













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | The Adventurer 1.7.4Allows adventurers to use talent trees from every classes and races, including those from addons. Elkan's Infinite Dungeon Tweaks And Zlefin's Fixes 1.7.4Infinite Dungeon challenges occur on every level after the first. Rewards are tweaked to be a little more generous, and character advancement after level 50 does not slow down until after level 1000 instead, this version disbles mirror matches. (From Elkan) 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) Possessor Bonus Class 1.7.4Donators/Buyers bonus! Wanderer pick 1 in 3 talent choice (fork) 1.7.4Make wanderer now choose one in three random talent trees instead. This is a modified version of Starsapphire's "Wanderer 3 in 1"( https://te4.org/games/addons/tome/wanderer_3in1 ) with a few tweaks. Only the first choice is seeded, the other two are random. (no longer the case since v1.0.3) -1.0.1 : -1.0.2 : -1.0.3 : Infinite Dungeon Improved Campaign 1.7.4Get a challenge on every level, but the rewards are a little smaller to compensate (less stat points). Random artifact challenges eliminated. |
| Campaign | Infinite |
| Mode | Nightmare Exploration |
| Sex | Male |
| Race | Ogre |
| Class | Adventurer |
| Level / Exp | 107 / 18% |
| Size | gargantuan |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 658.9350271338 (base 100) |
| Dexterity | 587.87005426759 (base 100) |
| Constitution | 289.87005426759 (base 100) |
| Magic | 318.9350271338 (base 100) |
| Willpower | 284.87005426759 (base 100) |
| Cunning | 297.87005426759 (base 100) |
Resources
| Mana | 1560/1560 |
| Life | 10803/10803 |
| Paradox | 300 |
| Soul | 29/29 |
| Hate | 100/100 |
| Equilibrium | 30 |
| Vim | 688/688 |
| Positive | 268/288 |
| Stamina | 918/920 |
| Psi | 340/340 |
| Healing Factor | 1.8439484914246 |
| Regeneration | 736.76273596156 |
Speed
| Mental | +57.27605978256% |
| Attack | +26.56713768115% |
| Movement | +121.09033480195% |
| Spell | 0% |
| Global | +99.139524006025% |
Vision
| Sight | 10 |
| Lite | 29.16780681229 |
| Infravision | 17 |
| See Stealth | 254.61859286011 |
| See Invisible | 433.63819534946 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 836 |
| Accuracy | 144 |
| Crit Chance | 705% |
| APR | 77 |
| Speed | 0.64 |
Offense: Offhand
| Damage | 596 |
| Accuracy | 144 |
| Crit Chance | 710% |
| APR | 82 |
| Speed | 0.64 |
Offense: Spell
| Spellpower | 161 |
| Crit Chance | 100% |
| Speed | 1 |
| Cooldown Reduction | 40 |
Offense: Mind
| Mindpower | 131 |
| Crit Chance | 100% |
| Speed | 0.79009450503591 |
Offense: Damage Bonus
| Acid | +112% |
| Blight | +146% |
| Arcane | +116% |
| Cold | +102% |
| All | +70% |
| Darkness | +117% |
| Light | +275% |
| Physical | +179% |
| Lightning | +184% |
| Fire | +277% |
| Nature | +142% |
Offense: Damage Penetration
| Acid | +43% |
| Blight | +63% |
| Physical | +134% |
| Cold | +43% |
| All | 0% |
| Darkness | +53% |
| Lightning | +43% |
| Mind | +15% |
| Fire | +43% |
| Nature | +43% |
Defense: Base
| Armour (hardiness) | 364.83468874626 (100%) |
| Defense | 177 |
| Ranged Defense | 189 |
| Fatigue | 0 |
| Physical Save | 163 |
| Spell Save | 136 |
| Mental Save | 116 |
Defense: Resistances
| Acid | + 73%( 73%) |
| Blight | + 73%( 73%) |
| Physical | + 79%( 79%) |
| Cold | + 73%( 73%) |
| All | +111%( 73%) |
| Lightning | + 73%( 73%) |
| Light | + 73%( 73%) |
| Temporal | + 73%( 73%) |
| Mind | + 73%( 73%) |
| Darkness | + 87%( 87%) |
| Fire | + 73%( 73%) |
| Nature | + 73%( 73%) |
Defense: Immunities
| Disarm Resistance | 30% |
| Pinning Resistance | 100% |
| Knockback Resistance | 100% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 44% |
Inscriptions (5/5)
| Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 9 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 3045 damage for 7 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 113% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 46 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 46 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 139%, your defense is increased by 139 and all your resistances by 139%. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 2.5 Infusion: MovementUse 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 3586% 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. |
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 3792 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Spell / Animus | 2.00 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
| Celestial / Sun | 2.00 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
| Corruption / Bone | 2.00 |
| 10/5 |
| 10/5 |
| 1/5 |
| 10/5 |
| Corruption / Plague | 2.00 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
| Technique / Two-handed assault | 2.20 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
| Chronomancy / Temporal Combat | 2.00 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
| Cursed / Slaughter | 2.00 |
| 10/5 |
| 10/5 |
| 1/5 |
| 10/5 |
| Psionic / Psi-fighting | 2.00 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
| Cunning / Tactical | 2.00 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
| Wild-gift / Cold drake aspect | 2.00 |
| 10/5 |
| 10/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 2.00 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
| Cursed / Rampage | 2.00 |
| 10/5 |
| 10/5 |
| 10/5 |
| 0/5 |
| Technique / Bloodthirst | 2.00 |
| 10/5 |
| 10/5 |
| 10/5 |
| 0/5 |
| Cursed / Strife | 2.00 |
| 10/5 |
| 10/5 |
| 10/5 |
| 0/5 |
| Spell / Air | 2.00 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
| Spell / Earth | 2.00 |
| 10/5 |
| 10/5 |
| 0/5 |
| 0/5 |
| Spell / Glacial waste | 2.00 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
| Celestial / Crusader | 2.00 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
| Cunning / Poisons | 2.00 |
| 10/5 |
| 10/5 |
| 10/5 |
| 0/5 |
| Technique / Combat veteran | 2.00 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
| Celestial / Combat | 2.00 |
| 10/5 |
| 10/5 |
| 10/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 2.00 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
| Cursed / Bloodstained | 2.00 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
| Technique / Combat techniques | 2.00 |
| 10/5 |
| 10/5 |
| 0/5 |
| 0/5 |
| Spell / Ice | 2.00 |
| 9/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Gloom | 2.00 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
| Psionic / Projection | 2.00 |
| 10/5 |
| 10/5 |
| 10/5 |
| 0/5 |
| Spell / Fire | 2.00 |
| 10/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Enhancement | 2.00 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
| Spell / Meta | 2.00 |
| 10/5 |
| 10/5 |
| 10/5 |
| 0/5 |
| Technique / Magical combat | 2.00 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
| Spell / Master of bones | 2.00 |
| 10/5 |
| 10/5 |
| 1/5 |
| 10/5 |
| Spell / Storm | 2.00 |
| 1/5 |
| 1/5 |
| 10/5 |
| 10/5 |
| Technique / Tireless Combatant | 2.00 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
| Wild-gift / Venom drake aspect | 2.00 |
| 10/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Scourge | 2.00 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
| Spell / Master necromancer | 2.00 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
Generic Talents
| Cursed / Cursed form | 2.00 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
| Corruption / Vile life | 2.00 |
| 10/5 |
| 10/5 |
| 10/5 |
| 0/5 |
| Wild-gift / Harmony | 2.00 |
| 10/5 |
| 10/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 2.00 |
| 10/5 |
| 10/5 |
| 10/5 |
| 0/5 |
| Technique / Thuggery | 2.00 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
| Cursed / Cursed aura | 2.00 |
| 10/5 |
| 10/5 |
| 1/5 |
| 10/5 |
| Celestial / Light | 2.00 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
| Wild-gift / Call of the wild | 2.00 |
| 10/5 |
| 10/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 2.00 |
| 10/5 |
| 10/5 |
| 10/5 |
| 0/5 |
| Corruption / Hexes | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 2.00 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
| Undead / Ghoul | 2.00 |
| 10/5 |
| 10/5 |
| 10/5 |
| 0/5 |
| Technique / Combat training | 2.00 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
| Celestial / Dirges | 2.00 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
| Cunning / Scoundrel | 2.10 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
| Psionic / Ravenous mind | 2.00 |
| 10/5 |
| 10/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 2.00 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
| Undead / Skeleton | 2.00 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
| Celestial / Chants | 2.00 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
| Spell / Divination | 2.00 |
| 1/5 |
| 10/5 |
| 10/5 |
| 10/5 |
| Corruption / Torment | 2.00 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
| Spell / Stone alchemy | 2.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Dark sustenance | 2.00 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
| Race / Dwarf | 2.00 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
| Corruption / Curses | 2.00 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
| Cunning / Lethality | 2.00 |
| 10/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 2.00 |
| 10/5 |
| 10/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Stone Skin |
| talent | Through The Crowd |
| talent | Arcane Combat |
| talent | Keen Senses |
| talent | Chant of Fortress |
| talent | Weapon Folding |
| talent | Thunderstorm |
| talent | Precise Strikes |
| talent | Channel Pain |
| talent | Premonition |
| talent | Kinetic Aura |
| talent | Arcane Feed |
| talent | Reaping |
| talent | Volatile Poison |
| talent | Bone Shield |
| talent | Aura of Undeath |
| talent | Dirge of Famine |
| talent | Ruin |
| talent | Total Thuggery |
| talent | Fiery Hands |
| talent | Suffer For Me |
| talent | Elemental Discord |
| talent | Apply Poison |
| talent | Hiemal Shield |
| talent | Feather Wind |
| talent | Shock Hands |
| talent | Blood Bath |
| talent | Icy Skin |
| talent | Beyond the Flesh |
| talent | Spellcraft |
| talent | Daunting Presence |
| talent | Energy Alteration |
| talent | Blood Vengeance |
| talent | Pace Yourself |
| talent | Overkill |
| talent | Cleave |
| talent | Righteous Strength |
| talent | Weapon of Wrath |
| talent | Augmentation |
| talent | Elemental Harmony |
| talent | Gloom |
| talent | Exploit Weakness |
| talent | Insidious Poison |
| talent | Thermal Aura |
| talent | Weapon of Light |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 8.9)Penalty : Fractured Sanity: -7% Mind Resistance, -10% Confusion Immunity Power 1+: Unleashed: +27% critical damage, +24% off-hand weapon damage Power 2+: -1 Luck, +17 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 109% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 7.4% of your life, the remaining cooldown of all your talents is reduced by 1. |
| detrimental effect | The target is using a two handed weapon in a single hand, reducing accuracy, physical power, spellpower and mindpower by 10% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
| beneficial effect | Countering melee attacks: Has a 97% chance to get an automatic counter attack when avoiding a melee attack. (3.6 counters remaining) Counter Attacking |
| beneficial effect | The target is wreathed in shadows, increasing life regeneration by 153.3 and stamina regeneration by 28.0. Soothing Darkness |
| detrimental effect | Zone-wide effect: +10% acid damage, -10% acid resistance, -10% defense, -20% disarm immunity. Noxious fumes |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 7.9): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 8% when tested. Power 1+: Removed from Reality: +9 Physical Resistance, +6 Maximum Physical Resistance Power 2+: -1 Luck, +15 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 149 mind and 191 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 13 nightmare (summon Terrors and chances to slow, deal 240 Mind damage, and deal 307 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 5.9)Penalty : Fear of Death: -3% resistance against damage from the undead. Power 1+: Power over Death: +14% damage against the undead. Power 2+: -1 Luck, +6 Strength, +6 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 18 turns, retch (level 4) when you fall below 48% health Power 4+: Reprieve from Death: Humanoids you slay have a 43% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | Infinite Dungeon Challenge (Level 111): Dream Hunter Challenge |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 6.9)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+46% chance to avoid traps). Power 2+: -1 Luck, +13 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+19% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 53% if the increase would be enough to kill your opponent. |
| beneficial effect | Immune to detrimental physical effects Elemental Surge: Physical |
| beneficial effect | Increase light and physical damage by 71%. Righteous Strength |
| beneficial effect | Increases defense by 81. Mobile Defense |
| beneficial effect | The target's spellpower has been increased by 12. Spellsurge |
| beneficial effect | The thrill of combat improves the target's maximum life by 25%, life regeneration by 59.17, and stamina regeneration by 11.83. Bloodbath |
| beneficial effect | Grants a +60% damage bonus. Steamroller |
| beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+45% resist all). Shroud of Death |
| beneficial effect | The target's critical strike damage bonus is increased by 68%. Shadowstrike |
| beneficial effect | The target is filled with the Sun's fury, next Sun Beam will be instant cast. Sun's Vengeance |
| beneficial effect | The target will gain a surge of energy on kill or crit Dirge of Conquest |
| beneficial effect | 100% of all damage converted to blight. Energy Alteration (blight) |
| beneficial effect | Mindpower (raw) increased by 26. Sadist |
