











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 | 50 / 2980% |
| Size | huge |
| Lifes / Deaths | Killed by Xanyvea the orc summoner at level 50 on the 73rd Pyre 124th year of Ascendancy at 00:29 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 183 (base 60) |
| Dexterity | 60 (base 24) |
| Constitution | 78 (base 20) |
| Magic | 41 (base 14) |
| Willpower | 121 (base 65) |
| Cunning | 127 (base 60) |
Resources
| Life | 1668/1668 |
| Hate | 49/100 |
| Equilibrium | 30 |
| Healing Factor | 1.5607872656299 |
| Regeneration | 17.558856738336 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +30% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 2 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 288 |
| Accuracy | 77 |
| Crit Chance | 72% |
| APR | 51 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 132 |
| Accuracy | 77 |
| Crit Chance | 87% |
| APR | 49 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 21 |
| Crit Chance | 38% |
| Speed | 1 |
Offense: Mind
| Mindpower | 105 |
| Crit Chance | 47% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +31% |
| Temporal | +34% |
| Fire | +28% |
| Physical | +79% |
| Mind | +25% |
| All | +13% |
Offense: Damage Penetration
| Physical | +54% |
| All | +34% |
Defense: Base
| Armour (hardiness) | 34 (58.594633868923%) |
| Defense | 48 |
| Ranged Defense | 48 |
| Fatigue | 0 |
| Physical Save | 63 |
| Spell Save | 38 |
| Mental Save | 60 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Blight | + 70%( 70%) |
| Physical | + 62%( 70%) |
| Mind | + 70%( 70%) |
| All | + 52%( 70%) |
| Lightning | + 52%( 70%) |
| Temporal | + 62%( 70%) |
| Darkness | + 54%( 70%) |
| Fire | + 52%( 70%) |
| Nature | + 59%( 70%) |
Defense: Immunities
| Teleport Resistance | 100% |
| Stun Resistance | 100% |
| Bleed Resistance | 21% |
| Confusion Resistance | 54% |
| Fear Resistance | 44% |
| Disarm Resistance | 70% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
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 820 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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 56% for 3 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: 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 1059% 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 51% 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 466 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Cursed / Predator | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Rampage | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Slaughter | 1.50 |
| 1/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 5/5 |
| 2/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Repel |
| talent | Antimagic Shield |
| talent | Gloom |
| talent | Savage Hunter |
| talent | Stalk |
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 |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | 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 have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | 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 vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
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 |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has defiled the iron acorn which now serves as a reminder of your vile nature. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
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: 4074. | 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 |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | 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 have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You 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 |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Unbreakable Greaves (Nightmares) (8 def, 20 armour) =nutws=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+3 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% Curse of Nightmares These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
| Light source | Bregaroddantir the Darkpyre =lamp=Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +10 Physical crit. chance: +6.0% Physical power: +9 (+1 eff.) Changes stats: +6 Wil Changes resistances: +3% blight / +6% darkness Changes resistances penetration: +14% all Critical mult.: +18.00% Physical save: +13 (+3 eff.) Mental save: +9 (+2 eff.) Disease immunity: +21% Cut immunity: +21% Teleport immunity: +10% Light radius: +7 Healing mod.: +24% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | 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. |
| On hands | Adyrimina (Madness) (0 def, 3 armour) =awesome gloves=Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +40 (+8 eff.) Physical power: +20 (+3 eff.) Armour: +3 Changes resistances: +15% acid Changes damage: +18% acid / +24% physical Critical mult.: +20.00% Physical save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Disarm immunity: +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Kilndredge the voratun torque of gale force [power 475] (15 cooldown) =oop=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 22% Damage when hit (Melee): 10 acid / 10 mind Changes resistances: +6% acid Changes damage: +15% fire Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to project a gust of wind in a cone knocking all creatures back 14 spaces and dealing 850 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 3 beneficial effects by 3. Torques are made by powerful psionics to store psionic powers. |
| On fingers | voratun ring 'Arthedunabers' (Madness)Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Physical power: +13 (+2 eff.) Armour: +4 Changes stats: +8 Str / +8 Dex / +10 Cun / +8 Con Changes resistances: +12% acid Disarm immunity: +20% Stun/Freeze immunity: +41% Teleport immunity: +10% Life regen: +6.00 Curse of Madness Rings make your fingers look great! |
| On fingers | Rhidur the voratun ring (Shrouds)Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+2 eff.) Armour penetration: +2 Physical power: +53 (+9 eff.) Damage when hit (Melee): 2 physical Changes stats: +11 Str / +9 Dex / +10 Cun / +10 Con Changes damage: +6% all Critical mult.: +10.00% Physical save: +6 (+2 eff.) Stun/Freeze immunity: +60% Stamina each turn: +1.00 Maximum stamina: +30.00 Spellpower: +20 (+3 eff.) Mindpower: +15 (+2 eff.) Curse of Shrouds Rings make your fingers look great! |
| Around neck | 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 (121). 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. |
| In main hand | Bethirima (Madness) (53-74 power, 6 apr) =main=Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 53.5 - 74.9 Uses stats: 40% Wil, 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% Damage (Melee): +4 temporal Damage (radius 1) on hit: +4 mind When wielded/worn: Armour penetration: +13 Physical crit. chance: +14.0% Changes stats: +13 Str / +12 Dex / +12 Mag / +10 Wil / +13 Cun / +13 Con Changes resistances: +15% mind Critical mult.: +29.00% Curse of Madness Sharp, long, and deadly. |
| Around waist | Dairybers the drakeskin leather belt (Madness)Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce armor by 22% Damage when hit (Melee): 4 temporal Changes resistances: +15% acid / +15% temporal Changes damage: +21% temporal Physical save: +13 (+3 eff.) Mindpower: +10 (+1 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Madness A belt that goes around your waist. |
| In off hand | Witch-Bane (Nightmares) (42-58 power, 4 apr) =anti mag=Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 42.0 - 58.8 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +20.0% Attack speed: 100% When this weapon hits: Mana Clash (25% chance level 1). On weapon hit: * 50 arcane resource burn When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes resistances: +15% blight / -15% physical / +15% all Talents cooldown: Mana Clash (-2 turns) Antimagic Zone (-2 turns) Curse of Nightmares A thin voratun blade with an ivory handle wrapped in purple cloth. The weapon is nearly as legendary as its former owner, Marcus Dunn, and was thought to have been destroyed after Marcus was slain near the end of the Spellhunt. It seems somebody well versed in antimagic could use it to its fullest potential. |
| Cloak | Xerotta (Corpses) (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +13 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Defense: +3 (+1 eff.) Fatigue: -5% Changes stats: +2 Str / +4 Mag / +4 Wil / +4 Cun Changes resistances: +15% nature / +20% blight Changes damage: +12% mind Critical mult.: +30.00% Stealth bonus: +11 Life regen: +5.00 Healing mod.: +16% 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. |
| Main armor | Crimson Robe (Corpses) (12 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+4 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances: +15% all Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.20 Cursed / Slaughter +0.10 Psionic / Solipsism +0.20 Cursed / Punishments Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). Curse of Corpses This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Inventory
Primal Infusion (affinity 22%; 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 22% 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 339; 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 339 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 -870; 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 -870 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 870 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 psychic (die at -889; dur 7; cd 35)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 35 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -889 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 889 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the titan (die at -543; 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 -543 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 543 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 812%; 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 812% 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 857%; 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 857% 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 715%; 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 715% 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. |
