melee): 6 fire Damage when hit (Melee): 5 fire On shield block: * Cause enemies within radius 6 to bleed for 479 physical damage over 5 turns (1/turn) Talent granted: +1 Block Curse of Nightmares Handheld deflection devices. |
reinforced voratun shield of the stars (Misfortune) (0 def, 14 armour, 248.5 block) reinforced voratun shield of the stars (Misfortune) (0 def, 14 armour, 248.5 block)Requires: - Shield usage training - Strength 48 Powered by arcane forces Crafted by a master 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: +14 Fatigue: +8% Changes stats: +5 Cun / +5 Mag Changes resistances: +15% light / +16% darkness Changes damage: +17% light / +18% darkness Talent granted: +1 Block Curse of Misfortune Handheld deflection devices. |
swashbuckler's voratun shield (Nightmares) (0 def, 10 armour, 195 block) swashbuckler's voratun shield (Nightmares) (0 def, 10 armour, 195 block)Requires: - Shield usage training - Strength 48 Crafted by a master 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: Accuracy: +24 (+4 eff.) Armour: +10 Fatigue: +8% Changes stats: +8 Str / +5 Dex Talent granted: +1 Block Curse of Nightmares Handheld deflection devices. |
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 100 power out of 100/100. The very essence of bearness! |
This item will automatically be transmogrified when you leave the level. barbed quiver of elm arrows (Shrouds) (17/17, 24-33 power, 5 apr)barbed quiver of elm arrows (Shrouds) (17/17, 24-33 power, 5 apr) Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 23.5 - 32.9 Uses stats: 56% Wil, 79% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +12.0% Capacity: 17 On weapon crit: * Wound the target dealing 479 physical damage across 5 turns and reducing healing by 50% Curse of Shrouds Arrows are used with bows to pierce your foes to death. |
53 agate 53 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3358 alchemist agate (Madness) 3358 alchemist agate (Madness)0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Curse of Madness Gems can be sold for money or used in arcane rituals. |
68 onyx 68 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne Azurite 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. |
49 aquamarine 49 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
49 lapis lazuli 49 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.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
53 opal 53 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
43 sapphire 43 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
60 topaz 60 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 (+0 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Aeregorak the voratun pickaxe (Madness) (dig speed 9 turns) Aeregorak the voratun pickaxe (Madness) (dig speed 9 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +19 Physical power: +10 (+2 eff.) Defense: +5 (+1 eff.) Changes stats: +12 Str / +11 Con Critical mult.: +20.00% Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Light radius: +1 When carried: Talent granted: +1 Dig Activating this item is instant. Curse of Madness It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 5.5 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +106 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Allows you to dig a wall, remove a tree, create ways. |
Pick of Dwarven Emperors (Corpses) (dig speed 12 turns) Pick of Dwarven Emperors (Corpses) (dig speed 12 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Con Changes resistances penetration: +10% physical Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+1 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig Curse of Corpses It can be used to activate talent Earthquake (costing 30 power out of 30/30) : Effective talent level: 5.5 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 134.97 physical damage in a radius of 4 each turn for 8 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
This item will automatically be transmogrified when you leave the level. Winterbraid (Shrouds) (dig speed 15 turns)Winterbraid (Shrouds) (dig speed 15 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +40 (+7 eff.) Changes stats: +2 Str / +7 Mag / +5 Wil Changes resistances: +15% acid / +8% physical / +18% darkness / +24% blight Changes resistances penetration: +35% physical Changes damage: +21% blight / +15% cold Mental save: +18 (+3 eff.) Mana when firing critical spell: +3.80 Only die when reaching: -151.89 life Maximum life: +31.00 Maximum stamina: +24.00 When carried: Talent granted: +1 Dig Curse of Shrouds Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Blindriver' (Shrouds) (dig speed 40 turns) iron pickaxe 'Blindriver' (Shrouds) (dig speed 40 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str Changes resistances: +6% light / +3% temporal Reduces incoming crit damage: 5.00% Only die when reaching: -60.00 life Healing mod.: +10% When carried: Talent granted: +1 Dig Curse of Shrouds Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Eiliniwe' (Nightmares) (dig speed 9 turns) voratun pickaxe 'Eiliniwe' (Nightmares) (dig speed 9 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Fatigue: -10% Damage when hit (Melee): 4 mind Changes stats: +8 Str / +5 Wil Changes resistances: +5% arcane Changes damage: +6% mind Physical save: +15 (+2 eff.) Spell save: +14 (+3 eff.) Mental save: +15 (+2 eff.) Disease immunity: +20% Disarm immunity: +31% Maximum life: +127.00 Maximum stamina: +30.00 Mindpower: +15 (+3 eff.) When carried: Talent granted: +1 Dig Curse of Nightmares Allows you to dig a wall, remove a tree, create ways. |
