Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.6 |
Addons | Items Vault 1.6.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Male |
Race | Dwarf |
Class | Adventurer |
Level / Exp | 50 / 335% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 29.007590848829 (base 12) |
Dexterity | 51.015181697656 (base 12) |
Constitution | 78.443606755589 (base 35) |
Magic | 103.00759084883 (base 60) |
Willpower | 96.015181697658 (base 60) |
Cunning | 101.01518169766 (base 60) |
Resources
Mana | 544/544 |
Equilibrium | 45 |
Psi | 605/605 |
Life | 1591/1591 |
Positive | 167/167 |
Stamina | 452/452 |
Hate | 30/100 |
Healing Factor | 1.2663796182144 |
Regeneration | 10.447631850257 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +50.80790794525% |
Spell | 0% |
Global | +129.79368932039% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 49.874745339183 |
See Invisible | 63.889927036835 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 165 |
Accuracy | 76 |
Crit Chance | 37% |
APR | 19 |
Speed | 1.00 |
Offense: Offhand
Damage | 98 |
Accuracy | 76 |
Crit Chance | 36% |
APR | 19 |
Speed | 1.00 |
Offense: Spell
Spellpower | 70 |
Crit Chance | 40% |
Speed | 1 |
Offense: Mind
Mindpower | 58 |
Crit Chance | 26% |
Speed | 1 |
Offense: Damage Bonus
Acid | +53% |
Blight | +4% |
Arcane | +24% |
Cold | +24% |
All | 0% |
Lightning | +79% |
Light | +6% |
Temporal | +6% |
Physical | +6% |
Darkness | +6% |
Fire | +33% |
Mind | +5% |
Offense: Damage Penetration
Lightning | +94% |
Physical | +23% |
Nature | +15% |
Fire | +25% |
Arcane | +30% |
Cold | +25% |
All | 0% |
Defense: Base
Armour (hardiness) | 86.927738916797 (49.309173272933%) |
Defense | 68 |
Ranged Defense | 77 |
Fatigue | 0 |
Physical Save | 53.45 |
Spell Save | 58.84 |
Mental Save | 65 |
Defense: Resistances
Acid | + 59%( 70%) |
Physical | + 59%( 76%) |
Cold | + 64%( 70%) |
All | + 47%( 70%) |
Darkness | + 59%( 83%) |
Light | + 58%( 70%) |
Temporal | + 60%( 70%) |
Mind | + 41%( 70%) |
Lightning | + 70%( 70%) |
Fire | + 70%( 70%) |
Nature | + 56%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 43% |
Fear Resistance | 56% |
Poison Resistance | 99% |
Blind Resistance | 75% |
Silence Resistance | 78% |
Bleed Resistance | 50% |
Teleport Resistance | 24% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 79% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.3 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 772 life over 5 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.3 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 132 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.3 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 252 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
Celestial / Guardian | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Psionic / Solipsism | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Spell / Air | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Technique / Magical combat | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Ooze | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Cursed / Cursed form | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Cursed / Cursed aura | 1.67 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Race / Dwarf | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Cunning / Scoundrel | 1.30 |
| 2/5 |
| 3/5 |
| 2/5 |
| 2/5 |
Psionic / Finer energy manipulations | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Arcane Feed |
talent | Hurricane |
talent | Arcane Combat |
talent | Chant of Fortitude |
talent | Mitosis |
talent | Thunderstorm |
talent | Shield of Light |
talent | Tempest |
talent | Feather Wind |
talent | Elemental Harmony |
talent | Premonition |
talent | Shards |
talent | Beyond the Flesh |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 5.0)Penalty : Fractured Sanity: -10% Mind Resistance, -13% Confusion Immunity Power 1+: Unleashed: +15% critical damage, +20% off-hand weapon damage Power 2+: -1 Luck, +9 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 70% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 11.3% of your life, the remaining cooldown of all your talents is reduced by 1. |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 3.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+36% chance to avoid traps). Power 2+: -1 Luck, +5 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+10% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 40% if the increase would be enough to kill your opponent. |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+29% global speed). Clarity |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 7.0): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 21% when tested. Power 1+: Removed from Reality: +8 Physical Resistance, +6 Maximum Physical Resistance Power 2+: -1 Luck, +13 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 56 mind and 57 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 11 nightmare (summon Terrors and chances to slow, deal 72 Mind damage, and deal 72 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 4.0)Penalty : Fear of Death: -5% resistance against damage from the undead. Power 1+: Power over Death: +10% damage against the undead. Power 2+: -1 Luck, +4 Strength, +4 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 21 turns, retch (level 2) when you fall below 44% health Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+25% resist all). Shroud of Passing |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 6.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 10%) for 4 turns. Power 1+: Nightwalker: +24 Darkness Resistance, +13% Max Darkness Resistance, +14 See Invisible Power 2+: -1 Luck, +11 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 25% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 25% for 3 turns. |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | 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 |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)As a reward you improved talent Mind Sear (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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 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: 840. | 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 named Urkis. The mages of Angolwen are ready to teleport you there. * 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. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Marus of Elvala in creating an elixir of mastery. 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 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | Corpathus (Shrouds) (40-56 power, 12 apr) Corpathus (Shrouds) (40-56 power, 12 apr)Requires: - Strength 40 Crafted by a master Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stat: 107% Wil Damage type: Physical 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 Critical mult.: +0.00% Cut immunity: -25% Maximum vim: +20.00 Curse of Shrouds 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. |
Quiver | Void Quiver (0/0, 45-63 power, 120 apr) Void Quiver (0/0, 45-63 power, 120 apr)Requires: - Dexterity 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 45.0 - 63.0 Uses stats: 53% Wil, 40% Mag, 75% Cun Damage type: Temporal darkness Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +120 Crit. chance: +6.0% Capacity: 0 When this weapon hits: Spatial Tether (15% chance level 1). When this weapon hits: Dimensional Anchor (15% chance level 1). An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
