












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Krog |
| Class | Cursed |
| Level / Exp | 41 / 12% |
| Size | huge |
| Lifes / Deaths | no deaths recorded / 0 |
| Antimagic | Follower |
Primary Stats
| Strength | 133.17022496364 (base 60) |
| Dexterity | 37.340449927278 (base 20) |
| Constitution | 29 (base 10) |
| Magic | 19.170224963639 (base 10) |
| Willpower | 104.34044992728 (base 60) |
| Cunning | 45 (base 35) |
Resources
| Life | 1336/1336 |
| Hate | 26/100 |
| Equilibrium | 30 |
| Healing Factor | 0.7857201540231 |
| Regeneration | 3.3393106545982 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 7 |
| See Stealth | 8 |
| See Invisible | 20.340449927278 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 170 |
| Accuracy | 61 |
| Crit Chance | 16% |
| APR | 15 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 67 |
| Accuracy | 61 |
| Crit Chance | 12% |
| APR | 14 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 16 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 68 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +21% |
| All | 0% |
| Physical | +7% |
| Mind | +9% |
| Nature | +14% |
Offense: Damage Penetration
| Blight | +5% |
| Physical | +11% |
| Nature | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 33.08934837382 (81.151787968034%) |
| Defense | 23 |
| Ranged Defense | 23 |
| Fatigue | 0 |
| Physical Save | 45 |
| Spell Save | 34 |
| Mental Save | 44 |
Defense: Resistances
| Acid | + 28%( 70%) |
| Blight | + 18%( 70%) |
| Arcane | + 22%( 70%) |
| Cold | + 24%( 70%) |
| All | + 18%( 70%) |
| Physical | + 59%( 73%) |
| Lightning | + 70%( 70%) |
| Light | + 30%( 70%) |
| Temporal | + 25%( 70%) |
| Mind | + 12%( 70%) |
| Darkness | + 21%( 73%) |
| Fire | + 42%( 70%) |
| Nature | + 26%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 80% |
| Fear Resistance | 40% |
| Teleport Resistance | 19% |
| Blind Resistance | 23% |
| Disarm Resistance | 71% |
| Bleed Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 67% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 650 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 16% for 3 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 909% 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: 1.0 Infusion: WildUse 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 and mental effect and reduce all damage taken by 41% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 320 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cursed / Predator | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Cursed / Rampage | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 3/5 |
| 4/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 4/5 |
| 2/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
| talent | Repel |
| talent | Savage Hunter |
| talent | Gloom |
| talent | Stalk |
| talent | Antimagic Shield |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 2.2)Penalty : Fractured Sanity: -6% Mind Resistance, -8% Confusion Immunity Power 1+: Unleashed: +6% critical damage, +8% off-hand weapon damage Power 2+: -2 Luck, +3 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 50% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 15.0% of your life, the remaining cooldown of all your talents is reduced by 1. |
| beneficial effect | Hunting: Marked Prey- Betherekira the forest troll - Aryvena the multi-hued drake hatchling - Arowe the stone troll - Porolaith the multi-hued drake hatchling 17% Received damage reduction against: - Troll - Multihued |
| beneficial effect | Improves senses, allowing the detection of unseen things. Sensing |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 1.2)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 6%) for 4 turns. Power 1+: Nightwalker: +4 Darkness Resistance, +3% Max Darkness Resistance, +4 See Invisible Power 2+: -1 Luck, +3 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% 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 15% for 3 turns. |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 2.2)Penalty : Fear of Death: -4% resistance against damage from the undead. Power 1+: Power over Death: +6% damage against the undead. Power 2+: -2 Luck, +2 Strength, +2 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 24 turns, retch (level 1) when you fall below 40% health Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 4.2): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 19% when tested. Power 1+: Removed from Reality: +5 Physical Resistance, +3 Maximum Physical Resistance Power 2+: -3 Luck, +7 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 53 mind and 49 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (summon Terrors and chances to slow, deal 85 Mind damage, and deal 78 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 1.2)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 (+24% chance to avoid traps). Power 2+: -1 Luck, +3 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+8% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 37% if the increase would be enough to kill your opponent. |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | 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 |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Willpower by +5. | done |
You failed to protect the lost defiler from death by Zubobrera the rattlesnake. Escort: lost defiler (level 1 of Old Forest) | failed |
You failed to protect the lost defiler from death by Adida the forest troll. Escort: lost defiler (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost defiler from death by Cyrikira the vampire. Escort: lost defiler (level 5 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by Xerolle the forest troll. Escort: lost sun paladin (level 3 of Trollmire) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | done |
You failed to protect the lost warrior from death by Bethiyarille the vampire lord. Escort: lost warrior (level 8 of Dreadfell) | failed |
You failed to protect the temporal explorer from death by Lisuvea the snow giant chieftain. Escort: temporal explorer (level 1 of Daikara) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 953. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed naga tongue. * You've found the needed chunk of ghoul flesh. Marus of Elvala has completed an elixir of mysticism without your aid. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed hummerhorn wing. * You've found the needed vampire lord fang. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed vial of greater demon bile. * You've found the needed bear paw. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
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 within2 lumberjacks have died. | 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
| On feet | Urthisadil the pair of iron boots (Madness) (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +6% lightning / +6% temporal / +3% nature / +1% physical Reduces incoming crit damage: 5.00% Disarm immunity: +10% Teleport immunity: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | watchleader's alchemist's lamp of the zealotInfused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +3% all Spell save: +7 (+4 eff.) Blindness immunity: +23% Confusion immunity: +10% Light radius: +8 See stealth: +8 See invisible: +7 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 22 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Shockblur the dwarven-steel helm (Madness) (0 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +4 Fatigue: +4% Changes stats: +4 Str / +5 Wil Changes resistances: +12% lightning / +8% physical Changes damage: +6% lightning / +9% mind Physical save: +7 (+2 eff.) Equilibrium when hit: +0.08 Psi when hit: +0.16 Hate when firing a critical mind attack: +3.00 Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | dwarven-steel gauntlets 'Lightwinnow' (Corpses) (0 def, 2 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 10 nature Damage when hit (Melee): 8 light Changes resistances: +3% temporal / +7% nature / +6% light Changes damage: +8% nature Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Strikegrinder the ash totem of healing [power 218] (39/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +3 Str / +5 Mag / +3 Wil Changes resistances: +18% lightning Reduces incoming crit damage: 15.00% Infravision radius: +3 It can be used to heal yourself and all friendly characters within 10 spaces for 218 Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 36% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Eremyravon the steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances penetration: +5% blight Critical mult.: +20.00% Mental save: +8 (+3 eff.) Confusion immunity: +28% Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +25 (+5 eff.) Spell crit. chance: +2% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