| beneficial effect | The target stands strong, increasing all resistances by 12.5% and resistance caps by 2.8%. Eternal Warrior |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 9.9)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: +40 Darkness Resistance, +15% Max Darkness Resistance, +22 See Invisible Power 2+: -1 Luck, +19 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 45% 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 45% for 3 turns. |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 102 of Infinite Dungeon. Escort: injured seer (level 102 of Infinite Dungeon)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 107 of Infinite Dungeon. Escort: injured seer (level 107 of Infinite Dungeon)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 12 of Infinite Dungeon. Escort: injured seer (level 12 of Infinite Dungeon)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 22 of Infinite Dungeon. Escort: injured seer (level 22 of Infinite Dungeon)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 32 of Infinite Dungeon. Escort: injured seer (level 32 of Infinite Dungeon)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 52 of Infinite Dungeon. Escort: injured seer (level 52 of Infinite Dungeon)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 57 of Infinite Dungeon. Escort: injured seer (level 57 of Infinite Dungeon)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 77 of Infinite Dungeon. Escort: injured seer (level 77 of Infinite Dungeon)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 62 of Infinite Dungeon. Escort: lone alchemist (level 62 of Infinite Dungeon)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 82 of Infinite Dungeon. Escort: lone alchemist (level 82 of Infinite Dungeon)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 27 of Infinite Dungeon. Escort: lost defiler (level 27 of Infinite Dungeon)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 42 of Infinite Dungeon. Escort: lost defiler (level 42 of Infinite Dungeon)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 92 of Infinite Dungeon. Escort: lost defiler (level 92 of Infinite Dungeon)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 72 of Infinite Dungeon. Escort: lost sun paladin (level 72 of Infinite Dungeon)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 97 of Infinite Dungeon. Escort: lost sun paladin (level 97 of Infinite Dungeon)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 17 of Infinite Dungeon. Escort: lost warrior (level 17 of Infinite Dungeon)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 7 of Infinite Dungeon. Escort: lost warrior (level 7 of Infinite Dungeon)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 37 of Infinite Dungeon. Escort: repented thief (level 37 of Infinite Dungeon)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 67 of Infinite Dungeon. Escort: repented thief (level 67 of Infinite Dungeon)As a reward you improved Cunning by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Infinite Dungeon. Escort: temporal explorer (level 2 of Infinite Dungeon)As a reward you improved Willpower by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 47 of Infinite Dungeon. Escort: temporal explorer (level 47 of Infinite Dungeon)As a reward you improved Willpower by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 87 of Infinite Dungeon. Escort: temporal explorer (level 87 of Infinite Dungeon)As a reward you improved Willpower by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 1): MultiplicityTurns left: 0 You completed the challenge and received: +1 Generic Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 10): Near SightedYou completed the challenge and received: +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 100): Pacifist | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 101): Near SightedYou completed the challenge and received: +1 Class Point | done |
Exterminate almost every foe on the level. Infinite Dungeon Challenge (Level 103): ExterminatorYou completed the challenge and received: +2 Stat Points | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 104): Near SightedYou 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 105): Pacifist | failed |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 106): MultiplicityTurns left: 0 You completed the challenge and received: +1 Generic Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 108): Near SightedYou completed the challenge and received: +1 Generic Point | done |
Kill 5 spawns of Urh'Rok on the level before killing any unique creatures. Infinite Dungeon Challenge (Level 109): Headhunter5 / 5 demon spawn killed. You completed the challenge and received: +1 Generic Point | done |
Exterminate almost every foe on the level. Infinite Dungeon Challenge (Level 11): ExterminatorYou completed the challenge and received: +1 Stat Points | done |
Wake up and kill the dreaming horror boss 'Cyronn the dreaming horror'. Infinite Dungeon Challenge (Level 110): Dream HunterYou completed the challenge and received: +1 Class Point | done |
Wake up and kill the dreaming horror boss 'Xanunn the dreaming horror'. Infinite Dungeon Challenge (Level 111): Dream Hunter | active |
Exterminate almost every foe on the level. Infinite Dungeon Challenge (Level 13): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Exterminate almost every foe on the level. Infinite Dungeon Challenge (Level 14): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Exterminate almost every foe on the level. Infinite Dungeon Challenge (Level 15): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Exterminate almost every foe on the level. Infinite Dungeon Challenge (Level 16): ExterminatorYou completed the challenge and received: +1 Category Point | done |
Exterminate almost every foe on the level. Infinite Dungeon Challenge (Level 18): ExterminatorYou completed the challenge and received: +1 Stat Points | done |
Exterminate almost every foe on the level. Infinite Dungeon Challenge (Level 19): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Exterminate almost every foe on the level. Infinite Dungeon Challenge (Level 20): ExterminatorYou completed the challenge and received: +1 Stat Points | done |
Exterminate almost every foe on the level. Infinite Dungeon Challenge (Level 21): ExterminatorYou completed the challenge and received: +1 Class Point | done |
Wake up and kill the dreaming horror boss 'Cyradhetira the dreaming horror'. Infinite Dungeon Challenge (Level 23): Dream HunterYou completed the challenge and received: +1 Class Point | done |
Exterminate almost every foe on the level. Infinite Dungeon Challenge (Level 24): ExterminatorYou completed the challenge and received: +1 Stat Points | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 25): MultiplicityTurns left: 0 You completed the challenge and received: +1 Generic Point | done |
Exterminate almost every foe on the level. Infinite Dungeon Challenge (Level 26): ExterminatorYou completed the challenge and received: +1 Stat Points | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 28): Near SightedYou completed the challenge and received: +2 Stat Points | done |
Exterminate almost every foe on the level. Infinite Dungeon Challenge (Level 29): ExterminatorYou completed the challenge and received: +2 Stat Points | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 3): MultiplicityTurns left: 0 You completed the challenge and received: +3 Stat Points | done |
Exterminate almost every foe on the level. Infinite Dungeon Challenge (Level 30): ExterminatorYou completed the challenge and received: +2 Stat Points | done |
Exterminate almost every foe on the level. Infinite Dungeon Challenge (Level 31): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 33): MultiplicityTurns left: 0 You completed the challenge and received: +1 Class Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 34): MultiplicityTurns left: 0 You completed the challenge and received: +1 Generic Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 35): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Exterminate almost every foe on the level. Infinite Dungeon Challenge (Level 36): ExterminatorYou completed the challenge and received: +2 Stat Points | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 38): Near SightedYou completed the challenge and received: +1 Stat Points | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 39): MultiplicityTurns left: 0 You completed the challenge and received: +1 Class Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 4): Near SightedYou completed the challenge and received: +1 Class Point | done |
Exterminate almost every foe on the level. Infinite Dungeon Challenge (Level 40): ExterminatorYou completed the challenge and received: +1 Stat Points | done |
Kill 5 spawns of Urh'Rok on the level before killing any unique creatures. Infinite Dungeon Challenge (Level 41): Headhunter5 / 5 demon spawn killed. You completed the challenge and received: +1 Generic Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 43): Near SightedYou completed the challenge and received: +1 Stat Points | done |
Kill 5 spawns of Urh'Rok on the level before killing any unique creatures. Infinite Dungeon Challenge (Level 44): Headhunter5 / 5 demon spawn killed. You completed the challenge and received: +1 Class Point | done |
Proceed directly to the next Infinite Dungeon level in less than 251 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 45): Rush Hour (251)Turns left: 59 You completed the challenge and received: +1 Stat Points | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 46): MultiplicityTurns left: 0 You completed the challenge and received: +1 Generic Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 48): Near SightedYou completed the challenge and received: +2 Stat Points | done |
Exterminate almost every foe on the level. Infinite Dungeon Challenge (Level 49): ExterminatorYou completed the challenge and received: +1 Category Point | done |
Exterminate almost every foe on the level. Infinite Dungeon Challenge (Level 5): ExterminatorYou completed the challenge and received: +2 Stat Points | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 50): MultiplicityTurns left: 0 You completed the challenge and received: +1 Generic Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 51): MultiplicityTurns left: 0 You completed the challenge and received: +1 Class Point | done |
Exterminate almost every foe on the level. Infinite Dungeon Challenge (Level 53): ExterminatorYou completed the challenge and received: +2 Stat Points | done |
Exterminate almost every foe on the level. Infinite Dungeon Challenge (Level 54): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 55): MultiplicityTurns left: 0 You completed the challenge and received: +1 Generic Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 56): MultiplicityTurns left: 0 You completed the challenge and received: +1 Generic Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 58): Near SightedYou completed the challenge and received: +1 Generic Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 59): MultiplicityTurns left: 0 You completed the challenge and received: +1 Class Point | done |
Exterminate almost every foe on the level. Infinite Dungeon Challenge (Level 6): ExterminatorYou completed the challenge and received: +1 Stat Points | done |
Exterminate almost every foe on the level. Infinite Dungeon Challenge (Level 60): ExterminatorYou completed the challenge and received: +1 Stat Points | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 61): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Kill 5 spawns of Urh'Rok on the level before killing any unique creatures. Infinite Dungeon Challenge (Level 63): Headhunter5 / 5 demon spawn killed. You completed the challenge and received: +1 Class Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 64): Near SightedYou completed the challenge and received: +1 Stat Points | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 65): Near SightedYou completed the challenge and received: +1 Stat Points | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 66): Near SightedYou completed the challenge and received: +2 Stat Points | done |
Wake up and kill the dreaming horror boss 'Vorylaith the dreaming horror'. Infinite Dungeon Challenge (Level 68): Dream HunterYou completed the challenge and received: +1 Category Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 69): Near SightedYou completed the challenge and received: +1 Stat Points | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 70): MultiplicityTurns left: 0 You completed the challenge and received: +1 Class Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 71): Near SightedYou completed the challenge and received: +1 Stat Points | done |
Kill 5 spawns of Urh'Rok on the level before killing any unique creatures. Infinite Dungeon Challenge (Level 73): Headhunter5 / 5 demon spawn killed. You completed the challenge and received: +1 Class Point | done |
Wake up and kill the dreaming horror boss 'Xumilaith the dreaming horror'. Infinite Dungeon Challenge (Level 74): Dream HunterYou completed the challenge and received: +1 Generic Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 75): MultiplicityTurns left: 0 You completed the challenge and received: +1 Class Point | done |
Exterminate almost every foe on the level. Infinite Dungeon Challenge (Level 76): ExterminatorYou completed the challenge and received: +1 Stat Points | done |
Exterminate almost every foe on the level. Infinite Dungeon Challenge (Level 78): ExterminatorYou completed the challenge and received: +2 Stat Points | done |
Kill 5 spawns of Urh'Rok on the level before killing any unique creatures. Infinite Dungeon Challenge (Level 79): Headhunter5 / 5 demon spawn killed. You completed the challenge and received: +1 Generic Point | done |
Exterminate almost every foe on the level. Infinite Dungeon Challenge (Level 8): ExterminatorYou completed the challenge and received: +1 Stat Points | done |
Exterminate almost every foe on the level. Infinite Dungeon Challenge (Level 80): ExterminatorYou completed the challenge and received: +2 Stat Points | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 81): MultiplicityTurns left: 0 You completed the challenge and received: +1 Generic Point | done |
Wake up and kill the dreaming horror boss 'Mayedheth the dreaming horror'. Infinite Dungeon Challenge (Level 83): Dream HunterYou completed the challenge and received: +1 Generic Point | done |
Exterminate almost every foe on the level. Infinite Dungeon Challenge (Level 84): 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 85): Pacifist | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 86): Near SightedYou completed the challenge and received: +2 Stat Points | done |
Kill 5 spawns of Urh'Rok on the level before killing any unique creatures. Infinite Dungeon Challenge (Level 88): Headhunter5 / 5 demon spawn killed. You completed the challenge and received: +1 Class Point | done |
Kill 5 spawns of Urh'Rok on the level before killing any unique creatures. Infinite Dungeon Challenge (Level 89): Headhunter5 / 5 demon spawn killed. You completed the challenge and received: +1 Category Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 9): 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 90): Near SightedYou completed the challenge and received: +1 Generic Point | done |
Exterminate almost every foe on the level. Infinite Dungeon Challenge (Level 91): ExterminatorYou completed the challenge and received: +1 Stat Points | done |
Kill 5 spawns of Urh'Rok on the level before killing any unique creatures. Infinite Dungeon Challenge (Level 93): Headhunter5 / 5 demon spawn killed. You completed the challenge and received: +1 Generic Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 94): MultiplicityTurns left: 0 You completed the challenge and received: +1 Class Point | done |
Proceed directly to the next Infinite Dungeon level in less than 95 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 95): Rush Hour (95)Turns left: -1 | failed |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 96): MultiplicityTurns left: 0 You completed the challenge and received: +1 Generic Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 98): MultiplicityTurns left: 0 You completed the challenge and received: +1 Class Point | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 99): Near SightedYou completed the challenge and received: +1 Stat Points | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | enhanced voratun greatsword of crippling (Nightmares) (62-100 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 Base power: 62.5 - 100.0 Uses stat: 72% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +21.0% Changes stats: +17 Str / +16 Dex / +17 Mag / +12 Wil / +17 Cun / +17 Con Curse of Nightmares Massive two-handed swords. |