On hands | Storm Bringer's Gauntlets (Nightmares) (0 def, 5 armour) Storm Bringer's Gauntlets (Nightmares) (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 Changes stats: +6 Mag Changes resistances: +15% lightning Changes damage: +20% lightning Critical mult.: +20.00% Spellpower: +12 (+3 eff.) Spell crit. chance: +5% When used to modify unarmed attacks: Base power: 23.0 - 32.2 Uses stats: 43% Wil, 83% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +4.0% Attack speed: 83% When this weapon hits: Chain Lightning (20% chance level 3). When this weapon hits: Nova (15% chance level 2). Damage (Melee): +20 lightning Talent on hit(spell): Lightning (10% chance level 1). Curse of Nightmares This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Light source | Gunugrim the Taintmark (Nightmares) Gunugrim the Taintmark (Nightmares)Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour: +9 Defense: +8 (+2 eff.) Damage when hit (Melee): 8 nature Changes resistances: +21% cold / +9% fire Changes resistances penetration: +15% nature Reduces incoming crit damage: 18.61% Physical save: +16 (+4 eff.) Spell save: +16 (+3 eff.) Mental save: +15 (+4 eff.) Maximum life: +124.10 Light radius: +4 Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +18% Curse of Nightmares A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Infernomark (Nightmares) (7 def, 10 armour) Infernomark (Nightmares) (7 def, 10 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +34 (+8 eff.) Physical crit. chance: +3.0% Physical power: +20 (+7 eff.) Armour: +10 Defense: +7 (+2 eff.) Fatigue: +3% Changes stats: +8 Dex Changes resistances: +9% light / +5% all Changes damage: +9% fire Critical mult.: +23.24% Physical save: +11 (+3 eff.) Silence immunity: +23% Maximum stamina: +30.00 Curse of Nightmares A cap made of leather. |
On feet | Glerana the Shinequeen (Corpses) (0 def, 4 armour) Glerana the Shinequeen (Corpses) (0 def, 4 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * 23% chance to reduce armor by 41% Damage when hit (Melee): 10 light Changes stats: +5 Con / +5 Wil Changes resistances: +12% light / +9% temporal Changes resistances penetration: +8% physical Changes damage: +21% acid Poison immunity: +23% Maximum life: +100.00 Mindpower: +7 (+2 eff.) Curse of Corpses It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.6 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 46% (at 0 Hate) to 156% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 12 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. |
Tool | Zerineg [power 488] (15 cooldown) Zerineg [power 488] (15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Defense: +15 (+4 eff.) Changes resistances: +6% fire Pinning immunity: +20% Life regen: +4.00 Maximum life: +60.00 It can be used to heal yourself and all friendly characters within 10 spaces for 488 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 23% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | Xerelaith the stralite ring (Corpses) Xerelaith the stralite ring (Corpses)Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +41 (+9 eff.) Armour penetration: +12 Defense: +15 (+4 eff.) Changes stats: +18 Cun / +18 Dex Changes resistances: +12% acid Changes resistances penetration: +5% arcane Changes damage: +33% acid Curse of Corpses It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.6 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 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 159% 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 can have magical properties. |
On fingers | Elemental Fury (Shrouds) Elemental Fury (Shrouds)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. Curse of Shrouds This ring shines with many colors. |
Around neck | Delemarim the gold amulet (Madness) Delemarim the gold amulet (Madness)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 11 physical Changes stats: +3 Str / +4 Mag / +7 Con Changes resistances: +17% temporal Changes resistances penetration: +15% physical Changes damage: +7% light / +7% temporal / +7% darkness / +7% physical Talent mastery: +0.37 Cursed / Cursed aura Knockback immunity: +23% Maximum life: +60.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Healing mod.: +20% Defense after a teleport: +17 Resist all after a teleport: +17% New effects duration reduction after a teleport: +17% Curse of Madness Amulets can have magical properties. |
In main hand | windwalling voratun shield of earthen fury (Misfortune) (0 def, 18 armour, 70.5-84.6 power, 191.5 block) windwalling voratun shield of earthen fury (Misfortune) (0 def, 18 armour, 70.5-84.6 power, 191.5 block)Requires: - Shield usage training - Strength 48 Infused by nature Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 70.5 - 84.6 Uses stat: 107% Wil Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +5.0% Block value: +191 On weapon hit: * Deal physical damage equal to your armor (86) Damage (Melee): +21 physical When wielded/worn: Armour: +18 Fatigue: +8% Changes stats: +5 Wil Changes resistances: +15% physical Talent granted: +1 Block Slows Projectiles: +35% Bonus block near projectiles: +54 Curse of Misfortune Handheld deflection devices. |
Around waist | hardened leather belt 'Heatcrack' (Shrouds) hardened leather belt 'Heatcrack' (Shrouds)Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -8% Changes stats: +6 Str / +5 Mag / +4 Wil / +17 Con Changes resistances: +24% fire Reduces incoming crit damage: 17.43% Maximum encumbrance: +44 Infravision radius: +3 Curse of Shrouds A belt that goes around your waist. |
In off hand | Yaridrandur the stralite shield (Madness) (0 def, 26 armour, 45-54 power, 143.5 block) Yaridrandur the stralite shield (Madness) (0 def, 26 armour, 45-54 power, 143.5 block)Requires: - Shield usage training - Strength 35 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 45.0 - 54.0 Uses stat: 107% Wil Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +4.5% Block value: +143 On weapon hit: * 24% chance to reduce armor by 41% When wielded/worn: Armour: +26 Fatigue: +8% Damage when hit (Melee): 6 acid Changes stats: +3 Cun Changes resistances: +12% acid / +12% cold / +12% fire / +18% nature / +12% lightning Changes damage: +6% mind Talent granted: +1 Block Silence immunity: +24% Teleport immunity: +24% Life regen: +4.00 Maximum life: +100.00 Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +18% Curse of Madness Handheld deflection devices. |
Cloak | Wind's Whisper (Shrouds) (4 def, 0 armour) Wind's Whisper (Shrouds) (4 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +3 Dex Silence immunity: +30% Deflect projectiles away: +25% Slows Projectiles: +20% Activating this item is instant. Curse of Shrouds It can be used to activate talent Evasion (costing 50 power out of 50/50) : Effective talent level: 2.6 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 29% chance to evade melee and ranged attacks and 20 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
Main armor | The Calm (Madness) (15 def, 0 armour) The Calm (Madness) (15 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +15 (+4 eff.) Changes stats: +10 Mag / +8 Wil / +6 Cun Changes resistances: +20% lightning / +13% all Changes resistances penetration: +15% lightning Changes damage: +25% lightning Spellpower: +20 (+5 eff.) Movement speed: +10% Slows Projectiles: +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. Curse of Madness This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
Inventory