58 emerald 58 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
57 jade 57 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
44 spinel 44 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
55 turquoise 55 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Coalquell (Corpses) Coalquell (Corpses)Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 40% chance to reduce strength, dexterity, and constitution by 48 Damage when hit (Melee): 14 fire Changes stats: +4 Str / +10 Mag / +6 Wil / +6 Cun Changes resistances: +6% fire Changes resistances penetration: +50% blight Changes damage: +30% darkness / +18% acid Vim when firing critical spell: +3.98 Spellpower on spell critical (stacks up to 3 times): +20 Spell crit. chance: +10% Light radius: +3 Damage Shield penetration: +60% Defense after a teleport: +30 Resist all after a teleport: +30% New effects duration reduction after a teleport: +30% Curse of Corpses A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Planar Beacon (Nightmares) Planar Beacon (Nightmares)Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 Curse of Nightmares It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 3.5 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 324.74 demonfire damage to everyone within 4 spaces and leaving flames which will deal an additional 324.74 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Sleettreason (Madness) Sleettreason (Madness)Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +11 Changes stats: +14 Str / +7 Dex Changes resistances: +15% blight / +21% cold / +21% nature / +27% darkness Changes resistances penetration: +11% all Changes damage: +30% cold Reduces incoming crit damage: 26.09% Light radius: +6 See invisible: +21 Curse of Madness A normal brass lantern, enhanced by alchemy to make it brighter. |
Spectral Cage (Corpses) Spectral Cage (Corpses)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Spellpower: +10 (+1 eff.) Light radius: +5 Curse of Corpses It can be used to release a will o' the wisp that will explode against your foes for 696 cold damage (based on your Magic) Activation costs 20 power out of 20/20. This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
dreamer's dwarven lantern of corpselight (Madness) dreamer's dwarven lantern of corpselight (Madness)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +8% blight / +10% darkness Mental save: +4 (+0 eff.) Spellpower: +4 (+0 eff.) Spell crit. chance: +5% Mindpower: +9 (+2 eff.) Mental crit. chance: +7% Light radius: +5 Infravision radius: +5 See invisible: +11 The wearer is treated as an undead. The wearer no longer has to breathe. Curse of Madness It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 2.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 74 blight damage or heals 101 life. Creatures standing in the retch also have 20% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern 'Blazeguile' (Shrouds) dwarven lantern 'Blazeguile' (Shrouds)Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+1 eff.) Defense: +10 (+2 eff.) Effects on melee hit: * 20% chance to slow global speed by 81% Damage when hit (Melee): 4 lightning Changes stats: +6 Wil Changes resistances: +3% light / +6% cold Critical mult.: +19.00% Physical save: +16 (+3 eff.) Spell save: +13 (+3 eff.) Mental save: +28 (+4 eff.) Mindpower: +9 (+2 eff.) Mental crit. chance: +9% Light radius: +5 Curse of Shrouds Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern of the sun (Corpses) dwarven lantern of the sun (Corpses)Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +6% darkness Changes damage: +10% light Damage affinity(heal): +5% light Light radius: +8 Curse of Corpses It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 4.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 506.05 light damage. At talent level 3 you gain 74% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
preserving dwarven lantern of health (Nightmares) preserving dwarven lantern of health (Nightmares)Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +4 Con Changes resistances: +13% blight Life regen: +5.00 Maximum life: +62.00 Light radius: +5 Curse of Nightmares Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