movement infusion of the titan (speed 768%; cd 9)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 768% 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. |
movement infusion of the warrior (speed 1160%; cd 18)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1160% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 532; 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 532 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 498; 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 498 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 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 (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 of the sneak (res 42%; 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 42% 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 41%; 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 41% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 32%; mental, physical; dur 3; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 32% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 33%; physical; dur 3; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 33% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 56%; magical, physical; dur 3; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 56% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 28%; magical, mental; dur 3; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 28% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of the Rift (634.00 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 849.56 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. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
AbyssreignPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 21% chance to reduce all saves and defense by 51 Damage when hit (Melee): 6 lightning / 6 fire Changes stats: +6 Mag Changes resistances: +15% fire Changes resistances penetration: +26% mind Changes damage: +32% fire Amulets make your neck look great! |
CyragawenCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical crit. chance: +8.0% Physical power: +30 (+5 eff.) Changes stats: +3 Con Changes resistances: +12% darkness / +5% arcane Talent mastery: +0.34 Wild-gift / Fungus Maximum life: +104.40 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets make your neck look great! |
Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+1 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 460 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Garkul's TeethCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+5 eff.) Mental save: +18 (+5 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 10 power out of 48/48) : Effective talent level: 4.0 Power cost: 10 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 676.38 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
MorningwhisperInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 22% Changes stats: +6 Cun / +6 Con Changes resistances penetration: +10% acid Changes damage: +24% light / +15% acid Physical save: +20 (+5 eff.) Blindness immunity: +40% Life regen: +9.00 Maximum life: +80.00 Infravision radius: +8 Sight radius: +2 See invisible: +15 Amulets make your neck look great! |
Salonn the stralite amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +9 (+1 eff.) Armour: +14 Changes resistances: +12% darkness Changes damage: +9% physical Reduces incoming crit damage: 15.15% Mental save: +15 (+4 eff.) Only die when reaching: -60.00 life Mindpower: +25 (+4 eff.) Combat speed: +10% Amulets make your neck look great! |
UmbrastalkerCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +6 Physical crit. chance: +6.0% Effects on melee hit: * 22% chance to reduce damage dealt by 41% Changes stats: +9 Con Changes resistances: +9% darkness Talent masteries: +0.22 Cunning / Survival +0.22 Cursed / Strife Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +16% Amulets make your neck look great! |
XodaInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +23 (+4 eff.) Armour penetration: +19 Defense: +14 (+5 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +18 Lck Changes resistances: +5% arcane Changes resistances penetration: +10% arcane / +15% temporal Changes damage: +12% arcane / +9% temporal Critical mult.: +14.00% Cut immunity: +80% Healing mod.: +30% Reduce all damage from unseen attackers: 18% 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 592 life. The life healed will increase with your Mindpower. 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 592 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
gold amulet 'Rhyroddaneg' =res 40 blight=Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Defense: +30 (+10 eff.) Changes resistances: +20% nature / +40% blight Spell save: +18 (+7 eff.) Poison immunity: +35% Disease immunity: +38% Infravision radius: +3 Amulets make your neck look great! |
grounding voratun amulet of strength (+8)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +8 Str Changes resistances: +28% lightning Stun/Freeze immunity: +38% Amulets make your neck look great! |
insulating voratun amulet of soulsearingPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +18% fire / +16% cold Changes damage: +9% blight / +6% fire Critical mult.: +15.00% Spellpower: +12 (+2 eff.) Amulets make your neck look great! |
serendipitous voratun amulet of strength (+13)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +11 (+2 eff.) Defense: +15 (+5 eff.) Changes stats: +13 Lck / +6 Str Reduce all damage from unseen attackers: 16% 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! |
voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets make your neck look great! |
voratun amulet 'Kindlebliss'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +15 Cun / +4 Mag Changes resistances: +28% mind Changes resistances penetration: +20% light Changes damage: +21% mind Confusion immunity: +49% Maximum vim: +30.00 Spellpower: +20 (+3 eff.) Amulets make your neck look great! |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Betoldassra the Gleamglamour (Nightmares)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +3 Wil Changes resistances penetration: +15% light / +29% mind Changes damage: +9% mind Critical mult.: +23.24% Mental save: +20 (+5 eff.) Silence immunity: +40% Mana each turn: +0.30 Psi when hit: +0.20 Hate when firing a critical mind attack: +5.81 Maximum hate: +10.00 Curse of Nightmares Rings make your fingers look great! |
Cleansekin the voratun ring (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Effects on melee hit: * 20% chance to slow global speed by 81% Changes stats: +10 Cun / +10 Dex Changes resistances penetration: +25% lightning Changes damage: +30% mind Mental save: +18 (+5 eff.) Mindpower: +20 (+3 eff.) Curse of Corpses Rings make your fingers look great! |
Floewhisper the stralite ring (Misfortune)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour penetration: +6 Armour: +10 Changes stats: +3 Con Changes resistances penetration: +25% cold Mental save: +8 (+2 eff.) Confusion immunity: +40% Hate when firing a critical mind attack: +5.00 Maximum hate: +10.00 Maximum psi: +50.00 Curse of Misfortune Rings make your fingers look great! |
Glimmerdream the steel ring (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +11 Defense: +41 (+14 eff.) Changes resistances: +12% cold Changes resistances penetration: +20% light Changes damage: +24% acid Only die when reaching: -80.80 life Light radius: +3 Curse of Nightmares 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! |
Glory of the Pride (Shrouds) =confus 50=Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+2 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+2 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+11 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 Curse of Shrouds The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Gyda the Plaguedare (Corpses)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 27% chance to reduce armor by 22% * 27% chance to reduce strength, dexterity, and constitution by 13 * 27% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 13 blight Changes resistances: +40% acid Changes resistances penetration: +33% blight / +33% nature Life regen: +17.00 Maximum life: +80.00 Healing mod.: +20% Curse of Corpses Rings make your fingers look great! |
Halulen the stralite ring (Shrouds)Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 15% chance to reduce all saves and defense by 51 * 10% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 13 physical Effects on ranged hit: * 14% chance to reduce all saves and defense by 51 Damage (Ranged): 19 physical Changes stats: +6 Cun / +5 Mag Changes resistances: +3% temporal Critical mult.: +15.00% Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Equilibrium when hit: +0.16 Hate when firing a critical mind attack: +2.00 Maximum hate: +9.00 Spellpower: +9 (+1 eff.) Mental crit. chance: +4% Curse of Shrouds It can be used to activate talent Bleeding Edge, 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: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 292% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