healing infusion of the titan (heal 251; cd 12) healing infusion of the titan (heal 251; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 251 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the duelist (die at -577; dur 5; cd 31) heroism infusion of the duelist (die at -577; dur 5; cd 31)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: 31 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 5 turns. While Heroism is active, you will only die when reaching -577 life. The duration and life will increase by 1% for every 1% life you have lost (currently 577 life, 5 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 487%; cd 10) movement infusion (speed 487%; 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 487% 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 520%; cd 11) movement infusion (speed 520%; 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 520% 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 693%; cd 8) movement infusion of the psychic (speed 693%; 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 693% 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 wizard (speed 955%; cd 12) movement infusion of the wizard (speed 955%; 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 increase movement speed by 955% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the titan (heal 651; 13 cd) regeneration infusion of the titan (heal 651; 13 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.3 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 651 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 864; 15 cd) regeneration infusion of the wizard (heal 864; 15 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.3 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 864 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 25%; mental; dur 2; cd 12) wild infusion of the duelist (res 25%; mental; 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 effect and reduce all damage taken by 25% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 20%; mental; dur 3; cd 12) wild infusion of the warrior (res 20%; mental; dur 3; 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 effect and reduce all damage taken by 20% 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 warrior (res 24%; magical; dur 2; cd 12) wild infusion of the warrior (res 24%; magical; dur 2; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 24% for 2 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. |
Rune of Dissipation ( ) Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Reflection (--) Rune of Reflection (--)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 615 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
blink rune of the sneak (range 10; phase 35; cd 11) blink rune of the sneak (range 10; phase 35; cd 11)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 10 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 35%, your defense is increased by 35 and all your resistances by 35%. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the wizard (range 9; phase 32; cd 10) blink rune of the wizard (range 9; phase 32; cd 10)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 9 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 32%, your defense is increased by 32 and all your resistances by 32%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 119; cd 15) shatter afflictions rune (absorb 119; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 119 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the duelist (absorb 86; cd 14) shatter afflictions rune of the duelist (absorb 86; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 86 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 148; cd 13) shatter afflictions rune of the warrior (absorb 148; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 148 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 323; dur 3; cd 14) shielding rune (absorb 323; dur 3; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 323 damage for 3 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 203; dur 5; cd 16) shielding rune of the duelist (absorb 203; dur 5; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 203 damage for 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 137; dur 4; cd 15) shielding rune of the warrior (absorb 137; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 137 damage for 4 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the psychic (threshold 81; blocks 3; dur 4; cd 12) stormshield rune of the psychic (threshold 81; blocks 3; dur 4; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 81 up to 3 times. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the sneak (threshold 32; blocks 7; dur 4; cd 12) stormshield rune of the sneak (threshold 32; blocks 7; dur 4; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 32 up to 7 times. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the wizard (threshold 46; blocks 6; dur 4; cd 12) stormshield rune of the wizard (threshold 46; blocks 6; dur 4; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 46 up to 6 times. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
Brodorach the Oakire (Corpses) Brodorach the Oakire (Corpses)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -8% Changes stats: +2 Str / +10 Dex / +3 Wil / +13 Cun / +10 Con Changes resistances: +30% mind Changes resistances penetration: +20% nature Physical save: +25 (+6 eff.) Spell save: +25 (+5 eff.) Mental save: +25 (+6 eff.) Confusion immunity: +48% Life regen: +5.00 Stamina each turn: +1.50 Infravision radius: +3 See invisible: +15 Movement speed: +10% Curse of Corpses Amulets can have magical properties. |
Cyretta (Corpses) Cyretta (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str / +4 Con Changes resistances: +9% blight / +3% cold / +15% darkness Changes damage: +6% physical Talent mastery: +0.22 Spell / Stone Only die when reaching: -60.00 life Curse of Corpses Amulets can have magical properties. |
Floepeal the gold amulet (Madness) Floepeal the gold amulet (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -8% Damage when hit (Melee): 10 arcane Changes stats: +7 Dex / +7 Cun / +7 Con Changes resistances: +6% cold / +5% arcane / +12% temporal Changes resistances penetration: +15% cold Changes damage: +12% temporal / +9% arcane / +9% cold Life regen: +4.00 Stamina each turn: +1.10 Movement speed: +10% Curse of Madness Amulets can have magical properties. |
Freezesteel the steel amulet (Nightmares) Freezesteel the steel amulet (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 31 Changes stats: +6 Str / +7 Dex / +7 Wil / +4 Cun Changes resistances penetration: +20% cold Changes damage: +21% blight Mental save: +18 (+5 eff.) Maximum psi: +30.00 Curse of Nightmares Amulets can have magical properties. |
Isotira the copper amulet (Madness) Isotira the copper amulet (Madness)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 41% Changes resistances: +12% light / +12% darkness Changes resistances penetration: +10% mind Critical mult.: +15.00% Spell save: +6 (+1 eff.) Mental save: +12 (+3 eff.) Blindness immunity: +23% Hate when firing a critical mind attack: +1.00 Curse of Madness Amulets can have magical properties. |
Mayotira the Rotrune (Corpses) Mayotira the Rotrune (Corpses)Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +8 (+3 eff.) Fatigue: -10% Changes stats: +8 Dex / +5 Mag / +2 Wil / +9 Cun / +8 Con Changes resistances: +5% arcane Changes resistances penetration: +20% nature Changes damage: +6% mind / +7% physical Life regen: +3.00 Stamina each turn: +1.20 Mana each turn: +0.37 Spellpower on spell critical (stacks up to 3 times): +5 Maximum mana: +54.00 Maximum psi: +50.00 Movement speed: +10% Combat speed: +10% Curse of Corpses Amulets can have magical properties. |
Uryroddabar the stralite amulet (Misfortune) Uryroddabar the stralite amulet (Misfortune)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Defense: +37 (+9 eff.) Changes stats: +9 Con Changes damage: +37% blight Mental save: +22 (+6 eff.) Confusion immunity: +24% Mana when firing critical spell: +2.50 Maximum life: +124.90 Spell crit. chance: +5% Curse of Misfortune Amulets can have magical properties. |
clarifying gold amulet of willpower (+5) (Shrouds) clarifying gold amulet of willpower (+5) (Shrouds)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Wil Changes resistances: +16% mind Confusion immunity: +34% Curse of Shrouds Amulets can have magical properties. |
savior's steel amulet of perfection (0.16 Celestial / Crusader,0.16 Cursed / Predator) (Misfortune) savior's steel amulet of perfection (0.16 Celestial / Crusader,0.16 Cursed / Predator) (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Talent masteries: +0.16 Celestial / Crusader +0.16 Cursed / Predator Physical save: +13 (+3 eff.) Spell save: +14 (+3 eff.) Mental save: +15 (+4 eff.) Curse of Misfortune Amulets can have magical properties. |
stabilizing copper amulet of mastery (0.11 Chronomancy / Energy) (Shrouds) stabilizing copper amulet of mastery (0.11 Chronomancy / Energy) (Shrouds)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% temporal Talent mastery: +0.11 Chronomancy / Energy Pinning immunity: +22% Knockback immunity: +20% Curse of Shrouds Amulets can have magical properties. |