| On fingers | EremaromikorCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +24 (+6 eff.) Changes stats: +4 Str / +7 Dex / +6 Wil Changes resistances: +3% physical Maximum stamina: +30.00 Mindpower: +20 (+5 eff.) Rings make your fingers look great! |
| Around neck | IsuttaInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes resistances: +17% lightning Cut immunity: +20% Stun/Freeze immunity: +26% Maximum psi: +30.00 Mindpower: +20 (+5 eff.) Mental crit. chance: +2% Amulets make your neck look great! |
| In main hand | Tempestglory (Nightmares) (51-71 power, 5 apr) =11 con=Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Base power: 51.0 - 71.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% Damage (radius 1) on hit: +4 lightning When wielded/worn: Changes stats: +11 Con / +13 Wil Changes resistances: +9% light / +5% arcane Maximum life: +64.00 Curse of Nightmares One-handed war axes. |
| Around waist | Coalpierce the hardened leather belt (Misfortune) =4 mag=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 31% Changes stats: +8 Dex / +4 Mag / +5 Cun / +7 Lck Trap disarming bonus: +13 Stealth bonus: +9 Physical save: +12 (+4 eff.) Stun/Freeze immunity: +10% Life regen: +4.00 Infravision radius: +4 Curse of Misfortune A belt that goes around your waist. |
| In off hand | Daimolar (Shrouds) (15-21 power, 4 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Base power: 15.5 - 21.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +16 (+4 eff.) Armour penetration: +3 Physical power: +5 (+1 eff.) Defense: +7 (+3 eff.) Changes stats: +2 Str / +2 Con Changes resistances penetration: +11% physical Changes damage: +7% physical Disarm immunity: +33% Stamina each turn: +1.00 Curse of Shrouds Sharp, long, and deadly. |
| Cloak | Samigund the cashmere cloak (Nightmares) (2 def, 0 armour) =4 con life=Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +20 (+5 eff.) Defense: +2 (+1 eff.) Fatigue: -4% Changes stats: +1 Cun / +4 Con Changes resistances: +4% physical Maximum life: +68.00 Maximum stamina: +20.00 See invisible: +9 Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Zubimivea the Nimbusslice (Corpses) (0 def, 13 armour)Requires: - Massive armour training - Strength 48 Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Fatigue: +22% Changes resistances: +13% acid / +9% physical / +8% cold / +20% lightning / +30% fire Changes resistances penetration: +10% nature Changes damage: +15% lightning / +6% nature Talent cooldown: Rush (-5 turns) Disarm immunity: +28% Stun/Freeze immunity: +28% Knockback immunity: +27% Maximum life: +36.00 Curse of Corpses A suit of armour made of metal plates. |
Inventory
Primal Infusion (affinity 20%; reduction 4; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 20% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the psychic (heal 305; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 305 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion (die at -470; dur 9; cd 35)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 35 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 9 turns. While Heroism is active, you will only die when reaching -470 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 470 life, 9 duration) If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the psychic (die at -800; dur 6; cd 33)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 33 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -800 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 800 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the titan (die at -337; dur 6; cd 34)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 34 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -337 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 337 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 576%; cd 8)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 576% 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. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 604%; cd 8)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 604% 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. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 807%; 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 increase movement speed by 807% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 568%; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 568% 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 Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 475; 14 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 475 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 424; 16 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 424 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 19%; mental, physical; 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 mental and physical effect and reduce all damage taken by 19% for 2 turns. Also removes cross-tier effects of the affected types for free. 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 (res 18%; magical, mental; dur 4; 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 cure yourself of one random magical and mental effect and reduce all damage taken by 18% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 26%; mental, physical; dur 3; cd 16)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 26% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 25%; magical; dur 4; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 25% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of the Rift (567.36 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 567.36 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. |
Anatodor the InfernolaceInfused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +6% darkness / +19% blight / +6% fire / +21% nature / +5% arcane Changes resistances penetration: +10% mind Poison immunity: +35% Disease immunity: +38% Maximum hate: +10.00 Maximum psi: +50.00 Mindpower: +20 (+5 eff.) Amulets make your neck look great! |
Daneth's NeckguardCrafted 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 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. |
Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+5 eff.) Spell save: +15 (+7 eff.) Mental save: -7 (-2 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+7 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Nimbusravager the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +6 Effects on melee hit: * 20% chance to reduce armor by 19% Changes resistances: +25% mind / +12% lightning Changes damage: +18% acid Disease immunity: +20% Disarm immunity: +20% Confusion immunity: +48% Amulets make your neck look great! |
Scorpionvortex the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 67% Damage when hit (Melee): 10 light Changes stats: +3 Dex / +8 Mag Changes resistances: +9% light Cut immunity: +70% Healing mod.: +22% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 347 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
The Far-HandPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 36 power out of 36/36) : Effective talent level: 4.0 Power cost: 36 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (116). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Turedig the HellsmasherInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +6 Wil Changes resistances: +12% fire / +20% light / +22% darkness Mental save: +9 (+3 eff.) Blindness immunity: +38% Equilibrium when hit: +0.24 Mindpower: +30 (+8 eff.) Mental crit. chance: +5% Amulets make your neck look great! |