| Quiver | Void Quiver (Misfortune) (0/0, 45-63 power, 120 apr)Requires: - Dexterity 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 45.0 - 63.0 Uses stats: 30% Wil, 40% Mag, 42% Cun Damage type: Temporal darkness Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +120 Crit. chance: +6.0% When this weapon hits: Spatial Tether (15% chance level 1). When this weapon hits: Dimensional Anchor (15% chance level 1). Curse of Misfortune An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
| On hands | brawler's voratun gauntlets of archery (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: +10 (+1 eff.) Armour penetration: +15 Armour: +3 Fatigue: +5% Changes stats: +5 Str / +13 Dex / +12 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +15 (+2 eff.) 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 Steady Shot, placing all other charms into a 6 cooldown : Effective talent level: 9.0 Power cost: 6 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 207% damage with a 34% 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. |
| Light source | Umbraphage (Madness)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+2 eff.) Mindpower: +10 (+1 eff.) Light radius: +10 Absorbs all darkness (power 252, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Curse of Madness It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 1050.30 darkness damage (based on Mindpower and charge) Activation costs 3 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 | Delasarand the Stormrace (Corpses) (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 20% chance to reduce all saves and defense by 59 Damage when hit (Melee): 4 blight / 2 lightning Changes stats: +5 Str / +5 Dex / +21 Mag / +19 Wil / +5 Cun / +15 Con Changes resistances: +9% lightning / +9% blight Changes resistances penetration: +15% mind Changes damage: +36% blight / +40% arcane / +9% lightning Spell crit. chance: +10% Curse of Corpses A cap made of leather. |
| On feet | pair of drakeskin leather boots 'Sunravage' (Shrouds) (9 def, 5 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +9 (+1 eff.) Changes stats: +10 Dex / +6 Mag / +4 Cun / +4 Con Changes damage: +6% light Life regen: +8.00 Lowers spell cool-downs by: 10% See invisible: +9 Healing mod.: +17% Curse of Shrouds A pair of boots made of leather. |
| Tool | elven-wood wand of conjuration 'Blackquake' (Madness) [power 360] (5 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Effects on melee hit: * 21% chance to reduce damage dealt by 47% Changes stats: +5 Str / +6 Dex / +3 Wil / +4 Cun / +5 Con Changes resistances: +9% cold Light radius: +3 See invisible: +18 Curse of Madness It can be used to fire a magical bolt dealing 1356 fire damage Activation puts all charms on cooldown for 5 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | voratun ring 'Areda' (Nightmares)Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +18 (+3 eff.) Physical power: +45 (+3 eff.) Changes stats: +10 Str / +9 Dex / +4 Wil / +10 Con Disarm immunity: +50% Pinning immunity: +50% Knockback immunity: +50% Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +50.00 Spellpower: +20 (+2 eff.) Defense after a teleport: +19 Resist all after a teleport: +19% New effects duration reduction after a teleport: +19% Curse of Nightmares Rings make your fingers look great! |
| On fingers | voratun ring 'Fireterror' (Misfortune)Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +20 (+3 eff.) Physical power: +13 (+0 eff.) Effects on melee hit: * 26% chance to reduce strength, dexterity, and constitution by 53 Changes stats: +10 Dex / +8 Mag / +8 Wil / +4 Cun Changes resistances: +6% blight / +6% fire Mental save: +18 (+3 eff.) Equilibrium when hit: +0.08 Spellpower: +29 (+3 eff.) Mindpower: +14 (+2 eff.) Curse of Misfortune Rings make your fingers look great! |
| Around neck | Limmir's Amulet of the Moon (Shrouds)0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Changes stats: +5 Str / +13 Dex / +5 Mag / +5 Wil / +13 Cun / +5 Con Changes damage: +20% lightning / +8% all Damage affinity(heal): +20% lightning Spell crit. chance: +4% Mental crit. chance: +4% Movement speed: +15% Chance to avoid any damage: +8% Curse of Shrouds Amulets make your neck look great! |
| In main hand | enhanced voratun greatsword (Shrouds) (62-100 power, 4 apr)Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.5 - 100.0 Uses stat: 72% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +16 Str / +19 Dex / +19 Mag / +17 Wil / +19 Cun / +19 Con Curse of Shrouds Massive two-handed swords. |
| Around waist | monstrous drakeskin leather belt of valiance (Shrouds) Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +15 (+1 eff.) Changes stats: +11 Str / +5 Dex / +5 Mag / +11 Wil / +5 Cun / +10 Con Physical save: +15 (+2 eff.) Mental save: +10 (+2 eff.) Maximum life: +60.00 Size category: +1 Curse of Shrouds A belt that goes around your waist. |
| In off hand | enhanced voratun dagger of rage (Madness) (38-49 power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stat: 80% 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% When wielded/worn: Accuracy: +24 (+3 eff.) Changes stats: +24 Str / +13 Dex / +12 Mag / +13 Wil / +12 Cun / +13 Con Changes damage: +15% physical Curse of Madness Sharp, short and deadly. |
| Cloak | elven-silk cloak 'Frigidrace' (Madness) (3 def, 12 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +12 Defense: +3 (+0 eff.) Effects on melee hit: * 24% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Str / +4 Dex / +12 Wil Changes resistances: +57% cold See invisible: +29 Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +18% 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. |
| Main armor | Scorchdare (Shrouds) (33 def, 17 armour)Requires: - Strength 20 Powered by arcane forces Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +9.0% Physical power: +25 (+1 eff.) Armour: +17 Defense: +33 (+3 eff.) Fatigue: +8% Changes stats: +13 Str / +13 Dex / +15 Mag / +13 Wil / +10 Cun / +5 Con Changes resistances: +19% lightning Changes resistances penetration: +20% blight Changes damage: +6% arcane / +9% fire Mental save: +21 (+4 eff.) Vim when firing critical spell: +2.00 Spellpower: +26 (+3 eff.) Spell crit. chance: +7% Mindpower: +21 (+2 eff.) Mental crit. chance: +10% Movement speed: +20% Curse of Shrouds A suit of armour made of leather. |
Inventory
Infusion of Wild Growth (rad 5; dur 10;)Infused by nature 0.10 Encumbrance. [Plot Item] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 447.68 physical damage and 778.43 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Primal Infusion (affinity 56%; reduction 11; 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 56% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 11 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the warrior (heal 2178; 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 instantly heal yourself for 2178 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the wizard (die at -2371; 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 -2371 life. The duration and life will increase by 1% for every 1% life you have lost (currently 2371 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. |
wild infusion of the duelist (res 205%; magical; dur 2; 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 cure yourself of one random magical effect and reduce all damage taken by 205% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 114%; mental; dur 2; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 114% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 119%; physical; dur 4; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 119% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; blight, physical, arcane, darkness)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 blight, 3 physical, 3 arcane, 3 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 the Rift (1289.48 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 2192.12 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the sneak (damage 2565; 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 2565.31 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the sneak (damage 2504; 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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 2503.69 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the warrior (damage 4960; dur 4; cd 23)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 4959.82 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the warrior (damage 4877; 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: 9 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 4876.82 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the wizard (damage 2383; 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: 12 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 2383.10 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the sneak (range 24; phase 76; cd 10)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 24 Cooldown: 6 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 24 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 76%, your defense is increased by 76 and all your resistances by 76%. 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 psychic (power 96; resist 97%; move 86%; dur 5; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 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 97% all resistance, you move 86% faster, and you are invisible (power 96). Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the titan (power 90; resist 102%; move 88%; dur 5; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 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 102% all resistance, you move 88% faster, and you are invisible (power 90). Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the warrior (regen 6968% over 10 turns; mana 348; cd 13)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: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 6968% for 10 turns (12690 total) and instantly restoring 348 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 1166; 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: 9 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 1166 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the sneak (threshold 67; blocks 20; 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: 9 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 67 up to 20 times. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the titan (threshold 83; blocks 18; 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: 9 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 83 up to 18 times. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the psychic (range 481; cd 13)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: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to teleport randomly in a range of 481 with a minimum range of 15. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Daneth's Neckguard (Shrouds)Crafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +20% physical Curse of Shrouds A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Feathersteel Amulet (Shrouds)Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+2 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Curse of Shrouds The weight of the world seems a little lighter with this amulet around your neck. |
Frost Lord's Chain (Corpses)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 Corpses This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Garkul's Teeth (Corpses)Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+2 eff.) Mental save: +18 (+3 eff.) Pinning immunity: +100% Curse of Corpses It can be used to activate talent Shattering Shout (costing 3 power out of 48/48) : Effective talent level: 11.0 Power cost: 3 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 3323.55 physical damage in a radius 11 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. |
Glorodheldakira (Misfortune)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -13% Changes stats: +4 Str / +14 Dex / +3 Wil / +13 Cun / +12 Con Changes damage: +6% mind Life regen: +6.00 Stamina each turn: +1.70 Mindpower: +30 (+4 eff.) Movement speed: +20% Curse of Misfortune Amulets make your neck look great! |
Mirror Shards (Misfortune)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 Misfortune It can be used to create a reflective shield (50% reflection rate, 786 strength, based on Magic) for 5 turns Activation costs 8 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. |
Unflinching Eye (Misfortune)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. Curse of Misfortune It can be used to activate talent Arcane Eye (costing 18 power out of 60/60) : Effective talent level: 7.0 Power cost: 18 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 31 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
Vox (Nightmares)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 (+1 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% Curse of Nightmares No force can hope to silence the wearer of this amulet. |
Withering Orbs (Shrouds)Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+0 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Curse of Shrouds These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 3 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Elemental Fury (Nightmares)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 Nightmares This ring shines with many colors. |
Exiler (Nightmares)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+1 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). Curse of Nightmares It can be used to attempt to inflict 939.10 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 5 turn(s) Activation costs 10 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
Glory of the Pride (Madness)Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Physical power: +10 (+0 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+0 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+5 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 Curse of Madness The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Inertial Twine (Madness)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 Madness This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Malevon the Gloomsquall (Corpses)Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +29 (+4 eff.) Armour penetration: +27 Defense: +29 (+3 eff.) Changes stats: +6 Str / +7 Mag Changes resistances: +9% darkness Mental save: +15 (+3 eff.) Confusion immunity: +50% Curse of Corpses It can be used to activate talent Disengage, placing all other charms into a 3 cooldown : Effective talent level: 7.0 Power cost: 3 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 7 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 221% 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! |
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 (+1 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. Curse of Shrouds It can be used to activate talent Mental Shielding (costing 9 power out of 30/30) : Effective talent level: 7.0 Power cost: 9 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, 5 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Nightsong (Madness)Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+2 eff.) Maximum stamina: +25.00 Curse of Madness It can be used to activate talent Shadowstep (costing 15 power out of 50/50) : Effective talent level: 7.0 Power cost: 15 out of 50/50. Range: 11 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 5 turns and hitting it with all your weapons for 222% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Ring of Growth (Madness)Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+1 eff.) Life regen: +3.00 Healing mod.: +20% Curse of Madness This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Ring of the Archlich (Shrouds)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 (+1 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+1 eff.) Curse of Shrouds This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