starlit copper amulet of cunning (+2) (Nightmares) starlit copper amulet of cunning (+2) (Nightmares)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Cun Changes resistances: +11% light / +10% darkness Blindness immunity: +20% Curse of Nightmares Amulets can have magical properties. |
starseer's gold amulet (Shrouds) starseer's gold amulet (Shrouds)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Mag Changes damage: +6% darkness / +6% temporal / +6% light / +6% physical Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Curse of Shrouds Amulets can have magical properties. |
wanderer's copper amulet of magic (+4) (Madness) wanderer's copper amulet of magic (+4) (Madness)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +4 Dex / +3 Mag / +4 Cun / +5 Con Life regen: +2.00 Stamina each turn: +0.40 Movement speed: +10% Curse of Madness Amulets can have magical properties. |
wanderer's steel amulet of murder (Shrouds) wanderer's steel amulet of murder (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +12 Fatigue: -5% Changes stats: +4 Dex / +5 Cun / +4 Con Critical mult.: +12.00% Life regen: +2.00 Stamina each turn: +0.40 Movement speed: +10% Curse of Shrouds Amulets can have magical properties. |
warmaker's gold amulet of murder (Nightmares) warmaker's gold amulet of murder (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +15 Changes stats: +5 Str / +7 Dex / +7 Wil Critical mult.: +13.00% Curse of Nightmares Amulets can have magical properties. |
Coalfury (Madness) Coalfury (Madness)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 28% Damage when hit (Melee): 6 cold Changes resistances: +9% light Changes damage: +6% cold / +6% light / +3% darkness Silence immunity: +23% Mana each turn: +0.11 Curse of Madness Rings can have magical properties. |
Deepsstinger (Misfortune) Deepsstinger (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +6% darkness Changes resistances penetration: +25% physical Changes damage: +3% darkness Mental save: +6 (+2 eff.) Stun/Freeze immunity: +24% Life regen: +2.00 Curse of Misfortune Rings can have magical properties. |
Glintlady (Nightmares) Glintlady (Nightmares)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Physical power: +8 (+3 eff.) Effects on melee hit: * 10 arcane resource burn Changes stats: +6 Str / +4 Dex / +7 Cun / +6 Con Changes resistances: +3% darkness / +28% fire / +5% arcane / +3% nature Changes damage: +14% fire Light radius: +3 Curse of Nightmares Rings can have magical properties. |
Gloomoozer (Nightmares) Gloomoozer (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +13 Defense: +12 (+3 eff.) Effects on melee hit: * 22% chance to reduce damage dealt by 28% * 22% chance to reduce all saves and defense by 34 Changes resistances: +18% darkness / +24% fire Changes resistances penetration: +25% fire / +28% darkness / +28% nature Changes damage: +12% nature Curse of Nightmares It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.6 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 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 159% 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 can have magical properties. |
Islumina the copper ring (Misfortune) Islumina the copper ring (Misfortune)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 4 acid Changes resistances: +37% acid Changes resistances penetration: +25% acid Changes damage: +20% acid Curse of Misfortune Rings can have magical properties. |
Islumira the stralite ring (Nightmares) Islumira the stralite ring (Nightmares)Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +9 Physical power: +9 (+3 eff.) Defense: +12 (+3 eff.) Changes stats: +2 Con Critical mult.: +15.00% Physical save: +13 (+3 eff.) Spell save: +21 (+4 eff.) Mental save: +13 (+3 eff.) Blindness immunity: +10% Life regen: +4.00 Spellpower: +9 (+2 eff.) Mindpower: +12 (+3 eff.) Damage Shield penetration: +20% Curse of Nightmares It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.6 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 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 159% 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 can have magical properties. |
Lightningpyre the steel ring (Misfortune) Lightningpyre the steel ring (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Damage when hit (Melee): 6 light / 10 lightning Changes stats: +6 Cun / +3 Str Changes resistances: +6% lightning Changes damage: +5% all Spellpower: +5 (+1 eff.) Mindpower: +8 (+2 eff.) Curse of Misfortune Rings can have magical properties. |
Nightbreeze (Madness) Nightbreeze (Madness)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +5 Con Changes resistances: +12% darkness Physical save: +6 (+1 eff.) Mindpower: +5 (+1 eff.) Mental crit. chance: +1% Light radius: +1 Curse of Madness Rings can have magical properties. |
Nightsong (Nightmares) Nightsong (Nightmares)Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+3 eff.) Maximum stamina: +25.00 Curse of Nightmares It can be used to activate talent Shadowstep (costing 50 power out of 50/50) : Effective talent level: 2.6 Power cost: 50 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 166% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Porewe (Misfortune) Porewe (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +8.0% Defense: +8 (+2 eff.) Changes stats: +4 Cun Reduces incoming crit damage: 15.00% Disarm immunity: +20% Confusion immunity: +20% Knockback immunity: +20% Teleport immunity: +20% Only die when reaching: -60.00 life Curse of Misfortune Rings can have magical properties. |
Rainmight (Misfortune) Rainmight (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +14 (+4 eff.) Changes stats: +7 Cun Changes resistances: +9% darkness / +9% cold Changes resistances penetration: +25% cold Changes damage: +24% light Light radius: +3 Curse of Misfortune Rings can have magical properties. |
Rimehue the gold ring (Nightmares) Rimehue the gold ring (Nightmares)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 41% Changes resistances: +38% lightning / +6% temporal / +5% arcane Changes resistances penetration: +10% acid Changes damage: +16% lightning / +15% cold / +30% acid Curse of Nightmares Rings can have magical properties. |
Velorekira the Infernogash (Misfortune) Velorekira the Infernogash (Misfortune)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil Changes damage: +9% mind / +30% fire Mental save: +9 (+2 eff.) Life regen: +11.00 Equilibrium when hit: +0.28 Maximum life: +64.00 Mindpower: +15 (+4 eff.) Mental crit. chance: +3% Healing mod.: +14% Curse of Misfortune Rings can have magical properties. |
Vorikira (Shrouds) Vorikira (Shrouds)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +9 Con Critical mult.: +22.72% Physical save: +18 (+4 eff.) Mental save: +20 (+5 eff.) Mana when firing critical spell: +2.27 Spellpower on spell critical (stacks up to 3 times): +11 Hate when firing a critical mind attack: +5.68 Maximum hate: +11.36 Mindpower: +20 (+5 eff.) Mental crit. chance: +6% Defense after a teleport: +17 Resist all after a teleport: +17% New effects duration reduction after a teleport: +17% Curse of Shrouds Rings can have magical properties. |
conjurer's gold ring of light (+32%) (Madness) conjurer's gold ring of light (+32%) (Madness)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Mag / +6 Wil Changes resistances: +32% light Changes damage: +16% light Spellpower: +10 (+3 eff.) Curse of Madness Rings can have magical properties. |
copper ring 'Murkdredge' (Misfortune) copper ring 'Murkdredge' (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Damage when hit (Melee): 2 mind Changes stats: +3 Dex Changes resistances: +6% blight / +9% fire Changes resistances penetration: +10% darkness Mental save: +3 (+1 eff.) Disarm immunity: +10% Curse of Misfortune Rings can have magical properties. |
copper ring 'Velyrarin' (Madness) copper ring 'Velyrarin' (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +5 Str / +5 Con Changes resistances: +9% acid / +12% lightning Critical mult.: +10.00% Spell save: +6 (+1 eff.) Maximum psi: +10.00 Mindpower: +10 (+3 eff.) Curse of Madness Rings can have magical properties. |