void-walker's dwarven lantern of the sun (Madness) void-walker's dwarven lantern of the sun (Madness)Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +8% temporal / +13% darkness / +8% cold Changes damage: +13% light Damage affinity(heal): +5% light Light radius: +7 Defense after a teleport: +18 Resist all after a teleport: +14% New effects duration reduction after a teleport: +24% Curse of Madness It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 4.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 506.05 light damage. At talent level 3 you gain 74% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Bladed Rift (Misfortune) Bladed Rift (Misfortune)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+1 eff.) Mindpower: +10 (+2 eff.) Activating this item is instant. Curse of Misfortune It can be used to activate talent Animate Blade (costing 15 power out of 25/25) : Effective talent level: 6.5 Power cost: 15 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. |
Eye of the Dreaming One (Misfortune) Eye of the Dreaming One (Misfortune)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+1 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. Curse of Misfortune It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 4.5 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 29 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Fortune's Eye (Madness) Fortune's Eye (Madness)Crafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +12 Defense: +12 (+2 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+1 eff.) See stealth: +12 See invisible: +12 Curse of Madness It can be used to activate talent Track (costing 18 power out of 35/35) : Effective talent level: 3.5 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 40 for 6 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Telos's Staff Crystal 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 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 10 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. |
Petrified Wood 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. |
52 bloodstone 52 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
47 fire opal 47 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
49 garnet 49 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
44 ruby 44 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 701.98 fire damage (based on Magic) Activation costs 50 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
This item will automatically be transmogrified when you leave the level. arcing pouch of steel shots (Misfortune) (22/22, 20-24 power, 2 apr)arcing pouch of steel shots (Misfortune) (22/22, 20-24 power, 2 apr) Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 20.0 - 24.0 Uses stat: 129% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 22 On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 186 damage Curse of Misfortune Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. barbed pouch of iron shots of amnesia (Misfortune) (21/21, 21-25 power, 1 apr)barbed pouch of iron shots of amnesia (Misfortune) (21/21, 21-25 power, 1 apr) Requires: - Dexterity 11 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 21.0 - 25.2 Uses stat: 129% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +11.0% Capacity: 21 On weapon hit: * 50% chance to put 1 talent on cooldown for 7 turns (checks Confusion immunity) On weapon crit: * Wound the target dealing 479 physical damage across 5 turns and reducing healing by 50% Curse of Misfortune Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. plaguebringer's pouch of dwarven-steel shots of grasping (Misfortune) (23/23, 33-40 power, 3 apr)plaguebringer's pouch of dwarven-steel shots of grasping (Misfortune) (23/23, 33-40 power, 3 apr) Requires: - Dexterity 24 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 33.0 - 39.6 Uses stat: 129% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 23 When this weapon hits: Epidemic (20% chance level 3). On weapon hit: * 14% chance to reduce strength, dexterity, and constitution by 48 * 20% chance to create vines that bind the target to the ground dealing 360 nature damage and pinning them for 3 turns Damage (Ranged): +20 blight Curse of Misfortune Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. slimey pouch of stralite shots of erosion (Shrouds) (20/20, 42-51 power, 5 apr)slimey pouch of stralite shots of erosion (Shrouds) (20/20, 42-51 power, 5 apr) Requires: - Dexterity 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 42.5 - 51.0 Uses stat: 129% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +5.5% Capacity: 20 On weapon hit: * 17% chance to slow global speed by 81% Damage (Ranged): +17 nature Curse of Shrouds Shots are used with slings to pummel your foes to death. |