Ring of the Dead (Shrouds)Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! Curse of Shrouds This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Ring of the War Master (Shrouds)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 (+0 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent category bonus: +0.30 Technique Curse of Shrouds A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Singedeath the voratun ring (Madness)Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+2 eff.) Damage when hit (Melee): 8 acid / 10 fire Changes stats: +10 Dex / +8 Wil / +16 Cun Changes resistances penetration: +32% acid Changes damage: +9% acid / +6% fire Life regen: +16.00 Maximum life: +99.00 Mindpower: +15 (+2 eff.) Healing mod.: +20% Curse of Madness Rings make your fingers look great! |
Void Orb (Shrouds)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 (+1 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 Shrouds It can be used to activate talent Manathrust (costing 2 power out of 6/6) : Effective talent level: 11.0 Power cost: 2 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 1378.17 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
gladiator's voratun ring of misery (Corpses)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+1 eff.) Effects on melee hit: * 14% chance to reduce all saves and defense by 59 Damage (Melee): 15 physical Effects on ranged hit: * 20% chance to reduce all saves and defense by 59 Damage (Ranged): 27 physical Changes stats: +7 Str / +5 Cun / +6 Con Hate when firing a critical mind attack: +2.00 Maximum hate: +12.00 Curse of Corpses It can be used to activate talent Bleeding Edge, placing all other charms into a 6 cooldown : Effective talent level: 9.0 Power cost: 6 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 194% weapon damage. If the attack hits, the target will bleed for 361% weapon damage over 7 turns, and all healing will be reduced by 84%. Rings make your fingers look great! |
voratun diamond ring (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+2 eff.) Armour penetration: +13 Defense: +12 (+1 eff.) Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Curse of Corpses It can be used to activate talent Disengage, placing all other charms into a 3 cooldown : Effective talent level: 7.0 Power cost: 3 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 7 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 221% 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! |
enhanced voratun battleaxe of massacre (Misfortune) (74-112 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 74.5 - 111.8 Uses stat: 72% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Changes stats: +16 Str / +14 Dex / +16 Mag / +12 Wil / +17 Cun / +16 Con Curse of Misfortune Massive two-handed battleaxes. |
enhanced voratun battleaxe of rage (Shrouds) (56-83 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 55.5 - 83.2 Uses stat: 72% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +28 (+4 eff.) Changes stats: +35 Str / +14 Dex / +19 Mag / +19 Wil / +14 Cun / +10 Con Changes damage: +19% physical Curse of Shrouds Massive two-handed battleaxes. |
Dagger of the Past (Nightmares) (25-32 power, 20 apr)Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Potentially it would go with a sword in the future. Base power: 25.0 - 32.5 Uses stats: 30% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Defense: +10 (+1 eff.) Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spell save: +10 (+1 eff.) Movement speed: +20% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Curse of Nightmares Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Hellswrest (Misfortune) (38-50 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stat: 80% 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: Accuracy: +23 (+3 eff.) Armour penetration: +12 Physical crit. chance: +13.0% Changes stats: +10 Mag / +11 Wil Changes resistances penetration: +5% fire / +12% all Changes damage: +6% fire Equilibrium when hit: +0.20 Psi when hit: +0.16 Spellpower: +12 (+1 eff.) Mental crit. chance: +3% Curse of Misfortune Sharp, short and deadly. |
Kinetic Spike (Madness) (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: 30% Wil, 54% 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 (+1 eff.) Changes resistances penetration: +30% physical Talent mastery: +0.20 Psionic / Augmented striking Curse of Madness It can be used to fire a bolt of kinetic force (range 8), dealing 150% (physical) weapon damage Activation costs 3 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 (Nightmares) (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: 35% Cun, 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 Nightmares It can be used to activate talent Worm Rot (costing 12 power out of 50/50) : Effective talent level: 7.0 Power cost: 12 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 127.17 acid and 147.52 blight damage. If not cleared after five turns it will inflict 837.60 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 100% 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. |
Mandible of Ungolmor (Misfortune) (40-52 power, 12 apr)Requires: - Cunning 38 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 40.0 - 52.0 Uses stat: 86% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +12 Crit. chance: +22.0% Attack speed: 100% When this weapon hits: Poisonous Bite (20% chance level 3). On weapon crit: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target Damage conversion: 30% darkness When wielded/worn: Armour: +15 Changes stats: +8 Cun / +4 Dex Changes damage: +30% nature / +20% darkness Talent granted: +5 Toxic Death Poison immunity: +100% Light radius: -2 Curse of Misfortune This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
Mercy (Corpses) (35-46 power, 9 apr)Requires: - Dexterity 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stat: 78% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +15.0% Attack speed: 100% On weapon hit: * deals 60 physical damage increased by 1% for each 1% life the target has lost When wielded/worn: Changes stats: +6 Str / +6 Dex Critical mult.: +20.00% Curse of Corpses This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
Moon (Shrouds) (10-13 power, 0 apr)Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. Base power: 10.0 - 13.0 Uses stat: 32% Cun Damage type: Darkness Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 125% On weapon hit: * Deal 70 Darkness damage. When wielded/worn: Light radius: -1 Curse of Shrouds A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Orc Feller (Madness) (45-58 power, 11 apr)Requires: - Dexterity 44 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 45.0 - 58.5 Uses stat: 80% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +11 Crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun / +5 Dex Changes damage: +8% light / +10% physical Grants telepathy: Humanoid/Orc Pinning immunity: +50% Light radius: +1 Curse of Madness During the invasion of Eldoral the Halfling Rogue Herah is said to have slain over one hundred orcs while defending a group of refugees. |
Shantiz the Stormblade (Madness) (15-20 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stat: 60% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Curse of Madness This surreal dagger crackles with the intensity of a vicious storm. |
Silent Blade (Misfortune) (25-32 power, 10 apr)Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stat: 74% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 100% On weapon kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 silence When wielded/worn: Accuracy: +10 (+1 eff.) Curse of Misfortune A thin, dark dagger that seems to meld seamlessly into the shadows. |
Star (Nightmares) (10-13 power, 0 apr)Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The star shines alone in a moonless sky. Base power: 10.0 - 13.0 Uses stat: 32% 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 Nightmares Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Swordbreaker (Shrouds) (25-32 power, 20 apr)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: 80% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+2 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+2 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. Curse of Shrouds This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Umbral Razor (Shrouds) (25-32 power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 80% Cun, 15% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 Curse of Shrouds It can be used to activate talent Invoke Darkness (costing 6 power out of 20/20) : Effective talent level: 9.0 Power cost: 6 out of 20/20. Range: 10 Travel Speed: 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 1089.18 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
enhanced voratun dagger (Corpses) (37-48 power, 9 apr)Requires: - Dexterity 48 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.0 - 48.1 Uses stat: 80% 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% When wielded/worn: Changes stats: +9 Str / +9 Dex / +8 Mag / +9 Wil / +9 Cun / +8 Con Curse of Corpses Sharp, short and deadly. |
enhanced voratun dagger of enduring (Shrouds) (38-49 power, 9 apr)Requires: - Dexterity 48 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stat: 80% 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% When wielded/worn: Changes stats: +7 Str / +10 Dex / +10 Mag / +18 Wil / +10 Cun / +18 Con Maximum life: +61.00 Curse of Shrouds Sharp, short and deadly. |
enhanced voratun dagger of erosion (Corpses) (40-52 power, 9 apr)Requires: - Dexterity 48 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 40.0 - 52.0 Uses stat: 80% 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 (Melee): +11 nature When wielded/worn: Changes stats: +8 Str / +9 Dex / +9 Mag / +12 Wil / +8 Cun / +4 Con Curse of Corpses Sharp, short and deadly. |
enhanced voratun dagger of massacre (Corpses) (50-65 power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 50.0 - 65.0 Uses stat: 80% 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% When wielded/worn: Changes stats: +8 Str / +6 Dex / +11 Mag / +11 Wil / +8 Cun / +13 Con Curse of Corpses Sharp, short and deadly. |
enhanced voratun dagger of massacre (Misfortune) (46-60 power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 46.0 - 59.8 Uses stat: 80% 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% When wielded/worn: Changes stats: +13 Str / +12 Dex / +13 Mag / +11 Wil / +13 Cun / +12 Con Curse of Misfortune Sharp, short and deadly. |
Blighted Maul (Shrouds) (96-144 power, 22 apr)Requires: - Strength 60 Powered by arcane forces 12.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 96.0 - 144.0 Uses stat: 84% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 83% On weapon hit: * 50% chance to reduce strength, dexterity, and constitution by 53 * Blasts creatures in a radius 1 shockwave around your target for 2032.79 to 6098.36 physical damage (based on Strength). Damage conversion: 20% blight When wielded/worn: Changes damage: +12% physical Critical mult.: +40.00% Knockback immunity: +30% Curse of Shrouds It can be used to knock away other creatures within radius 4), dealing 5861.32 to 11722.63 physical damage (based on Strength) to each Activation costs 15 power out of 50/50. The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
Unstoppable Mauler (Shrouds) (48-72 power, 15 apr)Requires: - Strength 40 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 48.0 - 72.0 Uses stat: 72% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Sunder Armour (15% chance level 3). When wielded/worn: Accuracy: +20 (+3 eff.) Pinning immunity: +100% Knockback immunity: +100% Curse of Shrouds It can be used to activate talent Fearless Cleave (costing 6 power out of 18/18) : Effective talent level: 9.9 Power cost: 6 out of 18/18. Range: melee/personal Travel Speed: instantaneous Description: Take a step toward your foes then use the momentum to cleave all creatures adjacent to you for 156% weapon damage. A huge greatmaul of incredible weight. Wielding it, you feel utterly unstoppable. |
Voratun Hammer of the Deep Bellow (Misfortune) (82-123 power, 7 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 82.0 - 123.0 Uses stat: 72% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Flameshock (10% chance level 3). Damage (Melee): +30 fire When wielded/worn: Changes damage: +15% physical Curse of Misfortune The legendary hammer of the Dwarven master smiths. For ages it was used to forge powerful weapons with searing heat until it became highly powerful by itself. |
enhanced voratun greatmaul of ruin (Shrouds) (65-98 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 65.0 - 97.5 Uses stat: 72% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour penetration: +16 Physical crit. chance: +16.0% Changes stats: +19 Str / +12 Dex / +14 Mag / +13 Wil / +17 Cun / +13 Con Critical mult.: +28.00% Curse of Shrouds Massive two-handed mauls. |
Borosk's Hate (Nightmares) (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: 72% 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 Nightmares This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
Champion's Will (Madness) (67-107 power, 22 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 67.0 - 107.2 Uses stats: 69% Wil, 20% Con Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +22 Crit. chance: +12.0% Attack speed: 100% On weapon hit: * releases a burst of light, dealing 604 light damage (based on Spellpower) in a radius 3 cone. When wielded/worn: Changes stats: +12 Str / +6 Mag / +7 Con Talent masteries: +0.20 Celestial / Sun +0.10 Celestial / Radiance +0.20 Celestial / Crusader Talents cooldown: Sun Ray (-1 turn) Absorption Strike (-1 turn) Flash of the Blade (-1 turn) Increases the damage of Sun Beam by 15%. Curse of Madness It can be used to attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt Activation costs 9 power out of 30/30. This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
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: 78% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +11.0% Attack speed: 50% 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 (Misfortune) (68-109 power, 5 apr)Requires: - Strength 40 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 68.0 - 108.8 Uses stat: 75% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +10.0% Attack speed: 100% Lifesteal (this weapon only): +8% Damage conversion: 50% fire burn When wielded/worn: Changes stats: +3 Cun / +5 Str Changes resistances: +15% fire Changes damage: +10% darkness / +15% fire Curse of Misfortune It can be used to accelerate burning effects on all creatures in a radius 1 ball within range 5, consuming them to instantly inflict 125% of all remaining burn damage Activation costs 3 power out of 25/25. This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands. |