copper ring of luminosity (Corpses) copper ring of luminosity (Corpses)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage (Melee): 13 light Damage (Ranged): 12 light Changes stats: +2 Mag Changes damage: +10% light Curse of Corpses Rings can have magical properties. |
gold ring of luminosity (Madness) gold ring of luminosity (Madness)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage (Melee): 14 light Damage (Ranged): 22 light Changes stats: +4 Mag Changes damage: +13% light Curse of Madness Rings can have magical properties. |
marksman's copper ring of perseverance (Corpses) marksman's copper ring of perseverance (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Stun/Freeze immunity: +24% Life regen: +1.00 Curse of Corpses Rings can have magical properties. |
marksman's gold ring of frost (+32%) (Corpses) marksman's gold ring of frost (+32%) (Corpses)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +12 (+3 eff.) Changes stats: +6 Dex Changes resistances: +32% cold Changes damage: +16% cold Curse of Corpses Rings can have magical properties. |
marksman's gold ring of misery (Madness) marksman's gold ring of misery (Madness)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +14 (+3 eff.) Effects on melee hit: * 16% chance to reduce all saves and defense by 34 Damage (Melee): 18 physical Effects on ranged hit: * 16% chance to reduce all saves and defense by 34 Damage (Ranged): 22 physical Changes stats: +6 Cun / +7 Dex Hate when firing a critical mind attack: +3.00 Maximum hate: +10.00 Curse of Madness It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 5.2 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 171% weapon damage. If the attack hits, the target will bleed for 322% weapon damage over 7 turns, and all healing will be reduced by 76%. Rings can have magical properties. |
marksman's stralite ring of life (Corpses) marksman's stralite ring of life (Corpses)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +16 (+4 eff.) Changes stats: +8 Dex Life regen: +13.00 Maximum life: +88.00 Healing mod.: +16% Curse of Corpses Rings can have magical properties. |
mule's copper ring (Corpses) mule's copper ring (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +20 Curse of Corpses Rings can have magical properties. |
pixie's stralite ring (Shrouds) pixie's stralite ring (Shrouds)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Cun / +6 Mag Spellpower: +7 (+2 eff.) Curse of Shrouds Rings can have magical properties. |
psionicist's stralite ring of pilfering (Madness) psionicist's stralite ring of pilfering (Madness)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +11 Defense: +9 (+2 eff.) Changes stats: +6 Wil Mental save: +12 (+3 eff.) Curse of Madness It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.6 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 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 159% 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 can have magical properties. |
rogue's steel ring of pilfering (Shrouds) rogue's steel ring of pilfering (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +8 Defense: +11 (+3 eff.) Changes stats: +2 Cun Curse of Shrouds It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.6 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 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 159% 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 can have magical properties. |
savage's stralite ring of the mind (+14%) (Corpses) savage's stralite ring of the mind (+14%) (Corpses)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +4 Con Changes resistances: +14% mind Changes damage: +14% mind Spell save: +14 (+3 eff.) Maximum stamina: +26.00 Curse of Corpses Rings can have magical properties. |
savior's copper ring of lightning (+22%) (Madness) savior's copper ring of lightning (+22%) (Madness)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% lightning Changes damage: +11% lightning Physical save: +6 (+1 eff.) Spell save: +7 (+2 eff.) Mental save: +6 (+2 eff.) Curse of Madness Rings can have magical properties. |
steel ring 'Obsidianstalker' (Shrouds) steel ring 'Obsidianstalker' (Shrouds)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Wil Changes resistances: +24% cold Changes damage: +12% cold / +6% mind / +18% darkness Mental crit. chance: +2% Light radius: +3 Curse of Shrouds Rings can have magical properties. |
stralite ring 'Heatwend' (Shrouds) stralite ring 'Heatwend' (Shrouds)Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +10 Defense: +12 (+3 eff.) Damage when hit (Melee): 4 fire Changes stats: +3 Con Changes resistances: +6% acid / +9% fire / +6% nature / +3% cold Changes resistances penetration: +5% fire Spell save: +15 (+3 eff.) Mental save: +10 (+3 eff.) Confusion immunity: +32% Maximum stamina: +14.00 Curse of Shrouds It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.6 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 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 159% 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 can have magical properties. |
stralite ring 'Issidar' (Shrouds) stralite ring 'Issidar' (Shrouds)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +21 (+7 eff.) Armour: +6 Changes stats: +17 Str / +15 Con Changes resistances: +5% arcane / +32% cold Changes damage: +16% cold Critical mult.: +20.00% Mana each turn: +0.12 Only die when reaching: -40.00 life Curse of Shrouds Rings can have magical properties. |
treant's stralite ring of life (Corpses) treant's stralite ring of life (Corpses)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +13% nature / +13% blight Poison immunity: +26% Disease immunity: +24% Life regen: +15.00 Maximum life: +70.00 Healing mod.: +18% Curse of Corpses Rings can have magical properties. |
warrior's copper ring of tenacity (Corpses) warrior's copper ring of tenacity (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Disarm immunity: +20% Pinning immunity: +22% Knockback immunity: +20% Maximum life: +23.00 Curse of Corpses Rings can have magical properties. |
warrior's gold ring of clarity (Nightmares) warrior's gold ring of clarity (Nightmares)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +14 Changes stats: +7 Str Mental save: +10 (+3 eff.) Confusion immunity: +28% Curse of Nightmares Rings can have magical properties. |
acidic stralite battleaxe of projection (Nightmares) (46-69 power, 3 apr) acidic stralite battleaxe of projection (Nightmares) (46-69 power, 3 apr)Requires: - Strength 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 46.0 - 69.0 Uses stat: 129% Wil Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * Projects up to 5 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On weapon crit: * Splash the target with acid dealing 190 damage over 5 turns and reducing armor and accuracy by 24 Curse of Nightmares Massive two-handed battleaxes. |
quick stralite battleaxe of enduring (Misfortune) (44.5-66.75 power, 3 apr) quick stralite battleaxe of enduring (Misfortune) (44.5-66.75 power, 3 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 44.5 - 66.8 Uses stat: 129% Wil Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% When wielded/worn: Accuracy: +24 (+6 eff.) Changes stats: +7 Dex / +10 Wil / +19 Con Maximum life: +118.00 Combat speed: +10% Curse of Misfortune Massive two-handed battleaxes. |
Bethywen the stralite dagger (Nightmares) (28-36.4 power, 9 apr) Bethywen the stralite dagger (Nightmares) (28-36.4 power, 9 apr)Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Base power: 28.0 - 36.4 Uses stats: 48% Wil, 48% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 10% chance to reduce armor by 41% * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) When wielded/worn: Accuracy: +42 (+9 eff.) Effects on melee hit: * 23% chance to slow global speed by 62% Changes stats: +12 Dex Changes resistances: +3% blight / +6% nature / +12% light / +3% darkness Combat speed: +20% Curse of Nightmares Sharp, short and deadly. |