Lorusafast the voratun ring (Misfortune)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 6 acid Changes stats: +3 Str / +8 Wil / +8 Cun Changes resistances: +9% nature / +21% blight Critical mult.: +21.07% Blindness immunity: +21% Disease immunity: +21% Silence immunity: +21% Maximum stamina: +31.61 Mindpower: +15 (+2 eff.) Curse of Misfortune Rings make your fingers look great! |
Mnemonic (Misfortune)Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+5 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+2 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. Curse of Misfortune It can be used to activate talent Mental Shielding (costing 30 power out of 30/30) : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Pyreblow the voratun ring (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 10 acid / 10 fire Changes resistances: +30% fire Changes damage: +24% mind / +12% temporal Disarm immunity: +43% Pinning immunity: +49% Knockback immunity: +48% Maximum life: +50.00 Curse of Nightmares Rings make your fingers look great! |
Ring of the Dead (Corpses)Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! Curse of Corpses This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Ring of the War Master (Nightmares)Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent category bonus: +0.30 Technique Curse of Nightmares A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Starglory the voratun ring (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +20 Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce strength, dexterity, and constitution by 13 Damage when hit (Melee): 10 temporal Changes stats: +10 Str Changes damage: +21% light / +9% blight Light radius: +3 Curse of Misfortune Rings make your fingers look great! |
Starhunger the voratun ring (Madness)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 26% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 6 arcane Changes stats: +3 Str / +7 Mag / +8 Cun / +8 Con Changes resistances: +9% temporal / +7% physical Changes resistances penetration: +15% arcane / +15% temporal Changes damage: +15% light Critical mult.: +15.00% Only die when reaching: -105.83 life Spellpower: +15 (+2 eff.) Curse of Madness Rings make your fingers look great! |
Writhing Ring of the Hunter (Nightmares)Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). Curse of Nightmares A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
marksman's voratun ring of life (Shrouds)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+2 eff.) Changes stats: +7 Dex Life regen: +20.00 Maximum life: +93.00 Healing mod.: +15% Curse of Shrouds Rings make your fingers look great! |
marksman's voratun ring of misery (Shrouds)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +16 (+3 eff.) Effects on melee hit: * 15% chance to reduce all saves and defense by 51 Damage (Melee): 14 physical Effects on ranged hit: * 16% chance to reduce all saves and defense by 51 Damage (Ranged): 23 physical Changes stats: +6 Cun / +8 Dex Hate when firing a critical mind attack: +2.00 Maximum hate: +11.00 Curse of Shrouds It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 275% weapon damage over 7 turns, and all healing will be reduced by 47%. Rings make your fingers look great! |
marksman's voratun ring of nature (+32%) (Madness)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +3 Dex Changes resistances: +32% nature Changes damage: +16% nature Curse of Madness Rings make your fingers look great! |
painweaver's voratun ring of life (Shrouds)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +19 (+3 eff.) Changes damage: +8% all Life regen: +20.00 Maximum life: +100.00 Spellpower: +20 (+3 eff.) Mindpower: +20 (+3 eff.) Healing mod.: +19% Curse of Shrouds Rings make your fingers look great! |
pixie's voratun ring of misery (Shrouds)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 12% chance to reduce all saves and defense by 51 Damage (Melee): 30 physical Effects on ranged hit: * 19% chance to reduce all saves and defense by 51 Damage (Ranged): 19 physical Changes stats: +9 Cun / +5 Mag Hate when firing a critical mind attack: +2.00 Maximum hate: +11.00 Spellpower: +10 (+2 eff.) Curse of Shrouds It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 275% weapon damage over 7 turns, and all healing will be reduced by 47%. Rings make your fingers look great! |
psionicist's stralite ring of life (Shrouds)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Wil Mental save: +12 (+3 eff.) Life regen: +14.00 Maximum life: +63.00 Healing mod.: +15% Curse of Shrouds Rings make your fingers look great! |
sneakthief's voratun ring of pilfering (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +21 (+4 eff.) Armour penetration: +13 Defense: +14 (+5 eff.) Changes stats: +10 Cun / +7 Dex Curse of Misfortune 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! |
steel ring 'Xanysetha' (Nightmares)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +28% light Changes damage: +14% light / +30% arcane Mental save: +18 (+5 eff.) Mana each turn: +0.28 Maximum vim: +50.50 Spellpower: +25 (+4 eff.) Spell crit. chance: +3% Curse of Nightmares Rings make your fingers look great! |
voratun ring 'Blindstrider' (Misfortune)Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +5 (+1 eff.) Defense: +30 (+10 eff.) Changes resistances: +29% acid / +5% physical / +19% blight / +22% fire / +27% cold / +30% lightning Changes damage: +19% blight / +6% physical Physical save: +3 (+1 eff.) Blindness immunity: +43% Light radius: +1 Infravision radius: +5 See stealth: +20 See invisible: +25 Curse of Misfortune Rings make your fingers look great! |
voratun ring 'Dagirach' (Misfortune)Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Armour: +6 Defense: +20 (+7 eff.) Changes stats: +10 Dex / +10 Cun / +10 Con Changes resistances: +30% acid / +2% physical / +26% fire / +28% cold / +30% lightning Changes resistances penetration: +20% blight Changes damage: +15% blight Physical save: +20 (+5 eff.) Curse of Misfortune Rings make your fingers look great! |
voratun ring of life (Corpses)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Life regen: +13.00 Maximum life: +82.00 Healing mod.: +16% Curse of Corpses Rings make your fingers look great! |
voratun ring of misery (Misfortune)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 12% chance to reduce all saves and defense by 51 Damage (Melee): 29 physical Effects on ranged hit: * 18% chance to reduce all saves and defense by 51 Damage (Ranged): 12 physical Changes stats: +5 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +9.00 Curse of Misfortune It can be used to activate talent Bleeding Edge, 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: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 292% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
voratun ring of pilfering (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +10 Defense: +9 (+3 eff.) Curse of Misfortune 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! |
wizard's voratun ring of pilfering (Corpses)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +11 Defense: +15 (+5 eff.) Changes stats: +7 Mag Spell save: +14 (+5 eff.) Curse of Corpses 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! |
Kinetic Spike (Corpses) (38-49 power, 40 apr)Requires: - Willpower 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 70% Wil, 40% Dex, 30% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +40 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+1 eff.) Physical power: +15 (+2 eff.) Changes resistances penetration: +30% physical Talent mastery: +0.20 Psionic / Augmented striking Curse of Corpses It can be used to fire a bolt of kinetic force (range 8), dealing 150% (physical) weapon damage Activation costs 10 power out of 10/10. A simple, rudely crafted stone hilt, this object manifests a blade of wavering, nearly invisible force, like a heat haze, as you grasp it. Despite its simple appearance, it is capable of shearing through solid granite, in the hands of those with the necessary mental fortitude to use it properly. |
Mandible of Ungolmor (Corpses) (40-52 power, 12 apr)Requires: - Cunning 38 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 40.0 - 52.0 Uses stats: 40% Wil, 35% Dex, 30% Cun, 35% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +12 Crit. chance: +22.0% Attack speed: 100% When this weapon hits: Poisonous Bite (20% chance level 3). On weapon crit: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target Damage conversion: 30% darkness When wielded/worn: Armour: +15 Changes stats: +8 Cun / +4 Dex Changes damage: +30% nature / +20% darkness Talent granted: +5 Toxic Death Poison immunity: +100% Light radius: -2 Curse of Corpses This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
Anmalice (Madness) (47-65 power, 20 apr)Requires: - Willpower 20 - Strength 32 Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stats: 50% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +20 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * torments the target with many mental effects On weapon kill: * reduces mental save penalty When wielded/worn: Changes damage: +8% mind Mental save: -30 (-10 eff.) Mindpower: +9 (+1 eff.) Curse of Madness The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
Corpathus (Nightmares) (40-56 power, 12 apr)Requires: - Strength 40 Crafted by a master Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * grows in power On weapon kill: * grows dramatically in power Damage (Melee): +18 draining blight When wielded/worn: Changes damage: +5% blight Cut immunity: -25% Maximum vim: +20.00 Curse of Nightmares Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