Warmaster Gnarg's Murderblade (Nightmares) (60-96 power, 19 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 60.0 - 96.0 Uses stat: 72% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +19 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 10% chance to send the wielder into a killing frenzy Damage against: +20% Living When wielded/worn: Changes stats: +15 Str / +5 Dex / +15 Con Reduced damage from: +20% Living Talent masteries: +0.30 Technique / Berserker's strength +0.20 Technique / Two-handed weapons +0.20 Technique / Two-handed maiming +0.20 Technique / Two-handed assault Curse of Nightmares A blood-etched greatsword, it has seen many foes. From the inside. |
enhanced voratun greatsword of crippling (Shrouds) (63-101 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 63.0 - 100.8 Uses stat: 72% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +20.0% Changes stats: +13 Str / +19 Dex / +17 Mag / +12 Wil / +9 Cun / +19 Con Curse of Shrouds Massive two-handed swords. |
enhanced voratun greatsword of massacre (Corpses) (78-126 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 78.5 - 125.6 Uses stat: 72% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +12 Str / +14 Dex / +12 Mag / +12 Wil / +13 Cun / +13 Con Curse of Corpses Massive two-handed swords. |
enhanced voratun greatsword of ruin (Misfortune) (64-102 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 64.0 - 102.4 Uses stat: 72% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour penetration: +14 Physical crit. chance: +13.0% Changes stats: +12 Str / +9 Dex / +13 Mag / +13 Wil / +12 Cun / +7 Con Critical mult.: +24.00% Curse of Misfortune Massive two-handed swords. |
Blade of Distorted Time (Shrouds) (40-56 power, 40 apr)Requires: - Strength 44 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stats: 54% Wil, 20% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +40 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * deals 339 temporal damage and slows enemies in radius 6 of the target by 349% based on Magic Damage conversion: 20% temporal When wielded/worn: Changes damage: +30% temporal / +30% physical Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Curse of Shrouds It can be used to activate talent Blink Blade (costing 3 power out of 10/10) : Effective talent level: 11.0 Power cost: 3 out of 10/10. Range: 12 Travel Speed: instantaneous Is: a spell Description: Teleport to the target and attack with your melee weapons for 129% damage. Then teleport next to a second random enemy, attacking for 129% damage. Blink Blade can hit the same target multiple times. The remnants of a damaged timeline, this blade shifts and fades at random. |
Butcher (Shrouds) (48-67 power, 12 apr)Requires: - Strength 40 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2 Uses stat: 60% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On weapon kill: * Enter a Rampage (Shared cooldown). When wielded/worn: Accuracy: +18 (+3 eff.) Changes stats: +10 Str / +10 Wil / +7 Cun Talent masteries: +0.20 Cursed / Rampage +0.20 Cursed / Slaughter Enter Rampage if health falls below 20% Curse of Shrouds Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
Corpathus (Misfortune) (40-56 power, 12 apr)Requires: - Strength 40 Crafted by a master Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stat: 60% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * grows in power On weapon kill: * grows dramatically in power Damage (Melee): +18 draining blight When wielded/worn: Changes damage: +5% blight Cut immunity: -25% Maximum vim: +20.00 Curse of Misfortune Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
Dawn's Blade (Nightmares) (50-70 power, 7 apr)Requires: - Magic 18 - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 It is part of a set of items. If the sun doesn't set, dawn's power lasts forever. Base power: 50.0 - 70.0 Uses stats: 48% Wil, 25% Mag Damage type: Light Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 100% Damage against: +25% Undead / +25% Demon When wielded/worn: Changes resistances penetration: +25% light Changes damage: +20% light Talent masteries: +0.20 Celestial / Sun +0.20 Celestial / Combat +0.20 Celestial / Light Talents cooldown: Healing Light (-3 turns) Barrier (-5 turns) Providence (-10 turns) Bathe in Light (-5 turns) Spellpower: +10 (+1 eff.) Spell crit. chance: +4% Light radius: +2 Curse of Nightmares It can be used to invoke dawn, inflicting 2675.25 light damage in radius 5 (based on Magic) and lighting the area within radius 10 Activation costs 11 power out of 35/35. Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. |
Everpyre Blade (Shrouds) (38-53 power, 10 apr)Requires: - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 38.0 - 53.2 Uses stat: 60% Wil Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +10 Crit. chance: +18.0% Attack speed: 100% When this weapon hits: Fire Breath (15% chance level 4). When wielded/worn: Changes stats: +7 Str / +7 Wil Changes resistances: +10% nature / +15% fire Changes resistances penetration: +15% fire Changes damage: +20% fire Curse of Shrouds This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder. |
Spellblade (Nightmares) (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: 54% 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 Nightmares Mages sometimes have funny ideas. Archmage Varil once learned how to handle a sword and found he preferred wielding it instead of his staff. |
Sword of Potential Futures (Misfortune) (28-39 power, 10 apr)Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 It is part of a set of items. In the past there was a dagger with it. Base power: 28.0 - 39.2 Uses stats: 48% Wil, 20% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Curse of Misfortune Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
Wintertide (Misfortune) (39-55 power, 10 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 39.0 - 54.6 Uses stat: 60% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Create a Winter Storm that gradually expands (from radius 1 to radius 4), dealing 621.85 cold damage (based on Strength) to your enemies each turn and slowing their ability to act by 20%. Subsequent melee strikes will relocate the storm on top of your target and increase its duration. Damage (Melee): +25 ice When wielded/worn: Damage when hit (Melee): 40 ice Changes resistances: +25% cold Changes damage: +20% cold Ice block penetration: +35% No Winter Storm Active Curse of Misfortune It can be used to precipitate ice walls (lasting 10 turns) within your Winter Storm's area Activation costs 9 power out of 40/40. The air seems to freeze around the blade of this sword, draining all heat from the area. It is said the Conclave created this weapon for their warmaster during the dark times of the first allure war. |
Ureslak's Femur (Nightmares) (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: 60% 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 Nightmares A shortened femur of the mighty prismatic dragon Ureslak, this erratic club still resonates with his volatile nature. |
Kor's Fall (Corpses) (10-12 power, 0 apr, darkness element)Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+1 eff.) Spell crit. chance: +8% See invisible: +2 Curse of Corpses It can be used to activate talent Bone Spear (costing 2 power out of 6/6) : Effective talent level: 9.0 Power cost: 2 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 1761.66 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (3523). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
Rod of Sarrilon (Misfortune) (30-36 power, 4 apr, temporal element)Requires: - Magic 48 Powered by unknown forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes resistances penetration: +30% temporal Changes damage: +40% temporal Talent masteries: +0.10 Chronomancy / Stasis +0.10 Chronomancy / Flux +0.10 Spell / Temporal Talents cooldown: Attenuate (-1 turn) Stop (-2 turns) Time Shield (-3 turns) Temporal Shield (-3 turns) Teleport immunity: +100% Spellpower: +40 (+4 eff.) Spell crit. chance: +15% Reduces paradox anomalies(equivalent to willpower): +25 Curse of Misfortune A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
Staff of Destruction (Madness) (20-24 power, 4 apr, arcane 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: Arcane 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 Madness This unique-looking staff is carved with runes of destruction. |
Trident of the Tides (Shrouds) (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: 84% 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 (+1 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 Shrouds It can be used to activate talent Freeze (costing 18 power out of 150/150) : Effective talent level: 9.0 Power cost: 18 out of 150/150. Range: 10 Travel Speed: instantaneous Is: a spell Description: Condenses ambient water on a target, freezing it for 9 turns and damaging it for 1504.28. 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. |
enhanced orichalcum trident of shearing (Corpses) (51-82 power, 16 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 51.0 - 81.6 Uses stat: 72% Wil Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +35 (+4 eff.) Armour penetration: +20 Changes stats: +19 Str / +19 Dex / +16 Mag / +19 Wil / +19 Cun / +19 Con Changes resistances penetration: +21% all Curse of Corpses A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
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: 60% 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. |
Brenirebers the voratun waraxe (Corpses) (52-73 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: 52.0 - 72.8 Uses stat: 60% 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 crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +12.0% Changes stats: +10 Str / +11 Dex / +9 Mag / +9 Wil / +12 Cun / +9 Con Changes resistances: +6% blight Changes damage: +9% temporal Poison immunity: +20% Disease immunity: +20% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Corpses One-handed war axes. |
stralite waraxe 'Pyrewisp' (Misfortune) (29-41 power, 5 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 29.0 - 40.6 Uses stat: 60% 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% On weapon hit: * 29% chance to reduce armor by 64% * 25% chance to reduce strength, dexterity, and constitution by 53 Damage (Melee): +29 acid / +13 blight / +16 arcane When wielded/worn: Effects on melee hit: * 29% chance to reduce strength, dexterity, and constitution by 53 * 29% chance to reduce armor by 64% Damage when hit (Melee): 15 blight / 15 acid Changes resistances: +27% acid / +30% fire Changes resistances penetration: +20% acid Vim when firing critical spell: +2.90 Damage Shield penetration: +44% Curse of Misfortune One-handed war axes. |
Stormlash (Misfortune) (17-19 power, 7 apr)Requires: - Dexterity 15 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 1 Base power: 17.0 - 18.7 Uses stat: 60% Cun Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 125% On weapon crit: * Focus the lightning forces on an enemy Damage conversion: 50% dazing lightning When wielded/worn: Accuracy: +7 (+1 eff.) Changes damage: +10% lightning Curse of Misfortune It can be used to strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 355.10 to 1065.31 lightning damage (based on Magic and Dexterity) Activation costs 3 power out of 10/10. This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
Whip of Urh'Rok (Corpses) (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: 60% 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 Corpses With this unbearably bright whip of flame, the demon master Urh'Rok has become known for never having lost in combat. |
Cracklesage the drakeskin leather belt (Shrouds)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +7 (+0 eff.) Effects on melee hit: * 20 arcane resource burn Changes resistances: +24% fire / +9% darkness / +18% cold Changes resistances penetration: +25% acid Changes damage: +9% lightning / +9% acid Spell save: +10 (+1 eff.) Size category: +1 Curse of Shrouds A belt that goes around your waist. |
Emblem of Evasion (Madness)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+2 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. Curse of Madness It can be used to activate talent Evasion (costing 9 power out of 30/30) : Effective talent level: 11.0 Power cost: 9 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 50% chance to evade melee and ranged attacks and 375 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. |
Ivalralaith the Cystfiend (Nightmares) Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +8 (+0 eff.) Armour: +10 Defense: +10 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 90% Damage when hit (Melee): 8 nature Changes stats: +7 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +7 Con Changes resistances: +3% mind / +3% acid Physical save: +9 (+1 eff.) Size category: +1 Curse of Nightmares A belt that goes around your waist. |
Lightning Catcher (Misfortune)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 Misfortune A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
skylord's drakeskin leather belt of the giants (Misfortune)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +8 (+0 eff.) Changes stats: +7 Str / +6 Dex / +5 Wil / +4 Cun Physical save: +19 (+2 eff.) Spell save: +34 (+5 eff.) Mental save: +20 (+3 eff.) Size category: +1 Curse of Misfortune A belt that goes around your waist. |
Frozen Shroud (Misfortune) (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+1 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 Misfortune It can be used to release a radius 4 chilling blast, instantly dealing 2088.92 cold damage and condensing the air into freezing vapors that deal 696.31 cold damage (based on Magic) each turn for 10 turns Activation costs 9 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. |
Giludostir the Strikegash (Madness) (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Effects on melee hit: * 27% chance to reduce armor by 64% Changes stats: +4 Str / +9 Mag / +8 Cun / +13 Con Changes resistances penetration: +20% lightning Reduces incoming crit damage: 20.04% Physical save: +15 (+2 eff.) Maximum life: +110.00 Mindpower: +25 (+3 eff.) Light radius: +4 Infravision radius: +4 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. |
Glarelash the cashmere cloak (Shrouds) (13 def, 8 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +13 (+1 eff.) Changes stats: +5 Dex / +7 Cun / +6 Con Changes resistances: +15% light Changes damage: +6% lightning / +6% mind Reduces incoming crit damage: 15.00% Physical save: +19 (+2 eff.) Spell save: +19 (+3 eff.) Mental save: +19 (+3 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. |
Guise of the Hated (Shrouds) (14 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Defense: +14 (+1 eff.) Damage (Melee): 30 mind / 30 darkness Damage when hit (Melee): 30 mind / 30 darkness Changes stats: +4 Dex / +8 Wil / +6 Cun Changes resistances: +10% darkness / +10% mind Changes damage: +4% all Talent masteries: +0.30 Cursed / Gloom +0.30 Cursed / Darkness Talent granted: +5 Dark Vision Stealth bonus: +12 Mental save: +10 (+2 eff.) Hate per kill: +5.00 Mindpower: +20 (+2 eff.) Mental crit. chance: +10% Talent on hit(mindpower): Creeping Darkness (10% chance level 3). Curse of Shrouds Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