Xukira the WintertyphoonInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Damage when hit (Melee): 4 cold Changes stats: +4 Str / +5 Dex Changes resistances: +15% blight / +12% physical Stamina each turn: +0.80 Amulets make your neck look great! |
clarifying steel amulet of healing =main heal=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% mind Cut immunity: +40% Confusion immunity: +26% Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 409 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
starlit copper amulet of constitution (+3) =3 con=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +11% light / +11% darkness Blindness immunity: +21% Amulets make your neck look great! |
starlit gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +16% light / +14% darkness Blindness immunity: +28% Amulets make your neck look great! |
starlit gold amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +14% light / +18% darkness Blindness immunity: +49% Infravision radius: +4 Sight radius: +2 See invisible: +8 Amulets make your neck look great! |
Aeruth the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +12 Changes stats: +8 Cun Changes resistances: +8% nature / +7% blight Changes resistances penetration: +10% arcane / +5% physical Physical save: +6 (+2 eff.) Poison immunity: +15% Disease immunity: +14% Maximum hate: +4.00 Rings make your fingers look great! |
Crackledredge the stralite ring =t4=Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Damage (Melee): 10 light Damage (Ranged): 21 light Damage when hit (Melee): 6 lightning Changes stats: +5 Mag / +2 Con Changes resistances: +30% light / +9% lightning Changes resistances penetration: +15% nature / +15% lightning Changes damage: +29% light Spell save: +14 (+7 eff.) Maximum stamina: +26.00 Rings make your fingers look great! |
Elevena the ScorpionwolfInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Str / +1 Cun / +5 Con Changes resistances: +9% nature Changes damage: +9% light / +3% nature Physical save: +10 (+3 eff.) Light radius: +3 Infravision radius: +2 Rings make your fingers look great! |
MardoladilCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Changes stats: +4 Str / +2 Wil Changes resistances: +6% mind Changes resistances penetration: +20% temporal Critical mult.: +10.00% Hate when firing a critical mind attack: +2.00 Maximum hate: +2.00 Mental crit. chance: +6% Rings make your fingers look great! |
NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+5 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 50 power out of 50/50) : Effective talent level: 2.0 Power cost: 50 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 155% 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. |
NimbusnighInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Dex / +2 Wil Changes resistances penetration: +25% fire Changes damage: +30% lightning Mental save: +4 (+2 eff.) Rings make your fingers look great! |
Shiverstrike the gold ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +15 (+4 eff.) Physical crit. chance: +2.0% Physical power: +20 (+5 eff.) Armour: +6 Changes resistances: +6% cold Changes resistances penetration: +5% cold Changes damage: +12% acid Critical mult.: +20.00% Mental save: +9 (+3 eff.) Confusion immunity: +38% Only die when reaching: -60.00 life Rings make your fingers look great! |
Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 3 tidal wave that expands slowly over 7 turns, dealing 20.39 cold and 21.82 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
WintercrackCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Effects on melee hit: * 20 arcane resource burn Changes stats: +7 Str / +7 Con Changes resistances: +12% cold / +30% fire Changes resistances penetration: +10% lightning Changes damage: +24% light Rings make your fingers look great! |
Xanemitta the DuathelsunInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce damage dealt by 31% Damage when hit (Melee): 4 arcane Changes stats: +7 Con Changes resistances: +5% arcane Changes resistances penetration: +10% arcane Changes damage: +6% temporal Physical save: +14 (+4 eff.) Rings make your fingers look great! |
gladiator's steel ring of frost (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +5 Str / +5 Con Changes resistances: +24% cold Changes damage: +12% cold Rings make your fingers look great! |
mule's stralite ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +14 Defense: +9 (+4 eff.) Fatigue: -5% Maximum encumbrance: +34 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
rogue's steel ring of lightning (+26%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Changes resistances: +26% lightning Changes damage: +13% lightning Rings make your fingers look great! |
savior's copper ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +8 Defense: +8 (+4 eff.) Physical save: +7 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +7 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 143% 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! |
savior's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical save: +8 (+2 eff.) Spell save: +9 (+5 eff.) Mental save: +11 (+4 eff.) Rings make your fingers look great! |
steel ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Life regen: +6.00 Maximum life: +50.00 Healing mod.: +14% Rings make your fingers look great! |
steel ring of speedCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +7 (+3 eff.) Movement speed: +13% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
titan's copper ring of frost (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +20% cold Changes damage: +10% cold Physical save: +4 (+1 eff.) Rings make your fingers look great! |
warrior's gold ring of corrosion (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +24% acid Changes damage: +12% acid Rings make your fingers look great! |
Eksatin's Ultimatum (Shrouds) (63-94 power, 25 apr)Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 63.0 - 94.5 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 Crit. chance: +25.0% Attack speed: 100% On weapon crit: * decapitate a weakened target When wielded/worn: Critical mult.: +25.00% Curse of Shrouds This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. |
Sunwinter the steel dagger (Misfortune) (12-16 power, 6 apr) =7 con=Requires: - Dexterity 16 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.5 - 16.2 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (radius 1) on hit: +16 fire When wielded/worn: Changes stats: +7 Con / +7 Wil Changes resistances: +15% temporal Changes damage: +3% fire Pinning immunity: +20% Maximum life: +36.00 Curse of Misfortune Sharp, short and deadly. |
Lisitira the Blazebreaker (Shrouds) (68-102 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 68.0 - 102.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Damage (radius 2) on crit: +94 fire When wielded/worn: Accuracy: +24 (+6 eff.) Armour penetration: +16 Physical crit. chance: +17.0% Changes stats: +14 Str Changes resistances: +3% blight Changes resistances penetration: +10% blight / +26% fire / +5% light Changes damage: +15% blight / +16% physical / +6% light Critical mult.: +42.00% Light radius: +3 Global speed: +11% Curse of Shrouds Massive two-handed mauls. |
Obliterator (Corpses) (48-72 power, 10 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: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Attack speed: 100% On weapon hit: * Sends a tremor through the ground which causes jagged rocks to erupt in a beam of length 5, dealing 133 Physical damage (equal to your Strength, up to 150) and causing targets hit to bleed for an additional 50 damage over 5 turns. Bleeding can stack. Crushing Blows: Damage dealt by this weapon is increased by half your critical multiplier, if doing so would kill the target. When wielded/worn: Changes stats: +5 Str / +5 Con Critical mult.: +10.00% Curse of Corpses This massive hammer strikes with deadly force. Bones crunch, splinter and grind to dust under its impact. |