It Which Writhes It Which WrithesPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects Activation costs 10 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Telekinetic Core (Misfortune) Telekinetic Core (Misfortune)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+2 eff.) Mindpower: +3 (+1 eff.) Curse of Misfortune It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 4.5 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 146 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
The Jolt (Misfortune) The Jolt (Misfortune)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 Misfortune This torque feels tingly to the touch, but seems to enhance your thinking. |
voratun torque of mindblast 'Halykor' (Corpses) [power 475] (15 cooldown) voratun torque of mindblast 'Halykor' (Corpses) [power 475] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 10 mind Changes stats: +2 Dex / +3 Wil / +8 Cun Changes resistances: +9% acid Spell save: +9 (+2 eff.) Maximum life: +20.00 Mindpower: +10 (+2 eff.) Light radius: +2 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Corpses It can be used to blast the opponent's mind dealing 484 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. * Gain a 37% chance to evade weapon attacks for 2 turns. * Increase all damage penetration by 30% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Honeywood Chalice (Misfortune) Honeywood Chalice (Misfortune)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+2 eff.) Life regen: +0.15 Healing mod.: +10% Curse of Misfortune This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
Neromira the elven-wood totem of summon tentacle (Nightmares) [power 285] (25 cooldown) Neromira the elven-wood totem of summon tentacle (Nightmares) [power 285] (25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Damage when hit (Melee): 4 temporal Changes stats: +5 Cun / +4 Wil Changes resistances penetration: +10% temporal Changes damage: +6% mind Hate when firing a critical mind attack: +4.00 Mental crit. chance: +4% Curse of Nightmares It can be used to summon a resilient tentacle up to 5 spaces away for 9 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 625 Base Damage: 309 Armor: 0 All Resist: 7 Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage penetration by 16% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
evasive dragonbone totem of thorny skin (Nightmares) [power 74] (20 cooldown) evasive dragonbone totem of thorny skin (Nightmares) [power 74] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 Curse of Nightmares It can be used to harden the skin for 7 turns increasing armour by 74 and armour hardiness by 70% Activation puts all charms on cooldown for 20 turns. When used: * Gain a 29% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
43 amethyst 43 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Lightbringer's Wand (Corpses) Lightbringer's Wand (Corpses)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+3 eff.) Light radius: +2 Curse of Corpses It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 319 light damage (based on your Magic and Strength) to your foes within radius 5 each turn Activation costs 35 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
This item will automatically be transmogrified when you leave the level. piercing elven-wood wand of conjuration (Corpses) [power 365] (15 cooldown)piercing elven-wood wand of conjuration (Corpses) [power 365] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 Curse of Corpses It can be used to fire a magical bolt dealing 372 acid damage Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 26% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
18 diamond 18 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
42 moonstone 42 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+1 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+1 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
59 pearl 59 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
60 quartz 60 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
44 amber 44 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
54 ametrine 54 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
45 citrine 45 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
51 zircon 51 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By JonasNecro the Lich Adventurer level 114
9th Allure 123rd year of Ascendancy at 10:57 see stats
By JonasNecro the Ogre Adventurer level 22
11st Dusk 122nd year of Ascendancy at 17:24 see stats
By JonasNecro the Ogre Adventurer level 18
4th Dusk 122nd year of Ascendancy at 11:11 see stats
By JonasNecro the Lich Adventurer level 32
34th Dusk 122nd year of Ascendancy at 17:31 see stats
By JonasNecro the Lich Adventurer level 38
45th Dusk 122nd year of Ascendancy at 03:24 see stats
By JonasNecro the Lich Adventurer level 43
55th Dusk 122nd year of Ascendancy at 12:30 see stats