Glacierbliss the voratun longsword (Madness) (42-59 power, 6 apr)Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 42.5 - 59.5 Uses stats: 40% Wil, 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% Damage (radius 2) on crit: +65 fire When wielded/worn: Effects on melee hit: * 26% chance to reduce armor by 22% Changes stats: +10 Mag Changes resistances: +9% blight / +9% cold Changes resistances penetration: +25% fire Changes damage: +30% acid Critical mult.: +20.00% Spell save: +21 (+8 eff.) Disarm immunity: +26% Life regen: +5.26 Maximum mana: +60.00 Global speed: +11% Damage Shield penetration: +39% Curse of Madness Sharp, long, and deadly. |
Ichorpyre the stralite longsword (Nightmares) (33-46 power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 33.5 - 46.9 Uses stats: 40% Wil, 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: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 1) on hit: +21 cold When wielded/worn: Physical crit. chance: +12.0% Damage when hit (Melee): 10 nature Changes stats: +3 Dex / +4 Mag / +3 Cun Changes resistances: +9% nature Changes damage: +12% nature / +18% cold See invisible: +9 Curse of Nightmares Sharp, long, and deadly. |
Nimbusbutcher the voratun longsword (Shrouds) (42-58 power, 6 apr)Requires: - Strength 48 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 42.0 - 58.8 Uses stats: 40% Wil, 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 hit: * 20 arcane resource burn * 20% chance to slow global speed by 81% Damage (radius 1) on hit: +20 acid Damage (radius 2) on crit: +20 acid Damage against: +30% Unnatural When wielded/worn: Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 10 lightning Changes stats: +6 Wil Changes resistances penetration: +25% light Curse of Shrouds Sharp, long, and deadly. |
Punae's Blade (Shrouds) (46-64 power, 4 apr)Requires: - Strength 30 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 46.0 - 64.4 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +20.0% Defense: +40 (+13 eff.) Combat speed: +20% Chance to avoid attacks: +10% Curse of Shrouds This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
elemental voratun longsword of evisceration (Nightmares) (43-60 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 43.0 - 60.2 Uses stats: 40% Wil, 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 hit: * Create an explosion dealing 31 acid damage (1/turn) On weapon crit: * Wound the target dealing 362 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +11.0% Physical power: +10 (+2 eff.) Changes resistances penetration: +18% acid Changes damage: +18% acid Curse of Nightmares Sharp, long, and deadly. |
voratun longsword 'Floeburst' (Madness) (43-60 power, 6 apr)Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 43.0 - 60.2 Uses stats: 40% Wil, 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% Damage (Melee): +40 nature / +20 cold Damage (radius 1) on hit: +16 lightning Damage (radius 2) on crit: +20 cold When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 22% Changes damage: +18% acid / +15% cold Curse of Madness Sharp, long, and deadly. |
voratun longsword 'Hettyregoldir' (Misfortune) (57-79 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 57.0 - 79.8 Uses stats: 40% Wil, 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 hit: * Create an explosion dealing 31 cold damage (1/turn) Damage (radius 2) on crit: +27 blight When wielded/worn: Armour penetration: +14 Physical crit. chance: +15.0% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 13 * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +12% temporal Changes resistances penetration: +10% arcane / +22% cold Changes damage: +30% cold Critical mult.: +28.00% Curse of Misfortune Sharp, long, and deadly. |
Araresewe (Nightmares) (47-65 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 47.0 - 65.8 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 7 turns (checks Confusion immunity) Damage (Melee): +20 light Damage against: +29% Undead When wielded/worn: Accuracy: +25 (+5 eff.) Changes stats: +6 Str / +3 Wil / +12 Cun / +1 Con Changes damage: +9% arcane / +15% physical See invisible: +6 Curse of Nightmares Blunt and deadly. |
Dairerach the Kindledream (Corpses) (56-79 power, 6 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 56.5 - 79.1 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 32% chance to reduce all saves and defense by 51 Damage (Melee): +22 mind When wielded/worn: Accuracy: +25 (+5 eff.) Armour penetration: +11 Changes stats: +5 Cun / +6 Wil Changes resistances penetration: +10% all Changes damage: +6% light / +9% fire Maximum mana: +40.00 Spell crit. chance: +2% Light radius: +3 Curse of Corpses Blunt and deadly. |
Elenofang (Nightmares) (47-66 power, 6 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 47.5 - 66.5 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 13 Damage (Melee): +14 blight Damage (radius 1) on hit: +34 fire When wielded/worn: Changes stats: +1 Str / +1 Dex Reduces incoming crit damage: 5.00% Disease immunity: +35% Hate when firing a critical mind attack: +5.10 Mindpower: +20 (+3 eff.) Mental crit. chance: +1% See invisible: +3 Curse of Nightmares Blunt and deadly. |
Malyyarek the voratun mace (Nightmares) (60-84 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 60.0 - 84.0 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +30 (+6 eff.) Armour penetration: +26 Physical crit. chance: +15.0% Defense: +30 (+10 eff.) Changes resistances: +2% physical Changes resistances penetration: +15% all Critical mult.: +28.00% Physical save: +6 (+2 eff.) Mental save: +9 (+2 eff.) Curse of Nightmares Blunt and deadly. |
Rainswift (Shrouds) (60-84 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 60.0 - 84.0 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (radius 2) on crit: +45 acid / +33 nature When wielded/worn: Accuracy: +22 (+4 eff.) Armour penetration: +14 Changes stats: +7 Dex Changes resistances penetration: +17% acid / +10% fire / +25% nature Changes damage: +6% fire / +30% cold Combat speed: +10% Curse of Shrouds Blunt and deadly. |
steel mace 'Xemina' (Madness) (16-22 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 2 Base power: 16.0 - 22.4 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% Damage (Melee): +11 light Damage against: +15% Undead When wielded/worn: Accuracy: +24 (+4 eff.) Armour penetration: +9 Changes stats: +3 Str / +3 Dex / +4 Wil / +8 Cun Changes resistances: +6% acid Changes resistances penetration: +9% physical Changes damage: +9% blight Combat speed: +10% Curse of Madness Blunt and deadly. |
stralite mace 'Nerabrerin' (Nightmares) (46-64 power, 5 apr) =shrouds=Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Base power: 46.0 - 64.4 Uses stats: 40% Wil, 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 (+3 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. |
voratun mace 'Amemarach' (Nightmares) (60-84 power, 6 apr)Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 60.0 - 84.0 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 81% When wielded/worn: Changes stats: +3 Dex / +16 Wil / +1 Cun / +15 Con Changes resistances: +6% light / +6% temporal / +9% darkness / +9% mind Spell save: +9 (+4 eff.) Maximum life: +110.00 Curse of Nightmares Blunt and deadly. |
voratun mace 'Sepsisjustice' (Corpses) (43-60 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 43.0 - 60.2 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +15 (+3 eff.) Defense: +15 (+5 eff.) Changes resistances penetration: +30% arcane / +25% nature Changes damage: +18% nature Reduces incoming crit damage: 19.62% Disarm immunity: +35% Spellpower on spell critical (stacks up to 3 times): +10 Maximum vim: +30.00 Spellpower: +30 (+5 eff.) Infravision radius: +3 See invisible: +21 Defense after a teleport: +19 Resist all after a teleport: +19% New effects duration reduction after a teleport: +19% Curse of Corpses Blunt and deadly. |
Awakened Staff of Absorption (60-72 power, 60 apr, arcane element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 60.0 - 72.0 Uses stats: 130% Mag, 40% Wil Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+8 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Brodegahir the voratun waraxe (Corpses) (41-58 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 41.5 - 58.1 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (radius 2) on crit: +25 mind When wielded/worn: Accuracy: +15 (+3 eff.) Defense: +50 (+16 eff.) Changes resistances: +15% blight / +24% fire / +15% darkness Changes resistances penetration: +20% blight Reduces incoming crit damage: 19.38% Disarm immunity: +50% Teleport immunity: +25% Spell crit. chance: +5% Curse of Corpses One-handed war axes. |
Glittergasher the voratun waraxe (Madness) (40-56 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +25 light / +20 arcane When wielded/worn: Accuracy: +21 (+4 eff.) Armour penetration: +15 Changes resistances: +15% light Changes resistances penetration: +25% arcane / +15% all Changes damage: +15% blight Critical mult.: +25.00% Mana when firing critical spell: +2.58 Spellpower on spell critical (stacks up to 3 times): +12 Curse of Madness One-handed war axes. |
Kilnpierce the voratun waraxe (Shrouds) (40-56 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (radius 1) on hit: +12 fire Damage (radius 2) on crit: +21 lightning / +45 cold When wielded/worn: Accuracy: +22 (+4 eff.) Changes stats: +20 Str / +8 Dex / +12 Mag / +11 Wil / +13 Cun / +10 Con Changes resistances: +3% lightning / +3% darkness / +3% blight Changes resistances penetration: +25% lightning / +20% cold Changes damage: +15% fire / +11% physical Movement speed: +45% Curse of Shrouds One-handed war axes. |
Tempestglory (Nightmares) (51-71 power, 5 apr) =nm good=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 stats: 40% Wil, 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. |