stralite greatmaul 'Unryyavor' (Nightmares) (52-78 power, 3 apr)Requires: - Strength 35 Infused by arcane disrupting forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 52.0 - 78.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * Wound the target dealing 278 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +21 (+5 eff.) Physical crit. chance: +16.0% Physical power: +14 (+3 eff.) Changes stats: +9 Str Changes resistances: +16% acid / +16% cold / +17% lightning / +17% fire / +12% mind / +9% all Changes damage: +9% mind / +12% physical Critical mult.: +5.00% Spell save: +7 (+4 eff.) Curse of Nightmares Massive two-handed mauls. |
Borosk's Hate (Corpses) (60-96 power, 22 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance to strike the target again. When wielded/worn: Changes stats: +10 Str / +5 Dex / +15 Con Talent mastery: +0.20 Technique / Two-handed assault Curse of Corpses This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
Abysskill (Corpses) (24-33 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 24.0 - 33.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +20 fire / +20 temporal Damage (radius 1) on hit: +20 fire When wielded/worn: Accuracy: +11 (+3 eff.) Defense: +10 (+5 eff.) Changes resistances: +30% fire Disarm immunity: +38% Curse of Corpses Sharp, long, and deadly. |
Everpyre Blade (Misfortune) (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: 100% Str 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 Misfortune 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. |
Kheligas (Madness) (24-33 power, 4 apr)Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 24.0 - 33.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +12 darkness Damage against: +12% Living When wielded/worn: Defense: +25 (+12 eff.) Damage when hit (Melee): 6 physical Changes stats: +6 Mag Changes resistances penetration: +15% physical Reduces incoming crit damage: 15.00% Stamina each turn: +3.00 Infravision radius: +3 Curse of Madness Sharp, long, and deadly. |
Searblast the stralite longsword (Madness) (47-66 power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 47.5 - 66.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (radius 1) on hit: +12 fire / +8 temporal Damage (radius 2) on crit: +8 blight / +12 temporal / +12 fire When wielded/worn: Changes resistances penetration: +15% fire Changes damage: +18% blight / +6% fire Curse of Madness Sharp, long, and deadly. |
enhanced voratun longsword of crippling (Corpses) (42-58 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 42.0 - 58.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +11.0% Changes stats: +7 Str / +6 Dex / +7 Mag / +9 Wil / +7 Cun / +7 Con Curse of Corpses Sharp, long, and deadly. |
truestriking iron longsword of enduring (Misfortune) (13-18 power, 2 apr)Requires: - Strength 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +6 Changes stats: +7 Con / +6 Wil Changes resistances penetration: +5% physical Maximum life: +11.00 Curse of Misfortune Sharp, long, and deadly. |
truestriking stralite longsword of evisceration (Misfortune) (34-48 power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 34.5 - 48.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Wound the target dealing 278 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +16 (+4 eff.) Armour penetration: +8 Physical crit. chance: +9.0% Physical power: +8 (+2 eff.) Changes resistances penetration: +13% physical Curse of Misfortune Sharp, long, and deadly. |
Zedan (Misfortune) (29-40 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 29.0 - 40.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Accuracy: +11 (+3 eff.) Defense: +10 (+5 eff.) Changes stats: +5 Str / +4 Mag / +3 Wil Changes resistances: +15% light Disarm immunity: +35% Infravision radius: +3 See invisible: +15 Curse of Misfortune Blunt and deadly. |
stralite mace 'Nerabrerin' (Nightmares) (46-64 power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Base power: 46.0 - 64.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +19 (+5 eff.) Armour penetration: +6 Changes stats: +4 Dex Changes resistances: +9% nature / +1% physical Changes resistances penetration: +9% physical Confusion immunity: +10% Stun/Freeze immunity: +20% Combat speed: +10% Curse of Nightmares Blunt and deadly. |
stralite mace of shearing (Corpses) (35-49 power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 35.5 - 49.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +12 Changes resistances penetration: +9% all Curse of Corpses Blunt and deadly. |
Duvekalthohell the Firewake (Madness) (22-30 power, 3 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Base power: 22.0 - 30.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +15 (+4 eff.) Defense: +13 (+6 eff.) Effects on melee hit: * 10 arcane resource burn Damage when hit (Melee): 10 fire Changes resistances: +6% temporal Disarm immunity: +50% Curse of Madness One-handed war axes. |
stralite waraxe 'Xawyn' (Corpses) (34-47 power, 5 apr)Requires: - Strength 35 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Base power: 34.0 - 47.6 Uses stat: 100% Str 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: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (Melee): +13 nature When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +13 Effects on melee hit: * 20% chance to slow global speed by 67% Changes stats: +4 Dex / +1 Mag / +2 Wil Changes resistances: +6% lightning Changes resistances penetration: +10% physical Spell save: +3 (+2 eff.) Curse of Corpses One-handed war axes. |
stralite waraxe of shearing (Shrouds) (33-46 power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 33.0 - 46.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +5 Changes resistances penetration: +6% all Curse of Shrouds One-handed war axes. |
Duskterror the hardened leather belt (Corpses)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +7 (+1 eff.) Damage when hit (Melee): 8 darkness Changes resistances: +6% fire / +6% darkness / +15% temporal Changes damage: +21% temporal Spell save: +11 (+6 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Size category: +1 Curse of Corpses A belt that goes around your waist. |
Mighty Girdle (Madness) =enc 70=Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 Curse of Madness This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Rainoblivion (Nightmares) =8 con=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +3 Cun / +8 Con Changes damage: +6% nature Stealth bonus: +6 See invisible: +3 Curse of Nightmares A belt that goes around your waist. |
Rope Belt of the Thaloren (Nightmares)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +15 (+4 eff.) Mental crit. chance: +15% Curse of Nightmares The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
Salutira (Nightmares)Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +18% acid Changes damage: +6% temporal Physical save: +8 (+2 eff.) Pinning immunity: +20% Teleport immunity: +20% Maximum vim: +50.00 Spell crit. chance: +2% Mindpower: +7 (+2 eff.) Damage Shield penetration: +30% Curse of Nightmares A belt that goes around your waist. |
Scumreeve (Corpses)Infused by nature Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +7 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 67% Damage when hit (Melee): 4 nature Changes resistances: +11% acid / +12% blight Changes resistances penetration: +10% nature Changes damage: +15% lightning Spell save: +11 (+6 eff.) Life regen: +1.90 Healing mod.: +30% Size category: +1 Curse of Corpses A belt that goes around your waist. |
Yvuminor the Shiverbreaker (Shrouds)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +4 Damage when hit (Melee): 6 cold Changes resistances: +5% arcane / +4% physical Physical save: +9 (+3 eff.) Maximum life: +35.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Shrouds A belt that goes around your waist. |