By JonasNecro the Lich Adventurer level 78
34th Haze 122nd year of Ascendancy at 14:56 see stats
By JonasNecro the Ogre Adventurer level 20
7th Dusk 122nd year of Ascendancy at 20:52 see stats
By JonasNecro the Lich Adventurer level 79
35th Haze 122nd year of Ascendancy at 11:35 see stats
By JonasNecro the Ogre Adventurer level 14
3rd Flare 122nd year of Ascendancy at 10:04 see stats
By JonasNecro the Lich Adventurer level 94
63rd Haze 122nd year of Ascendancy at 22:15 see stats
By JonasNecro the Lich Adventurer level 131
38th Regrowth 123rd year of Ascendancy at 02:38 see stats
By JonasNecro the Ogre Adventurer level 26
25th Dusk 122nd year of Ascendancy at 01:52 see stats
By JonasNecro the Lich Adventurer level 37
42nd Dusk 122nd year of Ascendancy at 12:52 see stats
By JonasNecro the Lich Adventurer level 45
59th Dusk 122nd year of Ascendancy at 10:55 see stats
By JonasNecro the Lich Adventurer level 54
74th Dusk 122nd year of Ascendancy at 17:40 see stats
By JonasNecro the Lich Adventurer level 61
8th Haze 122nd year of Ascendancy at 07:46 see stats
By JonasNecro the Lich Adventurer level 70
21st Haze 122nd year of Ascendancy at 21:33 see stats
By JonasNecro the Lich Adventurer level 79
36th Haze 122nd year of Ascendancy at 08:00 see stats
By JonasNecro the Lich Adventurer level 88
50th Haze 122nd year of Ascendancy at 01:43 see stats
By JonasNecro the Ogre Adventurer level 22
12nd Dusk 122nd year of Ascendancy at 08:18 see stats
By JonasNecro the Ogre Adventurer level 10
3rd Mirth 122nd year of Ascendancy at 06:39 see stats
By JonasNecro the Ogre Adventurer level 20
7th Dusk 122nd year of Ascendancy at 20:36 see stats
By JonasNecro the Lich Adventurer level 30
30th Dusk 122nd year of Ascendancy at 14:13 see stats
By JonasNecro the Lich Adventurer level 40
49th Dusk 122nd year of Ascendancy at 05:21 see stats
By JonasNecro the Lich Adventurer level 50
66th Dusk 122nd year of Ascendancy at 20:55 see stats
By JonasNecro the Lich Adventurer level 26
25th Dusk 122nd year of Ascendancy at 10:12 see stats
By JonasNecro the Lich Adventurer level 65
14th Haze 122nd year of Ascendancy at 23:13 see stats
By JonasNecro the Lich Adventurer level 107
8th Decay 122nd year of Ascendancy at 15:10 see stats
By JonasNecro the Lich Adventurer level 39
47th Dusk 122nd year of Ascendancy at 13:59 see stats
By JonasNecro the Lich Adventurer level 43
55th Dusk 122nd year of Ascendancy at 16:44 see stats
By JonasNecro the Ogre Adventurer level 20
9th Dusk 122nd year of Ascendancy at 01:23 see stats
By JonasNecro the Ogre Adventurer level 22
12nd Dusk 122nd year of Ascendancy at 03:54 see stats
By JonasNecro the Lich Adventurer level 39
47th Dusk 122nd year of Ascendancy at 13:59 see stats
By JonasNecro the Lich Adventurer level 49
66th Dusk 122nd year of Ascendancy at 13:57 see stats
By JonasNecro the Lich Adventurer level 26
25th Dusk 122nd year of Ascendancy at 19:20 see stats
By JonasNecro the Ogre Adventurer level 23
14th Dusk 122nd year of Ascendancy at 14:05 see stats
Log
The shield around skeleton master archer crumbles.
Armoured skeleton warrior uses Block.
Skeleton mage misses Porolaith the giant blue ant.
Summoner's morale has been lowered.
Porolaith the giant blue ant hits Armoured skeleton warrior for (51 blocked), 0 physical (0 total damage).
Porolaith the giant blue ant's morale has been lowered.
Dreadmaster casts Phase Door.
Burning from Skeleton mage hits Porolaith the giant blue ant for 343 fire damage.
Weakness Disease from Mage hits Porolaith the giant blue ant for 4 blight, 56 fire, 4 blight, 40 cold, 4 blight, 58 lightning, 4 blight, 78 arcane (249 total damage).
Decrepitude Disease from Mage hits Porolaith the giant blue ant for 4 blight, 56 fire, 4 blight, 41 cold, 4 blight, 59 lightning, 4 blight, 79 arcane (252 total damage).
Armoured skeleton warrior uses Bone Armour.
A shield forms around armoured skeleton warrior.
Skeleton mage performs a melee critical strike against Porolaith the giant blue ant!
Ran for 2 turns (stop reason: interesting terrain).
Skeleton master archer uses Bone Armour.
A shield forms around skeleton master archer.
Skeleton master archer's spell attains critical power!
Bone Spike hits Porolaith the giant blue ant for 38 physical damage.
Armoured skeleton warrior's morale has been lowered.
Porolaith the giant blue ant hits Armoured skeleton warrior for (42 absorbed), 0 physical (0 total damage).
Armoured skeleton warrior casts Rune: Blink.
Wyrmer has regained its confidence.
The shield around skeleton mage crumbles.
Porolaith the giant blue ant is not silenced anymore.
Porolaith the giant blue ant is free from the weakness disease.
Burning from Skeleton mage hits Porolaith the giant blue ant for 229 fire damage.
Decrepitude Disease from Mage hits Porolaith the giant blue ant for 4 blight, 56 fire, 4 blight, 41 cold, 4 blight, 59 lightning, 4 blight, 79 arcane (252 total damage).