enhanced voratun dagger of projection (Corpses) (37.5-48.75 power, 9 apr) enhanced voratun dagger of projection (Corpses) (37.5-48.75 power, 9 apr)Requires: - Dexterity 48 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 48% Wil, 48% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) When wielded/worn: Changes stats: +10 Str / +11 Dex / +9 Mag / +10 Wil / +10 Cun / +9 Con Curse of Corpses Sharp, short and deadly. |
Emelebrena (Misfortune) (66.5-99.75 power, 4 apr) Emelebrena (Misfortune) (66.5-99.75 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 66.5 - 99.8 Uses stat: 129% Wil Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +8 temporal Damage (radius 1) on hit: +4 mind Damage (radius 2) on crit: +63 lightning / +63 cold When wielded/worn: Accuracy: +69 (+15 eff.) Changes stats: +2 Cun / +20 Dex Changes resistances penetration: +26% lightning / +33% cold / +10% temporal Critical mult.: +20.00% Maximum psi: +10.00 Mental crit. chance: +2% Movement speed: +67% Combat speed: +20% Curse of Misfortune Massive two-handed mauls. |
Colaryem (Shrouds) (48-76.8 power, 12 apr) Colaryem (Shrouds) (48-76.8 power, 12 apr)Requires: - Strength 10 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 48.0 - 76.8 Uses stat: 139% Wil Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +11.0% Attack speed: 50% When wielded/worn: Fatigue: -12% Changes stats: +7 Dex Changes resistances: +7% lightning Changes damage: +7% lightning Maximum encumbrance: +50 Movement speed: +10% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Attack speed improves with your strength and size category. Curse of Shrouds This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
Yvymina the Lustresquall (Corpses) (46-73.6 power, 3 apr) Yvymina the Lustresquall (Corpses) (46-73.6 power, 3 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 46.0 - 73.6 Uses stat: 129% Wil Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +12 arcane Damage (radius 2) on crit: +47 lightning / +52 cold When wielded/worn: Armour penetration: +17 Physical crit. chance: +38.0% Damage when hit (Melee): 8 arcane Changes stats: +2 Wil Changes resistances: +12% light Changes resistances penetration: +30% lightning / +30% cold Changes damage: +3% lightning / +3% blight Critical mult.: +42.00% Movement speed: +61% Curse of Corpses Massive two-handed swords. |
Storm Fury (Corpses) Storm Fury (Corpses)Requires: - Magic 30 - Dexterity 30 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When this weapon hits: Chain Lightning (12% chance level 3). When wielded/worn: Defense: +30 (+8 eff.) Damage (Ranged): 75 lightning Changes stats: +10 Dex / +10 Mag Changes resistances: +20% lightning Changes damage: +25% lightning Talent masteries: +0.50 Spell / Storm +0.50 Spell / Air Spellpower: +30 (+8 eff.) Spell crit. chance: +10% Movement speed: +30% Automatically fires lightning bolts every game turn at nearby enemies dealing 143 to 286 lightning damage based on Magic with a chance to inflict Daze. Curse of Corpses This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
dragonbone longbow 'Islirin' (Misfortune) dragonbone longbow 'Islirin' (Misfortune)Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). Damage (Ranged): +4 arcane Damage (radius 2) on crit: +16 physical When wielded/worn: Accuracy: +21 (+5 eff.) Physical crit. chance: +9.0% Armour: +4 Ammo reloads per turn: +4 Changes stats: +20 Str / +18 Dex / +18 Mag / +20 Wil / +18 Cun / +17 Con Stamina each turn: +2.00 Light radius: +2 Curse of Misfortune Longbows are used to shoot arrows at your foes. |
dragonbone longbow 'Unrikhad' (Madness) dragonbone longbow 'Unrikhad' (Madness)Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 Damage (radius 1) on hit: +12 acid Damage (radius 2) on crit: +59 lightning / +42 cold When wielded/worn: Accuracy: +21 (+5 eff.) Physical crit. chance: +15.0% Physical power: +15 (+5 eff.) Changes stats: +6 Str Changes resistances: +9% acid Changes resistances penetration: +38% lightning / +17% cold Mental save: +9 (+2 eff.) Poison immunity: +20% Disarm immunity: +20% Movement speed: +75% Curse of Madness Longbows are used to shoot arrows at your foes. |
Chalychik (Corpses) (34-47.6 power, 5 apr) Chalychik (Corpses) (34-47.6 power, 5 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 34.0 - 47.6 Uses stat: 107% Wil Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +12 arcane When wielded/worn: Accuracy: +37 (+8 eff.) Defense: +30 (+8 eff.) Changes stats: +5 Dex / +14 Mag / +9 Wil Changes resistances penetration: +15% blight Changes damage: +9% physical Hate when firing a critical mind attack: +6.00 Only die when reaching: -99.92 life Spellpower: +13 (+3 eff.) Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +18% Curse of Corpses Sharp, long, and deadly. |
Morrigor (Shrouds) (50-70 power, 12 apr) Morrigor (Shrouds) (50-70 power, 12 apr)Requires: - Magic 40 Powered by arcane forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 50.0 - 70.0 Uses stats: 64% Wil, 60% Mag Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * deal 64.38 arcane and 55.11 darkness damage (based on Magic) in a radius 1 around the target On weapon kill: * swallows the victim's soul, gaining a new power When wielded/worn: Talent granted: +1 Soul Purge Spellpower: +24 (+6 eff.) Spell crit. chance: +12% Curse of Shrouds It can be used to activate talent Forgery of Haze (costing 30 power out of 30/30) : Effective talent level: 3.9 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: necromancy and a spell Description: Through the shadows, you forge a temporary copy of yourself, existing for 7 turns. The copy possesses your exact talents and stats, has 59% life and deals 78% damage. This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
Mayutha (Corpses) (30-36 power, 6 apr, lightning element) Mayutha (Corpses) (30-36 power, 6 apr, lightning element)Requires: - Magic 48 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +1 Mag / +4 Wil / +7 Con Changes resistances: +3% blight Changes resistances penetration: +10% arcane / +10% blight Changes damage: +30% lightning / +6% arcane Talent granted: +1 Command Staff Life regen: +1.70 Vim when firing critical spell: +5.00 Maximum vim: +40.00 Spellpower: +29 (+7 eff.) Spell crit. chance: +28% Healing mod.: +30% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
Dairynarimnir the Murkquarry (Misfortune) Dairynarimnir the Murkquarry (Misfortune)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +10 (+3 eff.) Damage when hit (Melee): 6 darkness Changes resistances: +15% blight / +18% fire Changes resistances penetration: +5% darkness Changes damage: +15% darkness Spell save: +12 (+3 eff.) Maximum life: +106.00 Maximum mana: +67.00 Maximum stamina: +63.00 Maximum hate: +15.00 Maximum psi: +40.00 Maximum vim: +30.00 Maximum pos.energy: +35.00 Maximum neg.energy: +36.00 Size category: +1 Reduces paradox anomalies(equivalent to willpower): +13 The wearer is treated as an undead. The wearer no longer has to breathe. Curse of Misfortune A belt that goes around your waist. |
Delozilablek (Nightmares) Delozilablek (Nightmares)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +10 (+3 eff.) Changes stats: +4 Str / +9 Wil / +7 Cun / +4 Con Changes resistances: +6% blight Changes resistances penetration: +15% physical Changes damage: +3% blight / +21% physical Damage against: +35% Summoned Reduced damage from: +32% Summoned Physical save: +12 (+3 eff.) Equilibrium when hit: +0.04 Maximum hate: +2.00 Maximum psi: +20.00 Mental crit. chance: +3% Size category: +1 Curse of Nightmares A belt that goes around your waist. |
Mighty Girdle (Misfortune) Mighty Girdle (Misfortune)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 Size category: +0 Curse of Misfortune This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