Unlightarc the voratun waraxe (Shrouds) (38-53 power, 6 apr)Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 38.5 - 53.9 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +11 nature When wielded/worn: Changes resistances penetration: +25% darkness Poison immunity: +20% Disease immunity: +20% Disarm immunity: +20% Teleport immunity: +20% Only die when reaching: -80.00 life Curse of Shrouds One-handed war axes. |
Voraldatha the Splendourreign (Shrouds) (40-56 power, 6 apr)Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 26% chance to reduce armor by 22% * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage against: +21% Unnatural When wielded/worn: Accuracy: +15 (+3 eff.) Defense: +15 (+5 eff.) Changes resistances: +3% temporal / +9% cold / +6% light / +3% darkness Changes resistances penetration: +30% acid Changes damage: +3% acid Disarm immunity: +50% Light radius: +2 Curse of Shrouds One-handed war axes. |
Xassra the Umbrapython (Nightmares) (40-56 power, 6 apr) =mana BURN=Requires: - Strength 48 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 20% chance to reduce damage dealt by 41% On weapon crit: * Deals 155 Manaburn damage and puts 1 random spell talent on cooldown for 7 turns (checks Confusion immunity) When wielded/worn: Effects on melee hit: * 20 arcane resource burn * 20% chance to slow global speed by 81% Changes stats: +5 Dex Changes resistances: +6% acid / +4% physical / +9% blight Changes resistances penetration: +25% darkness Stamina each turn: +3.00 Curse of Nightmares One-handed war axes. |
Zanifang (Corpses) (33-46 power, 5 apr)Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 33.0 - 46.2 Uses stats: 40% Wil, 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 (Melee): +16 darkness Damage against: +17% Living When wielded/worn: Changes stats: +4 Cun Changes resistances: +9% nature / +12% temporal Disease immunity: +20% Maximum hate: +10.10 Mindpower: +30 (+5 eff.) Curse of Corpses One-handed war axes. |
enhanced voratun waraxe of ruin (Shrouds) (39-55 power, 6 apr) =shrouds=Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Armour penetration: +6 Physical crit. chance: +9.0% Changes stats: +10 Str / +3 Dex / +10 Mag / +3 Wil / +9 Cun / +10 Con Critical mult.: +23.00% Curse of Shrouds One-handed war axes. |
voratun waraxe 'Galadofast' (Misfortune) (39-55 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +20 darkness Damage (radius 1) on hit: +16 blight Damage (radius 2) on crit: +35 acid / +45 nature Damage against: +17% Living When wielded/worn: Armour penetration: +15 Physical crit. chance: +14.0% Damage when hit (Melee): 4 mind / 6 blight Changes resistances: +6% arcane / +9% acid Changes resistances penetration: +25% acid / +25% nature / +5% blight Only die when reaching: -80.00 life Mindpower: +10 (+1 eff.) Curse of Misfortune One-handed war axes. |
voratun waraxe 'Ulfitir' (Corpses) (40-56 power, 6 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +18.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 31 damage Damage (radius 2) on crit: +27 acid When wielded/worn: Physical power: +40 (+7 eff.) Changes stats: +4 Str Changes resistances: +27% blight / +9% physical Changes resistances penetration: +20% physical Stamina each turn: +4.08 Curse of Corpses One-handed war axes. |
Chartrail the drakeskin leather belt (Madness)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour penetration: +11 Physical crit. chance: +4.0% Changes stats: +5 Str Changes resistances: +9% physical / +15% cold / +48% fire Changes resistances penetration: +25% physical Curse of Madness A belt that goes around your 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 41% Changes stats: +8 Dex / +4 Mag / +5 Cun / +7 Lck Trap disarming bonus: +13 Stealth bonus: +9 Physical save: +12 (+3 eff.) Stun/Freeze immunity: +10% Life regen: +4.00 Infravision radius: +4 Curse of Misfortune A belt that goes around your waist. |
Hazekin (Corpses)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour penetration: +5 Armour: +16 Defense: +40 (+13 eff.) Changes stats: +14 Cun / +8 Wil Changes resistances: +12% acid Changes resistances penetration: +20% cold Changes damage: +18% mind / +30% cold Damage against: +45% Summoned Reduced damage from: +45% Summoned Physical save: +12 (+3 eff.) Only die when reaching: -80.00 life 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 (+3 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. |
drakeskin leather belt 'Cleansepain' (Corpses)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Dex / +5 Cun / +9 Lck Changes resistances: +18% acid / +9% temporal / +18% darkness / +18% blight / +6% arcane / +15% nature Changes damage: +18% nature / +9% cold Trap disarming bonus: +23 Stealth bonus: +15 Infravision radius: +6 Curse of Corpses A belt that goes around your waist. |
drakeskin leather belt 'Cloudrot' (Corpses)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +2.0% Fatigue: -10% Changes stats: +14 Wil / +7 Cun / +5 Con Changes resistances penetration: +30% lightning / +10% arcane Damage against: +42% Summoned Reduced damage from: +45% Summoned Critical mult.: +5.00% Maximum encumbrance: +60 Physical save: +12 (+3 eff.) Mental save: +15 (+4 eff.) Maximum life: +110.00 Curse of Corpses 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 (+4 eff.) Psi when hit: +0.20 Mindpower: +25 (+4 eff.) Mental crit. chance: +6% Size category: +1 Curse of Misfortune A belt that goes around your waist. |
Bylen the Shockquencher (Corpses) (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Physical power: +30 (+5 eff.) Defense: +3 (+1 eff.) Damage when hit (Melee): 10 lightning Changes resistances: +25% darkness Changes resistances penetration: +20% darkness / +25% lightning Changes damage: +23% darkness Stealth bonus: +25 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. |
Cyrukira the elven-silk cloak (Shrouds) (52 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +38 (+7 eff.) Armour penetration: +4 Physical power: +38 (+6 eff.) Defense: +52 (+16 eff.) Damage when hit (Melee): 8 temporal Changes stats: +8 Dex Changes damage: +15% physical Physical save: +38 (+10 eff.) Light radius: +3 Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
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. |
Guise of the Hated (Shrouds) (14 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Defense: +14 (+5 eff.) Damage (Melee): 30 mind / 30 darkness Damage when hit (Melee): 30 mind / 30 darkness Changes stats: +4 Dex / +8 Wil / +6 Cun Changes resistances: +10% darkness / +10% mind Changes damage: +4% all Talent masteries: +0.30 Cursed / Gloom +0.30 Cursed / Darkness Talent granted: +5 Dark Vision Stealth bonus: +12 Mental save: +10 (+3 eff.) Hate per kill: +5.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +10% Talent on hit(mindpower): Creeping Darkness (10% chance level 3). Curse of Shrouds Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
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 (+4 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. |
elven-silk cloak 'Brightraider' (Nightmares) (17 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +17 (+6 eff.) Damage when hit (Melee): 2 light Changes stats: +4 Dex / +5 Wil / +9 Cun Changes resistances: +12% temporal Changes resistances penetration: +27% temporal Changes damage: +9% light Physical save: +14 (+4 eff.) Mental crit. chance: +8% Light radius: +3 Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
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 (+1 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. |
dreamer's cashmere robe of nature (+13%) (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: +12% darkness / +24% nature / +13% mind / +11% all Changes damage: +16% nature Physical save: +12 (+3 eff.) Spell save: +12 (+5 eff.) Mental save: +20 (+5 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. |
Aeregada the Hellgore (Shrouds) (0 def, 15 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Changes resistances: +15% acid / +15% cold / +18% blight / +15% fire / +9% mind / +12% lightning Changes damage: +9% fire Physical save: +9 (+2 eff.) Disease immunity: +21% Knockback immunity: +21% Maximum life: +105.36 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Shrouds A pair of boots made of leather. |
Blindvile the pair of voratun boots (Madness) (0 def, 19 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +19 Fatigue: +4% Changes stats: +4 Str / +4 Con Changes resistances: +36% acid / +39% fire / +6% arcane Changes resistances penetration: +33% darkness Physical save: +12 (+3 eff.) Poison immunity: +26% Cut immunity: +26% Healing mod.: +20% Curse of Madness 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Boots of the Hunter (Corpses) (2 def, 12 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+2 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. Curse of Corpses It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 32 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Durirek (Corpses) (20 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +20 (+7 eff.) Fatigue: -6% Changes stats: +3 Con Changes damage: +39% physical Maximum encumbrance: +50 Physical save: +15 (+4 eff.) Blindness immunity: +26% Silence immunity: +26% Pinning immunity: +26% Teleport immunity: +26% Maximum life: +130.00 Defense after a teleport: +19 Resist all after a teleport: +19% New effects duration reduction after a teleport: +19% Curse of Corpses Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Eden's Guile (Shrouds) (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival Curse of Shrouds It can be used to boost speed by 70% (based on Cunning) Activation costs 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Gowe the Satyrsorrow (Nightmares) (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +9 Dex Changes resistances: +12% cold / +18% fire Changes damage: +18% nature Pinning immunity: +23% Life regen: +4.68 Stamina each turn: +1.20 Maximum stamina: +39.00 Mental crit. chance: +7% Defense after a teleport: +17 Resist all after a teleport: +17% New effects duration reduction after a teleport: +17% Curse of Nightmares A pair of boots made of leather. |