hardened leather belt 'Blazewake' (Madness)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun Changes resistances penetration: +10% light Mental save: +15 (+5 eff.) Life regen: +1.70 Equilibrium when hit: +0.16 Maximum hate: +8.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +2% Healing mod.: +17% Curse of Madness A belt that goes around your waist. |
hardened leather belt 'Xanyrin' (Misfortune) =mind power=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +3 Dex / +6 Cun / +4 Con Changes damage: +9% mind Spell save: +10 (+5 eff.) Psi when hit: +0.20 Mindpower: +25 (+6 eff.) Mental crit. chance: +6% Size category: +1 Curse of Misfortune A belt that goes around your waist. |
Boltwitch (Shrouds) (10 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +5 Defense: +10 (+5 eff.) Changes stats: +4 Str / +3 Con Changes resistances: +13% darkness / +3% fire Changes resistances penetration: +10% darkness / +15% lightning Changes damage: +11% darkness / +18% lightning Stealth bonus: +13 Physical save: +23 (+7 eff.) Spell save: +13 (+6 eff.) Mental save: +12 (+4 eff.) Maximum life: +53.00 Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloth of Dreams (Madness) (10 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+5 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+4 eff.) Mindpower: +6 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. Curse of Madness It can be used to activate talent Slumber (costing 10 power out of 25/25) : Effective talent level: 3.0 Power cost: 10 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 67 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Destala's Scales (Misfortune) (10 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+5 eff.) Changes stats: +6 Cun Changes resistances penetration: +10% acid Changes damage: +15% acid Talent mastery: +0.20 Wild-gift / Venom drake aspect Mindpower: +6 (+2 eff.) Talent on hit(nature): Acidic Spray (10% chance level 2). Curse of Misfortune It can be used to activate talent Dissolve (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 41% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This talent will also attack with your shield, if you have one equipped. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
Glorana the Brandwake (Nightmares) (2 def, 0 armour) =3 con=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 6 fire Changes stats: +3 Str / +2 Dex / +3 Con Changes damage: +6% fire Physical save: +8 (+2 eff.) Maximum life: +46.00 Light radius: +1 Infravision radius: +3 See invisible: +12 Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Porimiba the Hellssin (Corpses) (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Cun / +8 Dex Changes resistances: +9% mind / +6% fire See invisible: +12 Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Sparksquall' (Corpses) (13 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour penetration: +4 Physical power: +20 (+5 eff.) Defense: +13 (+6 eff.) Changes stats: +3 Str / +3 Con Changes damage: +24% lightning Physical save: +20 (+6 eff.) Only die when reaching: -80.00 life Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Torchqueen' (Corpses) (1 def, 0 armour) =phase 10=Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Defense: +1 (+0 eff.) Changes resistances: +6% acid / +15% darkness / +6% fire / +6% cold / +6% lightning Changes resistances penetration: +15% fire Confusion immunity: +20% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Erilathador (Corpses) (0 def, 8 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Str / +5 Mag / +5 Wil Changes resistances: +24% lightning / +27% fire / +11% all Changes damage: +16% lightning / +18% fire Mana each turn: +0.10 Psi each turn: +0.13 Mindpower: +15 (+4 eff.) Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of Force (Corpses) (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+6 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical / +9% all Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+3 eff.) Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Curse of Corpses It can be used to send out a range 5 beam of kinetic energy, dealing 55.45 to 69.31 physical damage (based on Willpower and Cunning) with knockback Activation costs 10 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Spider-Silk Robe of Spydrë (Corpses) (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+5 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Curse of Corpses This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
dreamer's cashmere robe of nature (+12%) (Nightmares) (0 def, 0 armour) =sleep=Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +24% nature / +13% mind / +12% darkness / +11% all Changes damage: +16% nature Physical save: +12 (+4 eff.) Spell save: +12 (+6 eff.) Mental save: +20 (+7 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's silk robe (Shrouds) (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +13% darkness / +11% mind / +13% all Physical save: +13 (+4 eff.) Spell save: +13 (+6 eff.) Mental save: +25 (+9 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven silk robe of life (Corpses) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +5 Str / +6 Mag / +6 Wil Changes resistances: +9% lightning / +10% cold / +10% blight / +13% all Changes damage: +10% lightning / +9% physical / +15% cold Life regen: +2.80 Maximum life: +40.00 Healing mod.: +20% Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Glorinn (Madness) (5 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +5 (+2 eff.) Changes stats: +7 Str / +4 Cun / +13 Con Changes resistances: +5% arcane / +1% physical Changes damage: +8% physical Physical save: +18 (+6 eff.) Mental save: +17 (+6 eff.) Poison immunity: +20% Life regen: +11.00 Equilibrium when hit: +0.08 Healing mod.: +25% Size category: +1 Curse of Madness A pair of boots made of leather. |
Greenpierce the pair of hardened leather boots (Misfortune) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Effects on melee hit: * 20% chance to slow global speed by 67% Damage when hit (Melee): 4 mind Changes stats: +3 Str Changes resistances: +12% acid Changes resistances penetration: +15% mind / +25% nature Stamina each turn: +0.90 Maximum stamina: +20.00 Mindpower: +20 (+5 eff.) Mental crit. chance: +3% Curse of Misfortune A pair of boots made of leather. |
Hathudramnir (Corpses) (0 def, 4 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +4 Str / +2 Dex / +5 Mag / +6 Wil / +9 Con Changes resistances penetration: +8% physical Critical mult.: +10.00% Mana when firing critical spell: +2.00 Mindpower: +6 (+2 eff.) Damage Shield penetration: +30% Curse of Corpses It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 3.9 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 52% (at 0 Hate) to 175% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 40 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. |
blood-soaked pair of hardened leather boots of massiveness (Misfortune) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +6 Physical crit. chance: +5.0% Physical power: +4 (+1 eff.) Armour: +3 Changes stats: +5 Str / +5 Con Changes damage: +7% physical Size category: +1 Curse of Misfortune A pair of boots made of leather. |
grounding pair of dwarven-steel boots of rushing (Misfortune) (0 def, 4 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Str / +3 Con Changes resistances: +10% lightning / +8% temporal Curse of Misfortune It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots of rushing (Corpses) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +3 Str / +3 Con Curse of Corpses It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
pair of iron boots 'Baruzilagrim' (Misfortune) (20 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +20 (+10 eff.) Fatigue: +2% Changes stats: +4 Dex / +1 Mag / +3 Cun Reduces incoming crit damage: 15.00% Physical save: +3 (+1 eff.) See invisible: +6 Curse of Misfortune It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 1.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 2 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 100% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