hardened leather belt 'Blazekarma' (Misfortune) hardened leather belt 'Blazekarma' (Misfortune)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +30 (+7 eff.) Defense: +25 (+6 eff.) Changes stats: +5 Dex / +5 Cun / +8 Lck Changes damage: +15% lightning / +12% blight Trap disarming bonus: +20 Stealth bonus: +10 Physical save: +15 (+3 eff.) Only die when reaching: -60.00 life Infravision radius: +5 Curse of Misfortune A belt that goes around your waist. |
noble's rough leather belt of valiance (Corpses) noble's rough leather belt of valiance (Corpses)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun / +6 Wil Damage against: +17% Summoned Reduced damage from: +15% Summoned Mental save: +5 (+1 eff.) Maximum life: +42.00 Curse of Corpses A belt that goes around your waist. |
Crimson Robe (Corpses) (12 def, 0 armour) 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 (+3 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 (+5 eff.) Mental crit. chance: +9% Global speed: +0% 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. |
Blizzardbright the pair of voratun boots (Nightmares) (0 def, 5 armour) Blizzardbright the pair of voratun boots (Nightmares) (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +6 Str / +4 Cun / +12 Con Changes resistances: +3% temporal / +3% fire / +6% light / +6% nature Changes damage: +12% cold Physical save: +19 (+5 eff.) Mental save: +23 (+6 eff.) Curse of Nightmares It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.9 Power cost: 25 out of 25/25. Range: 9 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. |
Bokyrion (Misfortune) (0 def, 1 armour) Bokyrion (Misfortune) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Damage when hit (Melee): 2 mind Changes stats: +2 Str / +2 Con Maximum psi: +30.00 Maximum vim: +20.00 Spell crit. chance: +1% Mindpower: +5 (+1 eff.) Damage Shield penetration: +10% Curse of Misfortune It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.3 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Frost Treads (Shrouds) (1 def, 4 armour) Frost Treads (Shrouds) (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. Curse of Shrouds A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
reinforced pair of dwarven-steel boots of spellbinding (Corpses) (0 def, 12 armour) reinforced pair of dwarven-steel boots of spellbinding (Corpses) (0 def, 12 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +12 Fatigue: +3% Changes stats: +3 Mag Changes resistances: +11% acid / +11% fire / +10% lightning / +8% cold Lowers spell cool-downs by: 10% 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. |
scholar's pair of rough leather boots of speed (Madness) (0 def, 1 armour) scholar's pair of rough leather boots of speed (Madness) (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Spellpower: +3 (+1 eff.) Movement speed: +25% Curse of Madness A pair of boots made of leather. |
Daironarihek the hardened leather gloves (Misfortune) (15 def, 2 armour) Daironarihek the hardened leather gloves (Misfortune) (15 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Defense: +15 (+4 eff.) Changes stats: +4 Str / +3 Wil / +4 Con Changes resistances: +12% cold Talent mastery: +0.20 Technique / Grappling Reduces incoming crit damage: 10.00% Disarm immunity: +32% Teleport immunity: +20% Only die when reaching: -80.00 life Maximum life: +80.00 When used to modify unarmed attacks: Base power: 16.0 - 17.6 Uses stats: 43% Wil, 83% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Disarm (10% chance level 3). Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Glimmerpassion (Shrouds) (5 def, 3 armour) Glimmerpassion (Shrouds) (5 def, 3 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical power: +16 (+5 eff.) Armour: +3 Defense: +5 (+1 eff.) Damage (Melee): 15 arcane Changes stats: +5 Str / +9 Mag / +6 Wil / +3 Con Changes resistances: +6% acid / +12% fire / +8% arcane Changes damage: +7% arcane / +12% light Physical save: +19 (+5 eff.) Spell save: +8 (+2 eff.) Mental save: +7 (+2 eff.) Disarm immunity: +40% Stun/Freeze immunity: +20% Only die when reaching: -20.00 life Spellpower: +16 (+4 eff.) When used to modify unarmed attacks: Base power: 34.0 - 37.4 Uses stats: 43% Wil, 83% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +19 arcane / +25 physical Activating this item is instant. Curse of Shrouds It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 3.9 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 30% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Gloves of the Firm Hand (Nightmares) (0 def, 8 armour) Gloves of the Firm Hand (Nightmares) (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% When used to modify unarmed attacks: Base power: 19.0 - 20.9 Uses stats: 43% Wil, 83% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Clinch (20% chance level 3). When this weapon hits: Maim (10% chance level 3). When this weapon hits: Take Down (10% chance level 3). Curse of Nightmares These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Infernoroar (Corpses) (0 def, 3 armour) Infernoroar (Corpses) (0 def, 3 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Armour: +3 Damage when hit (Melee): 2 fire Changes stats: +6 Dex / +4 Mag / +10 Con Changes resistances penetration: +15% fire Changes damage: +7% arcane / +3% fire Physical save: +35 (+8 eff.) Spell save: +8 (+2 eff.) Mental save: +18 (+5 eff.) Disarm immunity: +79% See invisible: +9 When used to modify unarmed attacks: Base power: 26.0 - 28.6 Uses stats: 43% Wil, 83% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +9 Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Perfect Control (10% chance level 5). Damage (Melee): +16 arcane / +25 physical Damage (radius 2) on crit: +15 arcane Activating this item is instant. Curse of Corpses It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 3.9 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 30% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Snow Giant Wraps (Corpses) (0 def, 2 armour) Snow Giant Wraps (Corpses) (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Physical power: +0 (+0 eff.) Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Physical save: +0 (+0 eff.) Knockback immunity: +50% Maximum life: +60.00 When used to modify unarmed attacks: Base power: 17.0 - 18.7 Uses stats: 43% Wil, 83% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Call Lightning (25% chance level 5). Damage (Melee): +10 lightning / +10 cold Curse of Corpses It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.6 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 116.73 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
stone warden's drakeskin leather gloves of magic (+10) (Misfortune) (0 def, 14 armour) stone warden's drakeskin leather gloves of magic (+10) (Misfortune) (0 def, 14 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +14 Armour Hardiness: +10% Changes stats: +3 Mag / +10 Con Changes resistances: +7% physical Changes damage: +9% arcane When used to modify unarmed attacks: Base power: 28.0 - 30.8 Uses stats: 43% Wil, 83% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Stone Touch (5% chance level 5). Damage (Melee): +19 arcane Damage (radius 2) on crit: +9 arcane Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
stone warden's voratun gauntlets of war-making (Corpses) (0 def, 16 armour) stone warden's voratun gauntlets of war-making (Corpses) (0 def, 16 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +13.0% Armour: +16 Armour Hardiness: +12% Fatigue: +5% Changes stats: +6 Con Changes resistances: +12% physical Critical mult.: +6.00% Spell crit. chance: +6% Mental crit. chance: +12% When used to modify unarmed attacks: Base power: 34.5 - 48.3 Uses stats: 43% Wil, 83% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +20.0% Attack speed: 83% When this weapon hits: Stone Touch (5% chance level 5). When this weapon crits: Cripple (20% chance level 5). Curse of Corpses Metal gloves protecting the hands up to the middle of the lower arm. |
Chalemaneg (Corpses) (0 def, 7 armour) Chalemaneg (Corpses) (0 def, 7 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +1 Physical power: +10 (+3 eff.) Armour: +7 Fatigue: +5% Damage when hit (Melee): 2 physical Changes stats: +3 Con / +7 Wil Changes resistances: +1% physical / +20% darkness / +9% blight / +12% nature / +17% light Spell save: +8 (+2 eff.) Mental save: +10 (+3 eff.) Maximum life: +108.00 Maximum stamina: +30.00 Healing mod.: +18% Curse of Corpses A cap made of leather. |