Grinuthel the pair of voratun boots (Corpses) (0 def, 13 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +4 Physical crit. chance: +5.0% Armour: +13 Fatigue: -6% Effects on melee hit: * 26% chance to reduce all saves and defense by 51 Changes stats: +4 Str / +4 Mag / +5 Cun Changes resistances: +9% physical Changes resistances penetration: +32% mind Maximum encumbrance: +50 Physical save: +14 (+4 eff.) Stamina each turn: +3.95 Only die when reaching: -80.00 life Curse of Corpses Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Shoes of Moving Slowly (Shrouds) (0 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Fatigue: +3% Changes stats: +8 Mag / +8 Wil Knockback immunity: +100% Spellpower: +5 (+1 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Curse of Shrouds It can be used to combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
pair of voratun boots 'Arcguile' (Shrouds) (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -3% Changes stats: +6 Con / +6 Wil Changes resistances: +9% lightning / +12% fire Changes resistances penetration: +10% lightning / +9% physical Changes damage: +6% lightning / +9% fire Maximum encumbrance: +50 Physical save: +14 (+4 eff.) Life regen: +8.00 Mindpower: +9 (+1 eff.) Healing mod.: +18% Curse of Shrouds 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 52 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots 'Gloruna' (Corpses) (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +7 Physical crit. chance: +6.0% Armour: +5 Fatigue: +4% Effects on melee hit: * 20% chance to reduce armor by 22% Changes stats: +3 Dex / +6 Cun / +10 Con Changes resistances: +9% cold Physical save: +25 (+6 eff.) Mental save: +21 (+5 eff.) Stamina each turn: +3.03 Curse of Corpses Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots 'Lightningusher' (Shrouds) (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Effects on melee hit: * 26% chance to reduce strength, dexterity, and constitution by 13 Changes stats: +4 Str / +9 Wil / +4 Con Changes resistances: +27% fire Changes resistances penetration: +15% lightning Changes damage: +12% arcane / +18% lightning Critical mult.: +15.00% Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +131.53 Spellpower: +20 (+3 eff.) 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Arthoregodunarand the drakeskin leather gloves (Corpses) (0 def, 3 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +14 (+2 eff.) Armour: +3 Changes stats: +6 Cun / +15 Dex Changes resistances: +14% darkness / +35% fire Mental save: +21 (+5 eff.) Hate when firing a critical mind attack: +3.00 Mental crit. chance: +4% Infravision radius: +4 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses It can be used to activate talent 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 25 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. |
Spellhunt Remnants (Misfortune) (6 def, 8 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+2 eff.) Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +25% nature Changes damage: +25% nature Spell save: +15 (+6 eff.) Maximum life: +100.00 Mindpower: +12 (+2 eff.) Mental crit. chance: +15% Light radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Curse of Misfortune It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 231.65 arcane damage and stunned) Activation costs 100 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
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 (+2 eff.) Armour: +2 Fatigue: +3% Effects on melee hit: * 20% chance to reduce all saves and defense by 51 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. |
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 (+2 eff.) Armour: +5 Changes stats: +2 Dex Mental save: +5 (+1 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. |
voratun gauntlets 'Salerin' (Corpses) (0 def, 3 armour) =am=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 22% 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 (+7 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. |
Cinderprophet (Shrouds) (25 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Armour: +5 Defense: +25 (+9 eff.) Fatigue: +5% Damage when hit (Melee): 10 physical Changes stats: +4 Str / +10 Con Changes resistances penetration: +25% fire / +20% physical Critical mult.: +15.00% Mental crit. chance: +8% Curse of Shrouds 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. |
Daywish the drakeskin leather cap (Nightmares) (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 26% chance to reduce all saves and defense by 51 Damage when hit (Melee): 13 temporal Changes stats: +6 Dex Changes resistances: +26% light / +18% temporal Changes resistances penetration: +33% temporal Changes damage: +24% light Infravision radius: +3 Defense after a teleport: +19 Resist all after a teleport: +19% New effects duration reduction after a teleport: +19% Curse of Nightmares A cap made of leather. |
Emorena the hardened leather cap (Madness) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +10 Wil / +13 Cun / +7 Con Changes resistances: +11% blight / +9% acid Changes resistances penetration: +15% temporal Changes damage: +9% temporal Mental save: +11 (+3 eff.) Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +16% Curse of Madness A cap made of leather. |
Eremokalthomas the Airwitch (Misfortune) (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 25% chance to slow global speed by 81% Changes stats: +7 Cun / +7 Wil Changes resistances: +6% fire / +30% cold / +16% mind / +9% darkness Changes resistances penetration: +25% lightning Changes damage: +6% lightning / +20% cold / +19% mind Physical save: +15 (+4 eff.) Spell save: +6 (+3 eff.) Mental save: +20 (+5 eff.) Maximum psi: +40.00 Mindpower: +16 (+2 eff.) Mental crit. chance: +5% Curse of Misfortune A pointy cloth hat, very wizardly... |
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 (+3 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 (+3 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. |
Galamas the voratun helm (Corpses) (0 def, 5 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 8 mind Changes stats: +4 Cun / +8 Mag Changes resistances: +20% light / +20% darkness / +15% mind Changes damage: +9% mind Light radius: +3 Infravision radius: +3 Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Icevengeance (Misfortune) (0 def, 5 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 13 mind Changes stats: +7 Str / +8 Dex / +14 Cun / +9 Con Changes resistances: +18% lightning / +15% cold Changes resistances penetration: +30% fire Critical mult.: +15.00% Mental save: +12 (+3 eff.) Equilibrium when hit: +0.32 Hate when firing a critical mind attack: +6.76 Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Korifang the Taintsaw (Misfortune) (0 def, 23 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +23 Fatigue: +5% Effects on melee hit: * 27% chance to slow global speed by 81% Changes stats: +10 Con Changes resistances: +15% cold / +27% nature / +24% fire Poison immunity: +27% Disease immunity: +27% Maximum life: +80.00 Light radius: +4 Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Malondur (Misfortune) (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 10 blight Changes resistances: +18% acid / +12% light / +30% fire / +12% mind / +15% lightning Changes damage: +20% fire Critical mult.: +15.00% Confusion immunity: +20% Stun/Freeze immunity: +20% Mindpower: +25 (+4 eff.) Curse of Misfortune A pointy cloth hat, very wizardly... |
Malslek the Accursed's Hat (Shrouds) (2 def, 0 armour) =nice curse=Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +2 (+1 eff.) Damage (Melee): 30 % chance of gloom effects Changes resistances: +20% fire Changes damage: +10% darkness / +10% physical Talent mastery: +0.20 Cursed / Punishments Mental save: -10 (-3 eff.) Hate when firing a critical mind attack: +2.00 Hate per kill: +2.00 Maximum hate: +20.00 Spellpower: +10 (+2 eff.) Mindpower: +15 (+2 eff.) Mental crit. chance: +10% Healing mod.: -10% Talent on hit(spell): Agony (10% chance level 2). Talent on hit(mindpower): Hateful Whisper (10% chance level 2). Curse of Shrouds This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
Omniscience (Shrouds) (7 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+3 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+6 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +9% Infravision radius: +5 Curse of Shrouds It can be used to reveal the surrounding area (range 20) Activation costs 30 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
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 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 81% 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... |
Serpentsorrow the drakeskin leather cap (Shrouds) (0 def, 5 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Armour: +5 Fatigue: +5% Changes stats: +7 Str / +7 Wil Changes resistances: +9% physical / +6% arcane / +18% nature Changes resistances penetration: +33% blight / +33% nature / +33% arcane Changes damage: +24% arcane / +21% fire Physical save: +13 (+3 eff.) Mana each turn: +0.12 Defense after a teleport: +19 Resist all after a teleport: +19% New effects duration reduction after a teleport: +19% Curse of Shrouds A cap made of leather. |
Willowwaker (Madness) (41 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +5 Defense: +40 (+13 eff.) Fatigue: +5% Effects on melee hit: * 27% chance to reduce damage dealt by 41% * 27% chance to reduce armor by 22% Changes stats: +5 Str / +5 Con Changes resistances penetration: +34% nature Changes damage: +27% nature / +24% acid Critical mult.: +25.00% Stamina each turn: +4.08 Curse of Madness A cap made of leather. |