reinforced pair of hardened leather boots of strife (Corpses) (0 def, 8 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +8 Changes stats: +3 Con / +4 Wil Changes resistances: +8% acid / +8% fire / +7% lightning / +6% cold Changes resistances penetration: +6% physical Mindpower: +5 (+1 eff.) Curse of Corpses It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.6 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 46% (at 0 Hate) to 156% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 34 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
reinforced pair of hardened leather boots of void walking (Corpses) (0 def, 8 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +8 Changes resistances: +5% acid / +15% temporal / +16% darkness / +9% fire / +7% lightning / +8% cold Changes resistances penetration: +13% darkness / +13% temporal Defense after a teleport: +18 Resist all after a teleport: +12% New effects duration reduction after a teleport: +15% Curse of Corpses A pair of boots made of leather. |
restorative pair of hardened leather boots of rushing (Shrouds) (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +3 Str / +3 Con Life regen: +4.00 Healing mod.: +13% Curse of Shrouds It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Galebrawn (Misfortune) (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +11 (+2 eff.) Armour: +2 Changes stats: +2 Str Changes damage: +6% lightning Maximum mana: +40.00 Spellpower: +5 (+1 eff.) Mental crit. chance: +7% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Toxinrazor (Shrouds) (0 def, 2 armour) =5 con=Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +14 (+3 eff.) Armour: +2 Fatigue: +3% Effects on melee hit: * 20% chance to reduce all saves and defense by 38 Damage when hit (Melee): 4 mind Changes stats: +3 Dex / +5 Con Changes resistances penetration: +15% mind Changes damage: +6% nature Light radius: +3 Infravision radius: +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets of the nighthunter (Madness) (0 def, 2 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +2 Fatigue: +3% Changes stats: +2 Cun Changes resistances: +5% darkness Infravision radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 17 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather gloves of the nighthunter (Misfortune) (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Armour: +2 Changes stats: +1 Cun Changes resistances: +6% darkness Infravision radius: +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 17 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic rough leather gloves of dexterity (+2) (Nightmares) (0 def, 5 armour) =43 life=Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+3 eff.) Armour: +5 Changes stats: +2 Dex Mental save: +5 (+2 eff.) Maximum life: +43.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
scouring dwarven-steel gauntlets of the nighthunter (Nightmares) (0 def, 2 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +2 Fatigue: +3% Effects when hit in melee: * 21 arcane resource burn Changes stats: +3 Cun Changes resistances: +8% darkness Spell save: +10 (+5 eff.) Infravision radius: +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 17 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
scouring hardened leather gloves of the nighthunter (Shrouds) (0 def, 2 armour)Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +2 Effects when hit in melee: * 17 arcane resource burn Changes stats: +3 Cun Changes resistances: +8% darkness Spell save: +11 (+6 eff.) Infravision radius: +2 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 Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 17 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
voratun gauntlets 'Salerin' (Corpses) (0 def, 3 armour)Requires: - Heavy armour training Infused by nature Infused by arcane disrupting forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 20% chance to reduce armor by 19% Damage (Melee): 9 lightning / 10 fire Changes stats: +4 Wil Changes resistances: +7% lightning / +19% darkness / +18% blight / +6% fire / +9% arcane Changes damage: +4% lightning / +5% fire Damage affinity(heal): +9% nature Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +20 (+9 eff.) Psi when hit: +0.08 Mindpower: +5 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses Metal gloves protecting the hands up to the middle of the lower arm. |
Arthyyakan the Icewire (Nightmares) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to reduce all saves and defense by 38 Damage when hit (Melee): 6 mind Changes stats: +3 Str / +9 Dex / +3 Wil / +3 Cun Changes resistances: +6% cold Changes damage: +6% mind Mental save: +8 (+3 eff.) Light radius: +1 Curse of Nightmares A cap made of leather. |
Daimomas (Nightmares) (0 def, 3 armour) =8 dex=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +8 Dex / +3 Mag / +4 Cun Infravision radius: +3 Curse of Nightmares A cap made of leather. |
Eye of the Forest (Madness) (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+4 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 (+4 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 Curse of Madness It can be used to activate talent Earth's Eyes (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Hanyrig the Freezepierce (Corpses) (8 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +3 Defense: +8 (+4 eff.) Fatigue: +3% Effects when hit in melee: * 15% chance to gain 10% of a turn (3/turn limit) Changes stats: +6 Str / +2 Wil / +4 Cun Changes resistances: +5% arcane Changes damage: +21% cold Reduces incoming crit damage: 15.00% Curse of Corpses A cap made of leather. |
Helm of the Dwarven Emperors (Madness) (0 def, 6 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +3 Wil / +4 Mag Changes resistances: +10% darkness Changes damage: +10% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +6 Curse of Madness A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Infused Cerebrum (Corpses) (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +10 Mag / +12 Wil / +10 Cun Fear immunity: -60% Spellpower: +12 (+3 eff.) Mindpower: +12 (+3 eff.) Curse of Corpses It can be used to assault the mind of a foe to utterly dominate it Activation costs 100 power out of 150/150. This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? |
Isladassra (Madness) (0 def, 15 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +2 Physical crit. chance: +7.0% Armour: +15 Fatigue: +3% Changes stats: +2 Cun / +2 Dex Changes resistances: +10% fire / +10% cold Hate when firing a critical mind attack: +3.00 Curse of Madness A cap made of leather. |
Korurak the rough leather cap (Madness) (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +1 Wil Changes resistances: +6% lightning / +7% temporal Spell crit. chance: +1% Mental crit. chance: +2% Damage Shield penetration: +30% Curse of Madness A cap made of leather. |
Quasit's Skull (Misfortune) (0 def, 12 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+4 eff.) Stun/Freeze immunity: +30% Curse of Misfortune Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Relgeruilar the Bileblow (Shrouds) (1 def, 0 armour) =-60=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 20% chance to slow global speed by 67% Changes stats: +3 Dex Changes resistances: +16% cold Changes damage: +11% cold Equilibrium when hit: +0.04 Hate when firing a critical mind attack: +3.00 Only die when reaching: -60.00 life Mindpower: +5 (+1 eff.) Curse of Shrouds A pointy cloth hat, very wizardly... |
Steel Helm of Garkul (Misfortune) (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+4 eff.) Curse of Misfortune A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Xeyawyn (Madness) (0 def, 10 armour) =6 mag=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +10 Fatigue: +4% Changes stats: +2 Str / +6 Mag Changes resistances: +6% temporal Only die when reaching: -80.00 life See invisible: +6 Curse of Madness It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 498.1 Physical damage. If the attack hits, the target is confused (36% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Velikira' (Corpses) (0 def, 4 armour)Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +5 Str / +9 Wil / +3 Cun Changes resistances: +11% cold Changes resistances penetration: +10% temporal Allows you to breathe in: water Critical mult.: +10.00% Mental save: +6 (+2 eff.) Equilibrium when hit: +0.04 Mindpower: +4 (+1 eff.) Curse of Corpses It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 498.1 Physical damage. If the attack hits, the target is confused (36% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