Radiance (Misfortune) (15 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +15 (+2 eff.) Damage when hit (Melee): 30 blinding light Changes stats: +10 Cun / +10 Mag Changes resistances: +30% light / +30% darkness Changes resistances cap: +10% light Changes damage: +25% light Talent category bonus: +0.20 Celestial Spellpower: +20 (+2 eff.) Curse of Misfortune 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. |
Threads of Fate (Nightmares) (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +10 (+1 eff.) Changes stats: +6 Mag / +6 Wil / +10 Lck Changes resistances: +20% temporal Changes resistances cap: +10% temporal Changes damage: +10% temporal Talent masteries: +0.10 Chronomancy / Timeline Threading +0.10 Chronomancy / Chronomancy +0.10 Spell / Divination Physical save: +20 (+3 eff.) Spell save: +20 (+3 eff.) Mental save: +20 (+3 eff.) Confusion immunity: +40% Spellpower: +8 (+1 eff.) Curse of Nightmares It can be used to activate talent See the Threads (costing 15 power out of 50/50) : Effective talent level: 5.0 Power cost: 15 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: You peer into three possible futures, allowing you to explore each for 15 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
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% cold / +20% fire / -30% arcane / +20% nature Changes resistances cap: +10% lightning / +10% darkness / +10% cold / +10% fire / -30% arcane / +10% nature 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 15 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. |
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 (+0 eff.) Defense: +6 (+1 eff.) Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +15% all Spell save: +25 (+4 eff.) Blindness immunity: +50% Spellpower: +30 (+3 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 (Misfortune) (12 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+1 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 (+2 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 Misfortune This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Robe of the Archmage (Madness) (10 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+1 eff.) Damage when hit (Melee): 15 arcane Changes stats: +6 Mag / +6 Wil / +6 Cun Changes resistances: +10% lightning / +10% cold / +10% fire / +10% arcane / +13% all Changes damage: +12% all Spell save: +20 (+3 eff.) Mental save: +15 (+3 eff.) Silence immunity: +50% Mana each turn: +2.00 Spellpower: +15 (+2 eff.) Light radius: +1 Curse of Madness A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
The Calm (Corpses) (15 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +15 (+2 eff.) Changes stats: +10 Mag / +8 Wil / +6 Cun Changes resistances: +20% lightning / +13% all Changes resistances penetration: +15% lightning Changes damage: +25% lightning Spellpower: +20 (+2 eff.) Movement speed: +10% Slows Projectiles: +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. Curse of Corpses This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
Vestments of the Conclave (Madness) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +1 Str / +1 Dex / +7 Mag / +1 Wil / +1 Cun / +1 Con Changes resistances: +9% all Changes damage: +15% arcane Spellpower: +15 (+2 eff.) Spell crit. chance: +15% Curse of Madness An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Aetherwalk (Misfortune) (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +25% arcane Changes damage: +25% arcane Spellpower: +15 (+2 eff.) Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Creates an arcane explosion dealing 480 arcane damage based on magic in a radius of 3 around the user after any teleport. Curse of Misfortune It can be used to phase door up to range 6, within radius 2 of the target location Activation costs 8 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
Boots of the Hunter (Misfortune) (2 def, 12 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+0 eff.) Armour: +12 Defense: +2 (+0 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. Curse of Misfortune It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 10 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Fogpride the pair of voratun boots (Misfortune) (14 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 Defense: +14 (+1 eff.) Fatigue: +4% Damage when hit (Melee): 4 blight / 6 darkness Changes stats: +15 Dex / +6 Wil / +6 Cun / +10 Con Changes resistances: +9% fire Changes resistances penetration: +20% blight / +10% physical / +15% darkness Changes damage: +9% blight / +6% fire Physical save: +25 (+3 eff.) Mental save: +18 (+3 eff.) Mindpower: +9 (+1 eff.) Curse of Misfortune It can be used to activate talent Blindside, placing all other charms into a 8 cooldown : Effective talent level: 7.0 Power cost: 8 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 64% (at 0 Hate) to 212% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 197 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. |
Frost Treads (Corpses) (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. Curse of Corpses A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Crystle's Astral Bindings (Shrouds) (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+0 eff.) Spell crit. chance: +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Talent on hit(spell): Dust to Dust (10% chance level 2). Curse of Shrouds Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Dakhtun's Gauntlets (Nightmares) (0 def, 6 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: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Fist of the Destroyer (Nightmares) (8 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. Only the masochistic can unlock its full power. When wielded/worn: Defense: +8 (+1 eff.) Changes stats: +9 Str / +9 Mag / +3 Cun Talent masteries: +0.20 Corruption / Shadowflame +0.20 Corruption / Vim Stun/Freeze immunity: +20% Maximum vim: +25.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Increases all damage by 4% of current vim Current Bonus: 28% Curse of Nightmares It can be used to activate talent Darkfire (costing 4 power out of 12/12) : Effective talent level: 13.0 Power cost: 4 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 1216.78 fire damage and 702.54 darkness damage in a radius of 10. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
Fists of the Desert Scorpion (Shrouds) (8 def, 4 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+1 eff.) Changes stats: +3 Str / +3 Wil / +3 Cun Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+0 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 Mindhook (costing 5 power out of 24/24) : Effective talent level: 11.0 Power cost: 5 out of 24/24. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 7 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Hand of the World-Shaper (Madness) (0 def, 12 armour)Requires: - Heavy armour training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth Spellpower: +10 (+1 eff.) Spell crit. chance: +10% 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 Earthquake (costing 9 power out of 30/30) : Effective talent level: 11.0 Power cost: 9 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 602.33 physical damage in a radius of 6 each turn for 11 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
Sludgegrip (Corpses) (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+0 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses These gloves are coated with a thick, green liquid. |
Storm Bringer's Gauntlets (Shrouds) (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 Changes stats: +6 Mag Changes resistances: +15% lightning Changes damage: +15% lightning Critical mult.: +20.00% Spellpower: +12 (+1 eff.) Spell crit. chance: +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Talent level: +1 to all lightning damage spells. Talent on hit(spell): Lightning (10% chance level 1). Curse of Shrouds This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
voratun gauntlets 'Winterreek' (Nightmares) (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Damage (Melee): 12 arcane / 15 temporal Damage (Ranged): 20 temporal Changes stats: +5 Str / +5 Dex / +7 Mag / +7 Wil / +4 Cun / +8 Con Changes resistances: +13% temporal / +9% arcane / +9% cold Changes resistances penetration: +15% cold Changes damage: +9% arcane / +10% temporal Talent cooldown: Double Strike (-1 turn) Physical save: +14 (+2 eff.) Spellpower: +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. |
Aletta's Diadem (Madness) (0 def, 0 armour)Requires: - Willpower 24 Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +4 Cun / +4 Wil Changes damage: +10% mind Mindpower: +12 (+1 eff.) Mental crit. chance: +5% Curse of Madness It can be used to activate talent Psychic Lobotomy (costing 3 power out of 10/10) : Effective talent level: 9.0 Power cost: 3 out of 10/10. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Inflicts 718.93 mind damage and cripples the target's higher mental functions, reducing cunning by 50 and confusing (46% power) the target for 8 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
Amyran the drakeskin leather cap (Shrouds) (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 (+0 eff.) Armour: +5 Fatigue: +5% Changes stats: +14 Str / +8 Dex / +3 Wil / +8 Cun / +12 Con Changes resistances: +13% fire / +3% darkness / +15% cold Changes damage: +12% blight Critical mult.: +5.00% Disease immunity: +10% Cut immunity: +10% Vim when firing critical spell: +2.64 Spellpower: +10 (+1 eff.) Curse of Shrouds A cap made of leather. |
Crown of Eternal Night (Nightmares) (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. You need to find something to bind its powers. When wielded/worn: Armour: +3 Fatigue: +3% Reduce damage by fixed amount: +10 all Curse of Nightmares This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
Crown of the Elements (Shrouds) (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +10 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 lightning / 10 cold Changes stats: +10 Mag / +10 Wil Changes resistances: +25% acid / +25% fire / +25% cold / +25% lightning Changes damage: +25% acid / +25% fire / +25% cold / +25% lightning Spellpower: +15 (+2 eff.) Mindpower: +15 (+2 eff.) Curse of Shrouds This jeweled crown shimmers with colors. |
Decayed Visage (Madness) (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 gain 10% of a turn (3/turn limit) Damage when hit (Melee): 2 arcane / 10 vim draining blight Changes stats: +5 Mag / +8 Wil / +3 Cun Changes damage: +15% blight / +8% arcane / +12% mind Maximum vim: +25.00 Spell crit. chance: +3% Mindpower: +4 (+0 eff.) Curse of Madness It can be used to activate talent Vimsense (costing 8 power out of 45/45) : Effective talent level: 7.0 Power cost: 8 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 9 turns, in a radius of 10. The evil touch will reduce their blight resistance by 64% and all saves by 109, 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. |
Dragon-helm of Kroltar (Shrouds) (5 def, 9 armour)Requires: - Heavy armour training - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. Kroltar's power resides in his scales. When wielded/worn: Armour: +9 Defense: +5 (+0 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Wil / +5 Con / -4 Lck Changes damage: +10% physical / +10% fire Talent mastery: +0.20 Wild-gift / Fire drake aspect Curse of Shrouds It can be used to activate talent Bellowing Roar (costing 14 power out of 45/45) : Effective talent level: 9.0 Power cost: 14 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You let out a powerful roar that sends your foes in radius 9 into utter confusion (power: 74%) for 3 turns. The sound wave is so strong, your foes also take 1233.04 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
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% fire / +15% cold / +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 (Corpses) (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+1 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+2 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 Curse of Corpses It can be used to activate talent Earth's Eyes (costing 11 power out of 35/35) : Effective talent level: 7.0 Power cost: 11 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 14. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 6. 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. |
Gloomnoon (Nightmares) (0 def, 5 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +12 (+0 eff.) Armour: +5 Fatigue: +5% Changes stats: +12 Str / +5 Mag / +7 Wil / +5 Cun Changes resistances: +14% physical Changes resistances penetration: +25% darkness / +25% lightning Changes damage: +12% darkness Physical save: +15 (+2 eff.) Curse of Nightmares A cap made of leather. |
Jetbreaker (Shrouds) (8 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +9 (+1 eff.) Physical power: +10 (+0 eff.) Armour: +3 Defense: +8 (+1 eff.) Fatigue: +3% Effects on melee hit: * 20% chance to reduce damage dealt by 47% Effects when hit in melee: * 15% chance to gain 10% of a turn (3/turn limit) Changes stats: +9 Str / +11 Dex / +4 Mag / +9 Wil / +9 Cun / +4 Con Changes resistances: +10% physical Changes resistances penetration: +5% acid Changes damage: +12% darkness / +15% temporal Physical save: +11 (+2 eff.) Curse of Shrouds A cap made of leather. |
Malslek the Accursed's Hat (Misfortune) (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +2 (+0 eff.) Damage (Melee): 30 % chance of gloom effects Changes resistances: +20% fire Changes damage: +10% darkness / +10% physical Talent mastery: +0.20 Cursed / Punishments Mental save: -10 (-2 eff.) Hate when firing a critical mind attack: +2.00 Hate per kill: +2.00 Maximum hate: +20.00 Spellpower: +10 (+1 eff.) Mindpower: +15 (+2 eff.) Mental crit. chance: +10% Healing mod.: -10% Talent on hit(spell): Agony (10% chance level 2). Talent on hit(mindpower): Hateful Whisper (10% chance level 2). Curse of Misfortune This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
Omniscience (Corpses) (7 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+1 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+4 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+2 eff.) Mental crit. chance: +9% Infravision radius: +5 Curse of Corpses It can be used to reveal the surrounding area (range 20) Activation costs 9 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
Salomina (Madness) (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +16 Str / +10 Dex / +2 Mag / +1 Cun / +9 Con Changes resistances: +24% darkness Changes damage: +15% mind Physical save: +14 (+2 eff.) Mental save: +24 (+4 eff.) Psi when hit: +0.16 Infravision radius: +8 Curse of Madness It can be used to activate talent Battle Cry, placing all other charms into a 9 cooldown : Effective talent level: 7.0 Power cost: 9 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 9, lowering their Defense by 49 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. |
Steel Helm of Garkul (Shrouds) (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +10 Str / +5 Dex / +5 Mag / +9 Wil / +5 Cun / +10 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+2 eff.) Spell save: +12 (+2 eff.) Mental save: +12 (+2 eff.) Skullcracker multiplicator: +5 Curse of Shrouds A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
The Face of Fear (Misfortune) (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+1 eff.) Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 (+2 eff.) Curse of Misfortune It can be used to activate talent Instill Fear (costing 6 power out of 45/45) : Effective talent level: 7.0 Power cost: 6 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 114.75 mind and 146.78 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 50% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 70. Terrified: Deals 28.90 mind and 36.97 darkness damage per turn and increases cooldowns by 104%. Haunted: Causes the target to suffer 44.33 mind and 56.70 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