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 1727.3 Physical damage. If the attack hits, the target is confused (40% 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. |
drakeskin leather cap 'Demonstreak' (Madness) (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +5% Changes stats: +14 Str / +8 Dex / +9 Cun / +24 Con Changes resistances: +6% temporal / +12% light / +3% darkness / +6% cold / +3% nature / +5% arcane Changes resistances penetration: +15% fire Changes damage: +21% darkness Curse of Madness A cap made of leather. |
drakeskin leather cap 'Hailmarrow' (Shrouds) (0 def, 25 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +25 Fatigue: +5% Changes resistances: +15% blight / +13% fire / +7% physical / +15% cold Changes damage: +21% cold Reduces incoming crit damage: 20.29% Disease immunity: +27% Silence immunity: +27% Pinning immunity: +27% Curse of Shrouds A cap made of leather. |
drakeskin leather cap 'Rimeraven' (Shrouds) (10 def, 5 armour)Infused by nature Infused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +5 Defense: +10 (+4 eff.) Fatigue: +5% Damage when hit (Melee): 2 cold Changes stats: +12 Dex / +16 Lck / +4 Con Changes resistances: +12% nature / +11% blight Critical mult.: +5.00% Physical save: +6 (+2 eff.) Spell crit. chance: +7% Mental crit. chance: +8% Curse of Shrouds 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. |
voratun helm 'Noonpunish' (Madness) (0 def, 5 armour) =oop=Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +10 Dex Changes resistances: +31% light / +19% darkness Changes resistances penetration: +5% light Changes damage: +12% light Physical save: +21 (+5 eff.) Light radius: +2 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun helm 'Sootrigor' (Misfortune) (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 2 darkness Changes stats: +8 Str / +9 Dex / +4 Wil / +5 Cun Changes resistances: +23% darkness Changes resistances penetration: +15% darkness Changes damage: +6% darkness / +3% mind Physical save: +25 (+6 eff.) Mindpower: +6 (+1 eff.) Curse of Misfortune 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 1727.3 Physical damage. If the attack hits, the target is confused (40% 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. |
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. |
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. |
Boltdare (Shrouds) (30 def, 8 armour) =speeeeeed=Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +30 (+10 eff.) Fatigue: +8% Damage when hit (Melee): 4 temporal Changes stats: +7 Str / +9 Dex Changes damage: +15% lightning / +9% temporal Physical save: +18 (+5 eff.) Maximum life: +39.00 Combat speed: +15% Casting speed: +15% Mental speed: +15% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Shrouds A suit of armour made of leather. |
Mayoratta the Vilevalor (Nightmares) (37 def, 8 armour) =lit=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 (+12 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 (+6 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 25 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness Activation costs 100 power out of 100/100. The very essence of bearness! |
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. |
2060 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. |
4 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
8 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. |
4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 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. |
9 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 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 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Arath (dig speed 17 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +12 Changes stats: +9 Str / +6 Wil Changes resistances: +5% arcane Changes resistances penetration: +25% arcane Changes damage: +12% arcane Hate when firing a critical mind attack: +5.05 Mindpower: +20 (+3 eff.) When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 4.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +86 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
Arihor the Cystpyre (dig speed 18 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Damage when hit (Melee): 6 nature / 10 light / 10 mind Changes stats: +3 Str Changes resistances: +9% nature / +31% cold Changes resistances penetration: +25% nature / +26% cold Changes damage: +12% nature Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Coalwind (dig speed 21 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +7 Physical power: +10 (+2 eff.) Armour: +4 Defense: +7 (+3 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 41% Changes stats: +5 Str / +3 Dex Changes resistances: +14% nature / +9% physical Changes resistances penetration: +15% darkness Changes damage: +8% nature Critical mult.: +18.00% See invisible: +15 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Dawnknave the voratun pickaxe (dig speed 22 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +16 Physical power: +9 (+1 eff.) Armour: +4 Defense: +8 (+3 eff.) Changes stats: +8 Str Changes resistances: +9% physical Changes resistances penetration: +20% light Changes damage: +9% light Critical mult.: +18.00% Mindpower: +25 (+4 eff.) Light radius: +3 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 4.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +86 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
Mayildalle the Frostrock (dig speed 22 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Effects on melee hit: * 23% chance to gain 10% of a turn (3/turn limit) Changes stats: +7 Str / +4 Con Changes resistances: +15% fire / +9% temporal / +30% cold Changes resistances penetration: +29% fire / +29% arcane / +29% cold Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Shockreaper (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 13 Damage when hit (Melee): 10 blight Changes stats: +3 Str Changes resistances: +15% acid / +10% fire / +10% darkness / +21% lightning Changes resistances penetration: +25% acid Changes damage: +12% temporal When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
dwarven-steel pickaxe 'Ashmight' (dig speed 29 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Cun / +2 Str Changes resistances: +13% nature Changes resistances penetration: +20% mind Changes damage: +12% fire / +7% nature / +12% mind Critical mult.: +15.00% Mental save: +12 (+3 eff.) Hate when firing a critical mind attack: +4.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
voratun pickaxe 'Splendourstriker' (dig speed 24 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour: +12 Defense: +30 (+10 eff.) Changes stats: +3 Str Changes resistances: +6% acid / +12% cold / +15% nature / +15% blight Changes damage: +10% nature / +18% light Poison immunity: +26% Pinning immunity: +26% Life regen: +5.32 Maximum life: +120.00 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. |
9 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. |
8 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 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. |
5 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Aereldalaith the MorningsorrowCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +3 Changes stats: +6 Con Changes resistances: +20% light / +24% lightning Changes damage: +9% lightning / +9% physical Light radius: +12 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
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 (+3 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. |
scorching dwarven lantern of illusionPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Defense: +14 (+5 eff.) Damage when hit (Melee): 24 fire Changes resistances: +10% fire Physical save: +20 (+5 eff.) Spell save: +20 (+7 eff.) Mental save: +19 (+5 eff.) Light radius: +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
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. |
Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Demonic Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Runed Skull =carry=Powered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+1 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
68 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
9 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
10 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
15 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. |
5 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. |
Rod of Spydric Poison (1/1)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 411.32 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 25 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Gilathahir the Duathelzeal [power 435] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 81% * 20% chance to reduce damage dealt by 41% Changes resistances: +18% fire Changes resistances penetration: +20% fire / +15% darkness / +10% nature Changes damage: +18% darkness / +15% fire It can be used to project a gust of wind in a cone knocking all creatures back 13 spaces and dealing 778 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 42% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Radhudar the voratun torque of psionic shield [power 171] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Defense: +15 (+5 eff.) Changes resistances: +9% acid / +15% light / +9% darkness Physical save: +12 (+3 eff.) Silence immunity: +21% Confusion immunity: +20% Knockback immunity: +21% Only die when reaching: -60.00 life It can be used to setup a psionic shield, reducing all damage taken by 171 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage by 30% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Serpentknave the stralite torque of clear mind [power 4] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Changes stats: +3 Wil Changes resistances: +15% blight / +3% cold / +5% arcane / +9% nature Changes damage: +18% mind Critical mult.: +20.69% Reduces incoming crit damage: 15.52% It can be used to remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