hardened leather cap 'Beigen' (Nightmares) (0 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +2.0% Physical power: +10 (+2 eff.) Armour: +7 Fatigue: +3% Changes stats: +2 Mag Changes resistances: +6% temporal Changes resistances penetration: +20% physical Changes damage: +15% physical Maximum mana: +100.00 Infravision radius: +2 Curse of Nightmares A cap made of leather. |
miner's dwarven-steel helm of the depths (Shrouds) (0 def, 7 armour) =co2=Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +7 Fatigue: +4% Changes resistances: +8% cold Allows you to breathe in: water Infravision radius: +2 Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Deepsmaim (Shrouds) (2 def, 4 armour) =5 con=Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +5 Con Changes resistances: +3% acid / +16% cold Changes resistances penetration: +10% darkness Curse of Shrouds A suit of armour made of mail. |
Manetosta the stralite mail armour (Corpses) (13 def, 14 armour)Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +14 Defense: +13 (+6 eff.) Fatigue: +12% Changes stats: +3 Cun / +3 Wil Changes resistances: +23% blight / +8% physical / +17% darkness Changes resistances penetration: +15% mind Changes damage: +3% blight Physical save: +15 (+5 eff.) Mental save: +16 (+6 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +20.00 Maximum vim: +30.00 Light radius: +2 Curse of Corpses A suit of armour made of mail. |
Scale Mail of Kroltar (Shrouds) (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 (+5 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 Shrouds It can be used to activate talent Devouring Flame (costing 50 power out of 80/80) : Effective talent level: 3.0 Power cost: 50 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Spit a cloud of flames, doing 39.78 fire damage in a radius of 3 each turn for 7 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. |
Urtharehor the Sulfurbreak (Nightmares) (2 def, 6 armour)Requires: - Heavy armour training - Strength 20 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Effects on melee hit: * 20% chance to slow global speed by 67% Changes resistances: +5% arcane Stun/Freeze immunity: +20% Teleport immunity: +20% Only die when reaching: -80.00 life Maximum life: +71.00 Curse of Nightmares A suit of armour made of mail. |
stralite mail armour 'Sunslice' (Corpses) (4 def, 8 armour)Requires: - Heavy armour training - Strength 38 Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+2 eff.) Fatigue: +12% Changes stats: +4 Str / +7 Wil / +7 Cun / +4 Con Changes resistances: +22% lightning Changes resistances penetration: +15% light Changes damage: +15% arcane Mental save: +11 (+4 eff.) Maximum life: +31.00 Light radius: +3 Curse of Corpses A suit of armour made of mail. |
stralite mail armour of the deep (Corpses) (4 def, 10 armour) =co2=Requires: - Heavy armour training - Strength 38 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +10 Defense: +4 (+2 eff.) Fatigue: +12% Changes resistances: +9% acid / +7% cold Allows you to breathe in: water Curse of Corpses A suit of armour made of mail. |
Mayoratta the Vilevalor (Nightmares) (37 def, 8 armour)Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +13 Physical crit. chance: +11.0% Armour: +8 Defense: +37 (+18 eff.) Fatigue: +8% Changes stats: +10 Str / +3 Dex / +2 Con Changes resistances: +20% darkness / +27% physical Changes resistances penetration: +5% nature / +10% physical Physical save: +25 (+8 eff.) Stamina each turn: +1.50 Light radius: +1 Curse of Nightmares It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 17 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
scouring stralite shield of cold resistance (+10%) (Madness) (0 def, 8 armour, 45-54 power, 147 block)Requires: - Shield usage training - Strength 35 Infused by arcane disrupting forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 45.5 - 54.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +147 When wielded/worn: Armour: +8 Fatigue: +8% Effects on melee hit: * 15 arcane resource burn Damage (Melee): 13 acid / 10 nature Effects when hit in melee: * 9 arcane resource burn Changes stats: +5 Con Changes resistances: +10% acid / +27% cold / +9% nature Talent granted: +1 Block Curse of Madness Handheld deflection devices. |
12 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
1007 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) =dig speed=Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe 'Brodugund' (dig speed 36 turns) =6 con=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Fatigue: -5% Damage when hit (Melee): 2 arcane Changes stats: +3 Str / +6 Con Critical mult.: +5.00% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang =carry=Infused 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. |
Forbidden Tome: "A View From The Gallery"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
5 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Glorebrerin =4 con=Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +4 Damage when hit (Melee): 6 physical Changes stats: +2 Str / +4 Con Physical save: +12 (+4 eff.) Maximum life: +44.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide PhialInfused 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. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(153 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
9 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Aerarek [power 175] (39/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Accuracy: +15 (+4 eff.) Armour penetration: +2 Physical crit. chance: +7.0% Defense: +20 (+10 eff.) Changes resistances penetration: +25% physical Maximum stamina: +20.00 It can be used to project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 187 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 16% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Dazzlespiker the steel torque of clear mind [power 2] (39/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +20% light Changes resistances penetration: +25% light Changes damage: +6% light / +6% temporal Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Gain a 18% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Ivywe the Shinecutter [power 190] (39/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Armour penetration: +4 Physical power: +10 (+2 eff.) Armour: +12 Defense: +20 (+10 eff.) Changes damage: +6% light Critical mult.: +10.00% Stamina each turn: +3.00 It can be used to project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 203 physical damage Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
Mardildil the steel torque of mindblast [power 155] (39/15 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 19% Changes stats: +1 Cun Changes damage: +9% mind Mental save: +3 (+1 eff.) Psi when hit: +0.04 It can be used to blast the opponent's mind dealing 168 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 13% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Starwhisper the dwarven-steel torque of mindblast [power 250] (39/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 38 Damage when hit (Melee): 10 temporal / 6 mind / 8 light Changes resistances penetration: +20% light Changes damage: +15% mind / +12% temporal It can be used to blast the opponent's mind dealing 272 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 16% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Telekinetic CoreInfused 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 (+4 eff.) Mindpower: +3 (+1 eff.) It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 88 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