Un'fezan's Cap (Nightmares) (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Needs something equally stylish and cool to go with it. When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +8 Cun / +4 Wil Changes resistances: +10% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Spellpower: +8 (+1 eff.) Mindpower: +8 (+1 eff.) Reduces paradox anomalies(equivalent to willpower): +5 Curse of Nightmares It can be used to activate talent Wormhole (costing 5 power out of 15/15) : Effective talent level: 5.0 Power cost: 5 out of 15/15. Range: 10 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 2 accuracy). The wormholes will last 10 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
Yaldan Baoth (Corpses) (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 Corpses 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 12 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. |
Chromatic Harness (Nightmares) (10 def, 14 armour)Requires: - Heavy armour training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+1 eff.) Fatigue: +16% Changes stats: +11 Str / +5 Dex / +5 Mag / +11 Wil / +9 Cun / +5 Con / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% cold / +20% fire / +20% acid Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Fire Breath (-3 turns) Corrosive Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% Curse of Nightmares This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Scale Mail of Kroltar (Madness) (10 def, 18 armour)Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+1 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 Curse of Madness It can be used to activate talent Devouring Flame (costing 15 power out of 80/80) : Effective talent level: 9.0 Power cost: 15 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Spit a cloud of flames, doing 450.82 fire damage in a radius of 6 each turn for 11 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
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 (+2 eff.) Damage when hit (Melee): 15 darkness / 15 cold Changes stats: +5 Dex / +5 Mag / +5 Cun Changes resistances: +30% temporal / +30% darkness / +30% cold Changes damage: +20% darkness / +20% cold Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Dreadmaster +0.10 Cunning / Stealth Critical mult.: +20.00% Stealth bonus: +10 Spellpower: +10 (+1 eff.) Curse of Nightmares It can be used to turn yourself invisible (power 113, based on Cunning and Magic) for 10 turns Activation costs 15 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
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 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 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: 48 Curse of Nightmares It can be used to activate talent Blood Grasp (costing 4 power out of 12/12) : Effective talent level: 13.0 Power cost: 4 out of 12/12. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 1442.45 blight damage and healing you for 20% the damage dealt. 50% of the damage dealt will be gained as maximum life for 7 turns (before the healing). The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. |
Molten Skin (Nightmares) (15 def, 12 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +12 Defense: +15 (+2 eff.) Damage (Melee): 15 light / 30 fire Damage (Ranged): 15 light / 30 fire Damage when hit (Melee): 30 fire Changes stats: +6 Cun / +6 Mag Changes resistances: +20% fire / +12% light / -5% cold Changes resistances penetration: +10% light / +15% fire Changes damage: +20% fire / +5% light / +10% all Talent masteries: +0.10 Celestial / Sun +0.10 Spell / Wildfire +0.10 Celestial / Sunlight +0.10 Spell / Fire Critical mult.: +20.00% Spellpower: +15 (+2 eff.) Spell crit. chance: +10% Curse of Nightmares It can be used to activate talent Blastwave (costing 4 power out of 16/16) : Effective talent level: 11.0 Power cost: 4 out of 16/16. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 9, knocking back anything caught inside and setting them ablaze, doing 1821.48 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
Rogue Plight (Shrouds) (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 Shrouds No rogue blades shall incapacitate the wearer of this 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 (+0 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 1899.11 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 8 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. |
Cuirass of the Thronesmen (Madness) (20 def, 32 armour)Requires: - Massive armour training - Strength 44 Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +32 Armour Hardiness: +10% Defense: +20 (+2 eff.) Fatigue: +15% Changes stats: +6 Con Changes resistances: +25% darkness / +25% fire Physical save: +40 (+5 eff.) Stun/Freeze immunity: +40% Knockback immunity: +40% Healing mod.: -30% Curse of Madness This heavy dwarven-steel armour was created in the deepest forges of the Iron Throne. While it grants incomparable protection, it demands that you rely only on your own strength. |
Plate Armor of the King (Misfortune) (15 def, 30 armour)Requires: - Massive armour training - Strength 48 Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +30 Defense: +15 (+2 eff.) Fatigue: +26% Changes stats: +9 Wil Changes resistances: +25% acid / +25% darkness / +25% blight / +25% fire / +10% arcane Physical save: +15 (+2 eff.) Spell save: +25 (+4 eff.) Mental save: +25 (+4 eff.) Stun/Freeze immunity: +30% Knockback immunity: +30% Maximum stamina: +60.00 Light radius: +1 Curse of Misfortune Beautifully detailed with images of King Toknor's defence of Last Hope. Despair fills the hearts of even the blackest villains at the sight of it. |
Plate of the Blackened Mind (Nightmares) (15 def, 40 armour)Requires: - Massive armour training - Strength 48 Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +40 Defense: +15 (+2 eff.) Fatigue: +17% Effects when hit in melee: * 20% chance to cause random gloom Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +15% light / +20% blight / +25% mind / +20% darkness Talent mastery: +0.20 Cursed / Gloom Physical save: +15 (+2 eff.) Mental save: +25 (+4 eff.) Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 (+1 eff.) Light radius: -2 Infravision radius: +4 Curse of Nightmares It can be used to activate talent Dominate (costing 5 power out of 25/25) : Effective talent level: 7.0 Power cost: 5 out of 25/25. Range: 2 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 6 turns and vulnerable to attacks. They will lose 65 Armour, 93 Defense and your attacks will gain 70% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
Thalore-Wood Cuirass (Madness) (4 def, 12 armour)Requires: - Massive armour training - Strength 26 Infused by nature Crafted by a master 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +12 Defense: +4 (+0 eff.) Fatigue: +14% Changes stats: +3 Dex / +3 Wil / +3 Con Changes resistances: +18% cold / +18% darkness / +18% nature Healing mod.: +25% Curse of Madness Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
Bindings of Eternal Night (Shrouds) (12 def, 12 armour)Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 4 It is part of a set of items. A complementing item would be your crowning glory. When wielded/worn: Armour: +12 Defense: +12 (+1 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +15% cold / +15% arcane / +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Curse of Shrouds 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. |
47 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3699 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. |
47 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Wyrm BileInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / blood It can be used to drink the vile fluid. A vial of thick, lumpy fluid. Who knows what this will do to you if you drink it? |
41 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
45 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
33 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
43 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
33 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Mayyth the voratun pickaxe (Nightmares) (dig speed 17 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +12 Damage when hit (Melee): 11 acid Changes stats: +7 Str / +3 Con Changes resistances: +15% blight / +12% mind / +5% arcane / +15% acid Pinning immunity: +21% Only die when reaching: -40.00 life When carried: Talent granted: +1 Dig Activating this item is instant. Curse of Nightmares It can be used to activate talent Perfect Strike, placing all other charms into a 8 cooldown : Effective talent level: 11.0 Power cost: 8 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +169 accuracy and allowing you to attack creatures you cannot see without penalty for the next 7 turns. Allows you to dig a wall, remove a tree, create ways. |
Pick of Dwarven Emperors (Nightmares) (dig speed 12 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Con Changes resistances penetration: +10% physical Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig Curse of Nightmares It can be used to activate talent Earthquake (costing 9 power out of 30/30) : Effective talent level: 11.0 Power cost: 9 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 602.33 physical damage in a radius of 6 each turn for 11 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. |
bloodhexed voratun pickaxe (Shrouds) (dig speed 17 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Changes stats: +13 Str / +10 Wil Mental crit. chance: +13% When carried: Talent granted: +1 Dig Curse of Shrouds Allows you to dig a wall, remove a tree, create ways. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
2025 Little GemsPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: gem / gift ; tier 3 When carried: Light radius: +2 It can be used to explode a sphere Activation costs 1 power out of 2025/2025. A set of 2025 tiny explosive spheres. |
41 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
48 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
30 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
37 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+1 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+1 eff.) Changes resistances penetration: +10% all When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of 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 30 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Eldritch Pearl (Corpses)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+0 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+1 eff.) Light radius: +6 Curse of Corpses It can be used to activate talent Tidal Wave (costing 24 power out of 150/150) : Effective talent level: 11.0 Power cost: 24 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 9, doing 255.62 cold damage and 352.11 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 15 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Summertide Phial (Nightmares)Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. Curse of Nightmares It can be used to call light, dispelling darkness and lighting tiles in radius 20.(251 power, based on Willpower) Activation costs 3 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Wintertide Phial (Madness)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +2 Infravision radius: +7 Curse of Madness It can be used to cleanse your mind of up to 7 (based on Magic) detrimental mental effects Activation costs 12 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
dwarven lantern 'Blazeresolve' (Shrouds)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 4 lightning Changes resistances: +3% blight / +12% lightning / +5% arcane / +12% acid Physical save: +12 (+2 eff.) Blindness immunity: +31% Confusion immunity: +22% Light radius: +14 See stealth: +18 See invisible: +20 Healing mod.: +25% Curse of Shrouds It can be used to activate talent Track, placing all other charms into a 12 cooldown : Effective talent level: 7.0 Power cost: 12 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 63 for 9 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Eternity's Counter (Misfortune)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: +15% temporal Changes damage: +15% temporal Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. Curse of Misfortune It can be used to flip the hourglass (sands currently flowing towards stability) Activation costs 6 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
Eye of the Dreaming One (Nightmares)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Mindpower: +5 (+0 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. Curse of Nightmares It can be used to activate talent Sleep (costing 6 power out of 25/25) : Effective talent level: 9.0 Power cost: 6 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 5 turns, rendering them unable to act. Every 50 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 (Corpses)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 (+1 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) See stealth: +12 See invisible: +12 Curse of Corpses It can be used to activate talent Track (costing 6 power out of 35/35) : Effective talent level: 7.0 Power cost: 6 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 63 for 9 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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)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)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)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 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 OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
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 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. |
75 alchemist bloodstone (Madness)0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Curse of Madness Gems can be sold for money or used in arcane rituals. |
50 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
51 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
41 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
52 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 3532.21 fire damage (based on Magic) Activation costs 15 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 (3/3)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 9 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 3577.97 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 8 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Skull of the Rat Lich (Misfortune)Powered by arcane forces 1.00 Encumbrance. [Unique] Type: tool / skull ; tier 3 When wielded/worn: Damage when hit (Melee): 12 darkness Spellpower: +10 (+1 eff.) Spell crit. chance: +4% Curse of Misfortune It can be used to raise one or two undead rats to fight beside you Activation costs 21 power out of 70/70. This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