voratun torque of mindblast 'Smearbolt' [power 475] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 81% Changes resistances: +9% lightning / +12% nature Changes resistances penetration: +10% arcane / +26% lightning Changes damage: +12% arcane Critical mult.: +20.00% Spellpower on spell critical (stacks up to 3 times): +8 Spell crit. chance: +5% It can be used to blast the opponent's mind dealing 593 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
Frostvice [power 308] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +8 Cun Changes resistances: +9% cold Changes resistances penetration: +10% mind / +25% cold Changes damage: +12% cold Critical mult.: +10.00% Mental crit. chance: +5% It can be used to heal yourself and all friendly characters within 10 spaces for 308 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 22% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+3 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
Isebremina [power 340] (25 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 8 blight Mana each turn: +0.12 Spell crit. chance: +4% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to summon a resilient tentacle up to 5 spaces away for 10 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 912 Base Damage: 368 Armor: 38 All Resist: 41 Activation puts all charms on cooldown for 25 turns. When used: * Gain a 33% chance to evade weapon attacks for 2 turns. * Reduce fatigue by 60% for 2 turns. * Heal for 97. Natural totems are made by powerful wilders to store nature power. |
Skyclash the elven-wood totem of stinging [power 410] (15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Effects on melee hit: * 26% chance to gain 10% of a turn (3/turn limit) Changes resistances penetration: +30% lightning Changes damage: +6% lightning / +18% temporal / +15% arcane It can be used to sting an enemy dealing 463 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Heal for 58. * Increase all damage penetration by 26% for 2 turns. * Increase all damage by 25% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
The Guardian's Totem =solid AM option=Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects when hit in melee: * 18% chance to slow global speed by 81% Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+7 eff.) Mindpower: +8 (+1 eff.) It can be used to call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.) Activation costs 50 power out of 50/50. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
dragonbone totem of healing 'Durebers' [power 536] (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. |
dragonbone totem of stinging 'Boltgrinder' [power 560] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 22% Damage when hit (Melee): 10 acid Changes stats: +4 Dex Changes damage: +30% lightning / +21% fire It can be used to sting an enemy dealing 632 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 by 30% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
elven-wood totem of healing 'Serpentmaim' [power 434] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Damage when hit (Melee): 10 acid / 10 darkness Changes resistances: +9% nature Changes resistances penetration: +25% nature Changes damage: +15% acid / +15% mind It can be used to heal yourself and all friendly characters within 10 spaces for 434 Activation puts all charms on cooldown for 15 turns. When used: * Reduce 3 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Cold Iron Acorn =stats=Infused by psionic forces 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 When carried: Changes resistances: +30% mind Changes damage: +12% physical Movement speed: +20% A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. The acorn serves as a reminder of who and what you are. |
Kyless' BookInfused by psionic forces 5.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 This was the book that gave power to Kyless and eventually led to his doom. The book is simple in appearance, bound in leather with no markings on the cover. All of the pages are blank. |
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. |
Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
12 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
17 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+4 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+4 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
13 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
14 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. |
9 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A View From The Gallery (Insane (Roguelike) difficulty)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By Ker'ak the Krog Cursed level 50
51st Pyre 124th year of Ascendancy at 23:19 see stats
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
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Ker'ak the Krog Cursed level 50
13rd Regrowth 124th year of Ascendancy at 06:15 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
Arachnophobia (Insane (Roguelike) difficulty)
Destroyed the spydric menace.By Ker'ak the Krog Cursed level 44
3rd Mirth 123rd year of Ascendancy at 06:08 see stats
Are you out of your mind?! (Insane (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Ker'ak the Krog Cursed level 45
8th Mirth 123rd year of Ascendancy at 02:41 see stats
Back and there again (Insane (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Ker'ak the Krog Cursed level 50
64th Haze 123rd year of Ascendancy at 14:17 see stats
Brave new world (Insane (Roguelike) difficulty)
Went to the Far East and took part in the war.By Ker'ak the Krog Cursed level 42
77th Pyre 123rd year of Ascendancy at 17:32 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
Can you bear it? So much bearness! (Insane (Roguelike) difficulty)
Killed Borius in the Bearscape.By Ker'ak the Krog Cursed level 50
13rd Haze 123rd year of Ascendancy at 14:30 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
Destroyer's bane (Insane (Roguelike) difficulty)
Killed Golbug the Destroyer.By Ker'ak the Krog Cursed level 41
74th Pyre 123rd year of Ascendancy at 00:12 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
Evil denied (Insane (Roguelike) difficulty)
Won ToME by preventing the Void portal from opening.By Ker'ak the Krog Cursed level 50
74th Pyre 124th year of Ascendancy at 05:51 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
Fear of Fours (Insane (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By Ker'ak the Krog Cursed level 50
66th Pyre 124th year of Ascendancy at 13:31 see stats
Gem of the Moon (Insane (Roguelike) difficulty)
Completed the Master Jeweler quest with Limmir.By Ker'ak the Krog Cursed level 50
35th Pyre 124th year of Ascendancy at 12:36 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
I cleared the room of death and all I got was this lousy achievement! (Insane (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Ker'ak the Krog Cursed level 46
8th Mirth 123rd year of Ascendancy at 05:49 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
Level 50 (Insane (Roguelike) difficulty)
Got a character to level 50.By Ker'ak the Krog Cursed level 50
78th Dusk 123rd year of Ascendancy at 04:45 see stats
Orcrist (Insane (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By Ker'ak the Krog Cursed level 50
20th Pyre 124th year of Ascendancy at 04:12 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
Race through fire (Insane (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Ker'ak the Krog Cursed level 50
44th Pyre 124th year of Ascendancy at 03:41 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Ker'ak the Krog Cursed level 44
2nd Mirth 123rd year of Ascendancy at 04:19 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
Sliders (Insane (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Ker'ak the Krog Cursed level 42
74th Pyre 123rd year of Ascendancy at 04:26 see stats
Tactical master (Insane (Roguelike) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Ker'ak the Krog Cursed level 50
74th Pyre 124th year of Ascendancy at 05:48 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 Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Ker'ak the Krog Cursed level 50
48th Regrowth 124th year of Ascendancy at 16:37 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
The Sun Still Shines (Insane (Roguelike) difficulty)
Aeryn survived the last battle.By Ker'ak the Krog Cursed level 50
74th Pyre 124th year of Ascendancy at 05:51 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Ker'ak the Krog Cursed level 50
64th Haze 123rd year of Ascendancy at 11:32 see stats
The sky is falling! (Insane (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Ker'ak the Krog Cursed level 50
41st Pyre 124th year of Ascendancy at 21:00 see stats
There and back again (Insane (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Ker'ak the Krog Cursed level 47
9th Dusk 123rd year of Ascendancy at 20:22 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
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Ker'ak the Krog Cursed level 50
73rd Pyre 124th year of Ascendancy at 00:29 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
You were not supposed to see that! (Insane (Roguelike) difficulty)
Read a Forbidden Tome.By Ker'ak the Krog Cursed level 50
51st Pyre 124th year of Ascendancy at 23:21 see stats


















































































































































