dwarven-steel torque of gale force [power 220] (39/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 235 physical damage Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of mindblast 'Nighthunt' [power 240] (39/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Damage when hit (Melee): 8 darkness Changes resistances: +20% darkness / +6% fire Changes resistances penetration: +20% temporal Changes damage: +6% temporal Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to blast the opponent's mind dealing 261 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 22% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
powerful dwarven-steel torque of mindblast [power 215] (39/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to blast the opponent's mind dealing 234 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 15% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
supercharged steel torque of mindblast [power 210] (39/17 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to blast the opponent's mind dealing 228 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 17 turns. Torques are made by powerful psionics to store psionic powers. |
Beorasus [power 175] (39/25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Damage when hit (Melee): 4 blight Changes stats: +5 Wil Critical mult.: +20.00% Vim when firing critical spell: +2.00 Spellpower: +30 (+6 eff.) Damage Shield penetration: +30% It can be used to summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 400 Base Damage: 183 Armor: 12 All Resist: 5 Activation puts all charms on cooldown for 25 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Blastcrypt the yew totem of healing [power 302] (39/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Damage when hit (Melee): 6 light Changes resistances: +15% lightning Changes resistances penetration: +25% lightning / +25% nature Changes damage: +9% lightning / +9% light It can be used to heal yourself and all friendly characters within 10 spaces for 302 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
Xerimina the Glimmerrebel [power 242] (39/15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 19% Changes damage: +9% acid Light radius: +3 It can be used to heal yourself and all friendly characters within 10 spaces for 242 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 14% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
ash totem of stinging 'Yarythad' [power 206] (39/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +15 (+7 eff.) Changes stats: +3 Str Changes resistances: +6% temporal / +1% physical / +9% darkness / +5% arcane Critical mult.: +5.00% Stamina each turn: +3.00 It can be used to sting an enemy dealing 234 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 17% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
dragonbone totem of healing 'Durebers' [power 536] (39/15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +2 Str / +3 Mag / +1 Wil Infravision radius: +3 See invisible: +6 It can be used to heal yourself and all friendly characters within 10 spaces for 536 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 26% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
16 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
6 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
14 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Ker'ak the Krog Cursed level 39
46th Pyre 123rd year of Ascendancy at 18:15 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Ker'ak the Krog Cursed level 39
45th Pyre 123rd year of Ascendancy at 03:31 see stats
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Ker'ak the Krog Cursed level 30
23rd Regrowth 123rd year of Ascendancy at 16:35 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Ker'ak the Krog Cursed level 19
75th Dusk 122nd year of Ascendancy at 22:37 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Ker'ak the Krog Cursed level 10
3rd Summertide 122nd year of Ascendancy at 02:05 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Ker'ak the Krog Cursed level 32
49th Regrowth 123rd year of Ascendancy at 15:59 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun.By Ker'ak the Krog Cursed level 28
17th Regrowth 123rd year of Ascendancy at 10:23 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Ker'ak the Krog Cursed level 22
7th Allure 123rd year of Ascendancy at 05:20 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Ker'ak the Krog Cursed level 31
47th Regrowth 123rd year of Ascendancy at 09:50 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Ker'ak the Krog Cursed level 29
18th Regrowth 123rd year of Ascendancy at 20:12 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Ker'ak the Krog Cursed level 27
10th Regrowth 123rd year of Ascendancy at 13:31 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Ker'ak the Krog Cursed level 10
5th Mirth 122nd year of Ascendancy at 04:06 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Ker'ak the Krog Cursed level 20
76th Dusk 122nd year of Ascendancy at 02:28 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Ker'ak the Krog Cursed level 30
19th Regrowth 123rd year of Ascendancy at 11:28 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Ker'ak the Krog Cursed level 40
57th Pyre 123rd year of Ascendancy at 09:06 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Ker'ak the Krog Cursed level 20
9th Haze 122nd year of Ascendancy at 09:46 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Ker'ak the Krog Cursed level 28
15th Regrowth 123rd year of Ascendancy at 19:12 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Ker'ak the Krog Cursed level 8
2nd Mirth 122nd year of Ascendancy at 14:43 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Ker'ak the Krog Cursed level 32
56th Regrowth 123rd year of Ascendancy at 18:18 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Ker'ak the Krog Cursed level 32
56th Regrowth 123rd year of Ascendancy at 03:42 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Ker'ak the Krog Cursed level 22
8th Allure 123rd year of Ascendancy at 19:53 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Ker'ak the Krog Cursed level 17
53rd Dusk 122nd year of Ascendancy at 08:36 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Ker'ak the Krog Cursed level 38
44th Pyre 123rd year of Ascendancy at 11:54 see stats
Log
You gain 2.05 gold from the transmogrification of blink rune (range 3; phase 21; cd 12).
You gain 1.91 gold from the transmogrification of blink rune (range 6; phase 18; cd 13).
You gain 1.52 gold from the transmogrification of biting gale rune (damage 105; dur 4; cd 16).
You gain 1.52 gold from the transmogrification of acid wave rune (damage 105; dur 4; cd 19).
You gain 25.00 gold from the transmogrification of Blood of Undeath.
You gain 1.00 gold from the transmogrification of wild infusion (res 20%; mental; dur 3; cd 16).
You gain 1.00 gold from the transmogrification of wild infusion (res 24%; physical; dur 3; cd 14).
You gain 6.62 gold from the transmogrification of heroism infusion (die at -462; dur 6; cd 27).
You gain 3.55 gold from the transmogrification of heroism infusion (die at -155; dur 7; cd 25).
There is a previous level here (press '' or right click to use).
Saving game...
Saving done.
Mountain troll thunderer activates Thunderstorm.
A furious lightning storm forms around mountain troll thunderer!
Mayathra the orc archer uses Orcish Fury.
Mayathra the orc archer enters a state of bloodlust.
Icy orc wyrmic activates Icy Skin.
Headless horror uses Mana Clash.
Orc archer uses Infusion: Movement.
Salidhera the icy orc wyrmic uses Pride of the Orcs.
Belaldalle the icy orc wyrmic casts Healing Light.
Aryvena the multi-hued drake hatchling retunes the fabric of spacetime.
Orc assassin uses Pride of the Orcs.
Orc warrior is affected by the glimmerstone!
Salidhera the icy orc wyrmic receives 377 healing from Pride of the Orcs.
Orc assassin receives 261 healing from Pride of the Orcs.
Belaldalle the icy orc wyrmic receives 517 healing.
Headless horror hits Mayathra the orc archer for 0 arcane damage.
Orc archer is moving at extreme speed!


























































































































