Gunebers (Nightmares) [power 460] (5 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Changes stats: +3 Cun Changes resistances: +6% blight / +6% nature / +18% lightning Changes damage: +24% mind Reduces incoming crit damage: 10.00% Spell save: +9 (+1 eff.) Blindness immunity: +23% Confusion immunity: +20% Hate when firing a critical mind attack: +3.00 Curse of Nightmares It can be used to project a gust of wind in a cone knocking all creatures back 14 spaces and dealing 1283 physical damage Activation puts all charms on cooldown for 5 turns. Torques are made by powerful psionics to store psionic powers. |
Telekinetic Core (Misfortune)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+0 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+2 eff.) Mindpower: +3 (+0 eff.) Curse of Misfortune It can be used to activate talent Psionic Pull (costing 6 power out of 35/35) : Effective talent level: 4.5 Power cost: 6 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 490 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
cleansing dwarven-steel torque of gale force (Corpses) [power 275] (5 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 Curse of Corpses It can be used to project a gust of wind in a cone knocking all creatures back 10 spaces and dealing 767 physical damage Activation puts all charms on cooldown for 5 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Tree of Life (Shrouds)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+1 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. Curse of Shrouds It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns Activation costs 3 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
dragonbone totem of healing 'Radheldir' (Corpses) [power 560] (5 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Defense: +30 (+3 eff.) Changes resistances: +15% temporal / +6% mind / +3% light Reduces incoming crit damage: 10.00% Pinning immunity: +20% Life regen: +4.00 Only die when reaching: -80.00 life Curse of Corpses It can be used to heal yourself and all friendly characters within 10 spaces for 560 Activation puts all charms on cooldown for 5 turns. Natural totems are made by powerful wilders to store nature power. |
focusing dragonbone totem of summon tentacle (Shrouds) [power 410] (8 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 Curse of Shrouds It can be used to summon a resilient tentacle up to 5 spaces away for 8 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1220 Base Damage: 469 Armor: 30 All Resist: 24 Activation puts all charms on cooldown for 8 turns. When used: * Reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
35 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
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 9 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. |
38 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
64 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+1 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+1 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+2 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
49 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
47 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
39 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
39 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
26 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
38 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Exploration mode)
Found the mysterious staff and told Last Hope about it.By oAdveturer the Ogre Adventurer level 33
37th Regrowth 123rd year of Ascendancy at 04:41 see stats
A different point of view (Exploration mode)
Learned the five chapters of Orc history through loremaster Hadak's tales.By oAdveturer the Ogre Adventurer level 43
63rd Regrowth 123rd year of Ascendancy at 10:06 see stats
Against all odds (Exploration mode)
Killed Ukruk in the ambush.By oAdveturer the Ogre Adventurer level 31
27th Regrowth 123rd year of Ascendancy at 07:24 see stats
Anti-Antimagic! (Exploration mode)
Destroyed the Ziguranth camp with your Rhaloren allies.By oAdveturer the Ogre Adventurer level 31
29th Regrowth 123rd year of Ascendancy at 02:28 see stats
Arachnophobia (Exploration mode)
Destroyed the spydric menace.By oAdveturer the Ogre Adventurer level 36
47th Regrowth 123rd year of Ascendancy at 14:42 see stats
Are you out of your mind?! (Exploration mode)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By oAdveturer the Ogre Adventurer level 38
61st Regrowth 123rd year of Ascendancy at 06:11 see stats
Back and there again (Exploration mode)
Opened a portal to the Far East from Maj'Eyal.By oAdveturer the Ogre Adventurer level 53
64th Pyre 123rd year of Ascendancy at 18:38 see stats
Brave new world (Exploration mode)
Went to the Far East and took part in the war.By oAdveturer the Ogre Adventurer level 35
44th Regrowth 123rd year of Ascendancy at 21:58 see stats
Bringer of Doom (Exploration mode)
Killed a Bringer of Doom.By oAdveturer the Ogre Adventurer level 55
63rd Dusk 123rd year of Ascendancy at 23:13 see stats
Can you bear it? So much bearness! (Exploration mode)
Killed Borius in the Bearscape.By oAdveturer the Ogre Adventurer level 55
56th Dusk 123rd year of Ascendancy at 14:18 see stats
Curse Lifter (Exploration mode)
Killed Ben Cruthdar the Cursed.By oAdveturer the Ogre Adventurer level 11
2nd Dusk 122nd year of Ascendancy at 09:33 see stats
Demonic Invasion (Exploration mode)
Stopped a demonic invasion by closing their portal.By oAdveturer the Ogre Adventurer level 41
61st Regrowth 123rd year of Ascendancy at 16:47 see stats
Destroyer of the creation (Exploration mode)
Killed Slasul.By oAdveturer the Ogre Adventurer level 37
57th Regrowth 123rd year of Ascendancy at 05:27 see stats
Destroyer's bane (Exploration mode)
Killed Golbug the Destroyer.By oAdveturer the Ogre Adventurer level 34
41st Regrowth 123rd year of Ascendancy at 17:17 see stats
Don't Poosh it! (Exploration mode)
Killed Kelad in the lost land of Poosh.By oAdveturer the Ogre Adventurer level 55
48th Dusk 123rd year of Ascendancy at 00:04 see stats
Dragon's Greed (Exploration mode)
Amassed 8000 gold pieces.By oAdveturer the Ogre Adventurer level 35
45th Regrowth 123rd year of Ascendancy at 19:03 see stats
Earth Master (Exploration mode)
Killed Harkor'Zun.By oAdveturer the Ogre Adventurer level 62
6th Regrowth 124th year of Ascendancy at 03:55 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By oAdveturer the Ogre Adventurer level 18
75th Haze 122nd year of Ascendancy at 10:46 see stats
Fear me not! (Exploration mode)
Survived the Fearscape!By oAdveturer the Ogre Adventurer level 79
50th Regrowth 124th year of Ascendancy at 02:33 see stats
Fear of Fours (Exploration mode)
Killed all four bosses of the Slime Tunnels.By oAdveturer the Ogre Adventurer level 55
3rd Flare 123rd year of Ascendancy at 01:24 see stats
Flooder (Exploration mode)
Defeated Ukllmswwik while doing his own quest.By oAdveturer the Ogre Adventurer level 37
57th Regrowth 123rd year of Ascendancy at 08:27 see stats
Gem of the Moon (Exploration mode)
Completed the Master Jeweler quest with Limmir.By oAdveturer the Ogre Adventurer level 51
27th Pyre 123rd year of Ascendancy at 08:58 see stats
Guiding Hand (Exploration mode)
Saved all escorted adventurers.By oAdveturer the Ogre Adventurer level 60
2nd Allure 124th year of Ascendancy at 14:29 see stats
I cleared the room of death and all I got was this lousy achievement! (Exploration mode)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By oAdveturer the Ogre Adventurer level 40
61st Regrowth 123rd year of Ascendancy at 06:21 see stats
Infinite x10 (Exploration mode)
Got to level 10 of the infinite dungeon.By oAdveturer the Ogre Adventurer level 55
65th Dusk 123rd year of Ascendancy at 18:25 see stats
Infinite x100 (Exploration mode)
Got to level 100 of the infinite dungeon.By oAdveturer the Ogre Adventurer level 99
16th Pyre 124th year of Ascendancy at 16:43 see stats
Infinite x20 (Exploration mode)
Got to level 20 of the infinite dungeon.By oAdveturer the Ogre Adventurer level 56
7th Haze 123rd year of Ascendancy at 08:44 see stats
Infinite x30 (Exploration mode)
Got to level 30 of the infinite dungeon.By oAdveturer the Ogre Adventurer level 56
28th Haze 123rd year of Ascendancy at 19:12 see stats
Infinite x40 (Exploration mode)
Got to level 40 of the infinite dungeon.By oAdveturer the Ogre Adventurer level 58
1st Wintertide 124th year of Ascendancy at 03:11 see stats
Infinite x50 (Exploration mode)
Got to level 50 of the infinite dungeon.By oAdveturer the Ogre Adventurer level 64
11st Regrowth 124th year of Ascendancy at 16:26 see stats
Infinite x60 (Exploration mode)
Got to level 60 of the infinite dungeon.By oAdveturer the Ogre Adventurer level 69
28th Regrowth 124th year of Ascendancy at 14:59 see stats
Infinite x70 (Exploration mode)
Got to level 70 of the infinite dungeon.By oAdveturer the Ogre Adventurer level 78
47th Regrowth 124th year of Ascendancy at 10:02 see stats
Infinite x80 (Exploration mode)
Got to level 80 of the infinite dungeon.By oAdveturer the Ogre Adventurer level 84
64th Regrowth 124th year of Ascendancy at 08:10 see stats
Infinite x90 (Exploration mode)
Got to level 90 of the infinite dungeon.By oAdveturer the Ogre Adventurer level 93
1st Time of Balance 124th year of Ascendancy at 10:36 see stats
Invasion from the Depths (Exploration mode)
Stopped a naga invasion by closing their portal.By oAdveturer the Ogre Adventurer level 56
5th Haze 123rd year of Ascendancy at 04:08 see stats
Level 10 (Exploration mode)
Got a character to level 10.By oAdveturer the Ogre Adventurer level 10
3rd Summertide 122nd year of Ascendancy at 02:01 see stats
Level 20 (Exploration mode)
Got a character to level 20.By oAdveturer the Ogre Adventurer level 20
1st Allure 123rd year of Ascendancy at 06:28 see stats
Level 30 (Exploration mode)
Got a character to level 30.By oAdveturer the Ogre Adventurer level 30
25th Regrowth 123rd year of Ascendancy at 10:30 see stats
Level 40 (Exploration mode)
Got a character to level 40.By oAdveturer the Ogre Adventurer level 40
61st Regrowth 123rd year of Ascendancy at 06:13 see stats
Level 50 (Exploration mode)
Got a character to level 50.By oAdveturer the Ogre Adventurer level 50
23rd Pyre 123rd year of Ascendancy at 11:01 see stats
Orcrist (Exploration mode)
Killed the leaders of the Orc Pride.By oAdveturer the Ogre Adventurer level 54
1st Flare 123rd year of Ascendancy at 21:18 see stats
Overpowered! (Exploration mode)
Did over 6000 damage in one attack.By oAdveturer the Ogre Adventurer level 27
21st Regrowth 123rd year of Ascendancy at 22:27 see stats
Pest Control (Exploration mode)
Killed 1000 reproducing vermin.By oAdveturer the Ogre Adventurer level 61
10th Allure 124th year of Ascendancy at 18:40 see stats
Poisonous (Exploration mode)
Sided with the assassin lord.By oAdveturer the Ogre Adventurer level 18
59th Haze 122nd year of Ascendancy at 05:59 see stats
Race through fire (Exploration mode)
Raced through the fires of the Charred Scar to stop the Sorcerers.By oAdveturer the Ogre Adventurer level 44
1st Time of Balance 123rd year of Ascendancy at 03:40 see stats
Savior of the damsels in distress (Exploration mode)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By oAdveturer the Ogre Adventurer level 26
16th Regrowth 123rd year of Ascendancy at 17:48 see stats
Size is everything (Exploration mode)
Did over 1500 damage in one attack.By oAdveturer the Ogre Adventurer level 15
44th Dusk 122nd year of Ascendancy at 21:17 see stats
Size matters (Exploration mode)
Did over 600 damage in one attack.By oAdveturer the Ogre Adventurer level 8
9th Mirth 122nd year of Ascendancy at 14:20 see stats
Sliders (Exploration mode)
Activated a portal using the Orb of Many Ways.By oAdveturer the Ogre Adventurer level 34
41st Regrowth 123rd year of Ascendancy at 18:10 see stats
The Arena (Exploration mode)
Unlocked Arena mode.By oAdveturer the Ogre Adventurer level 7
7th Mirth 122nd year of Ascendancy at 12:36 see stats
The Legend of Garkul (Exploration mode)
Learned the five chapters of the Legend of Garkul.By oAdveturer the Ogre Adventurer level 54
1st Flare 123rd year of Ascendancy at 20:12 see stats
The Rat Lich (Exploration mode)
Killed the terrible Rat Lich.By oAdveturer the Ogre Adventurer level 56
6th Haze 123rd year of Ascendancy at 19:44 see stats
The Restless Dead (Exploration mode)
Disturbed an old battlefield and survived the consequences.By oAdveturer the Ogre Adventurer level 58
6th Decay 123rd year of Ascendancy at 21:12 see stats
The Right thing to do (Exploration mode)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By oAdveturer the Ogre Adventurer level 18
76th Haze 122nd year of Ascendancy at 18:00 see stats
The bigger the better! (Exploration mode)
Did over 3000 damage in one attack.By oAdveturer the Ogre Adventurer level 23
12nd Regrowth 123rd year of Ascendancy at 17:20 see stats
The sky is falling! (Exploration mode)
Saw a huge meteor falling from the sky.By oAdveturer the Ogre Adventurer level 22
1st Regrowth 123rd year of Ascendancy at 18:30 see stats
There and back again (Exploration mode)
Opened a portal to Maj'Eyal from the Far East.By oAdveturer the Ogre Adventurer level 51
32nd Pyre 123rd year of Ascendancy at 20:22 see stats
Treacherous Bastard (Exploration mode)
Killed Slasul even though you sided with him to learn the Legacy of the Naloren prodigy.By oAdveturer the Ogre Adventurer level 37
57th Regrowth 123rd year of Ascendancy at 05:27 see stats
Treasure Hoarder (Exploration mode)
Amassed 3000 gold pieces.By oAdveturer the Ogre Adventurer level 24
13rd Regrowth 123rd year of Ascendancy at 21:20 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By oAdveturer the Ogre Adventurer level 16
3rd Haze 122nd year of Ascendancy at 10:09 see stats
Vampire crusher (Exploration mode)
Destroyed the Master in its lair of the Dreadfell.By oAdveturer the Ogre Adventurer level 30
26th Regrowth 123rd year of Ascendancy at 10:23 see stats
Log
Elemental Surge killed Snow giant boulder thrower!
OAdveturer rushes out!
oAdveturer performs a melee critical strike against Ink squid!
You collect a new ingredient: vial of squid ink (1).
OAdveturer's blood frenzy intensifies!
oAdveturer performs a melee critical strike against Ink squid!
OAdveturer's blood frenzy intensifies!
oAdveturer hits Ink squid for 7930 blight damage.
OAdveturer uses Feed.
OAdveturer activates Dirge of Famine.
OAdveturer deactivates Dirge of Conquest.
Bloated horror's morale has been lowered.
OAdveturer is empowered by the suffering of others!
oAdveturer killed Ink squid!
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the west (bloated horror)).
OAdveturer rushes out!
OAdveturer's spell attains critical power!
Bloated horror burns with light!
oAdveturer performs a melee critical strike against Bloated horror!
You collect a new ingredient: bloated horror heart (1).
OAdveturer's spell attains critical power!
oAdveturer performs a melee critical strike against Bloated horror!
Blood Splash hits oAdveturer for 840 healing, 840 healing (0 total damage) [1679 healing].
oAdveturer hits Bloated horror for 7864 blight damage.
oAdveturer receives 2656 healing.
oAdveturer killed Bloated horror!
The furious lightning storm around oAdveturer calms down and disappears.
OAdveturer no longer revels in blood quite so much.

















































































































































































































































































































































































































































