Loryharahell the rough leather cap (Madness) (5 def, 10 armour) Loryharahell the rough leather cap (Madness) (5 def, 10 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +1% Changes resistances: +6% cold / +3% all Changes damage: +3% mind Physical save: +7 (+2 eff.) Blindness immunity: +10% Disarm immunity: +20% Stun/Freeze immunity: +20% Curse of Madness A cap made of leather. |
cashmere wizard hat 'Alyldir' (Misfortune) (2 def, 0 armour) cashmere wizard hat 'Alyldir' (Misfortune) (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 8 arcane / 4 temporal Changes stats: +12 Str / +2 Mag / +8 Wil Changes resistances penetration: +20% arcane Physical save: +11 (+3 eff.) Infravision radius: +2 Curse of Misfortune A pointy cloth hat, very wizardly... |
insulating iron helm of the depths (Madness) (0 def, 3 armour) insulating iron helm of the depths (Madness) (0 def, 3 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +6% fire / +5% cold Allows you to breathe in: water Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
4 agate 4 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. |
952 alchemist agate 952 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. |
3 onyx 3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
7 aquamarine 7 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 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. |
2 sapphire 2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (Madness) (dig speed 12 turns) Tooth of the Mouth (Madness) (dig speed 12 turns)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 of wreckage (Nightmares) (dig speed 24 turns) dwarven-steel pickaxe of wreckage (Nightmares) (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +7 Changes stats: +3 Str 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: 3.9 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 +85 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolรซ Mummified Egg-sac of UngolรซInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
7 emerald 7 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. |
2 jade 2 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. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise 2 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. |
Umbraphage (Misfortune) Umbraphage (Misfortune)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+3 eff.) Mindpower: +10 (+3 eff.) Light radius: +10 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Curse of Misfortune It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 282.48 darkness damage (based on Mindpower and charge) Activation costs 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
Blood-Runed Athame Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Eye of the Dreaming One (Shrouds) Eye of the Dreaming One (Shrouds)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.9 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 15 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
9 garnet 9 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 ruby 3 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 678.06 fire damage (based on Magic) Activation costs 50 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (1/1) 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 345/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
steel torque of mindblast 'Deepsraptor' (Shrouds) [power 170] (15 cooldown) steel torque of mindblast 'Deepsraptor' (Shrouds) [power 170] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Accuracy: +30 (+7 eff.) Physical power: +10 (+3 eff.) Defense: +10 (+3 eff.) Changes resistances penetration: +20% darkness Physical save: +9 (+2 eff.) Spell save: +6 (+1 eff.) Stamina each turn: +2.00 It can be used to blast the opponent's mind dealing 180 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. |
Glimmertorrent the elven-wood totem of stinging [power 434] (15 cooldown) Glimmertorrent the elven-wood totem of stinging [power 434] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Effects on melee hit: * 24% chance to reduce armor by 41% Damage when hit (Melee): 4 acid Changes resistances: +30% fire / +6% arcane / +24% darkness Changes damage: +21% light / +21% acid It can be used to sting an enemy dealing 433 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 26% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Honeywood Chalice 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. |
evasive elven-wood totem of summon tentacle (Misfortune) [power 365] (25 cooldown) evasive elven-wood totem of summon tentacle (Misfortune) [power 365] (25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 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: 862 Base Damage: 437 Armor: 24 All Resist: 37 Activation puts all charms on cooldown for 25 turns. When used: * Gain a 22% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
focusing yew totem of stinging [power 296] (15 cooldown) focusing yew totem of stinging [power 296] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to sting an enemy dealing 295 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
6 amethyst 6 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. |
Aerivea the ash wand of shielding (Misfortune) [power 194] (20 cooldown) Aerivea the ash wand of shielding (Misfortune) [power 194] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes stats: +6 Cun / +3 Str Changes resistances: +6% darkness / +9% temporal Spell save: +3 (+0 eff.) It can be used to create a shield absorbing up to 194 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Galeonslaught (Shrouds) [power 494] (20 cooldown) Galeonslaught (Shrouds) [power 494] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Armour: +4 Damage when hit (Melee): 8 lightning Changes resistances: +12% nature Pinning immunity: +20% Knockback immunity: +10% Maximum life: +20.00 It can be used to create a shield absorbing up to 494 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Heal for 106. * Cleanse 3 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Resonating Diamond Resonating Diamond0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
diamond 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. |
2 quartz 2 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. |
2 amber 2 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. |
5 ametrine 5 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. |
5 citrine 5 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. |
6 zircon 6 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Dazz the Dwarf Adventurer level 44
10th Profit 123rd year of Ascendancy at 22:22 see stats
By Dazz the Dwarf Adventurer level 37
19th Gold 123rd year of Ascendancy at 21:52 see stats
By Dazz the Dwarf Adventurer level 44
9th Profit 123rd year of Ascendancy at 01:05 see stats
By Dazz the Dwarf Adventurer level 50
42nd Dearth 123rd year of Ascendancy at 10:50 see stats
By Dazz the Dwarf Adventurer level 49
36th Dearth 123rd year of Ascendancy at 18:29 see stats
By Dazz the Dwarf Adventurer level 33
4th Steel 123rd year of Ascendancy at 20:27 see stats
By Dazz the Dwarf Adventurer level 19
31st Dearth 122nd year of Ascendancy at 03:21 see stats
By Dazz the Dwarf Adventurer level 47
31st Dearth 123rd year of Ascendancy at 20:09 see stats
By Dazz the Dwarf Adventurer level 37
8th Gold 123rd year of Ascendancy at 04:36 see stats
By Dazz the Dwarf Adventurer level 21
2nd Loss 122nd year of Ascendancy at 21:10 see stats
By Dazz the Dwarf Adventurer level 45
30th Profit 123rd year of Ascendancy at 05:59 see stats
By Dazz the Dwarf Adventurer level 42
31st Voratun 123rd year of Ascendancy at 12:16 see stats
By Dazz the Dwarf Adventurer level 46
25th Dearth 123rd year of Ascendancy at 07:30 see stats
By Dazz the Dwarf Adventurer level 37
19th Gold 123rd year of Ascendancy at 21:29 see stats
By Dazz the Dwarf Adventurer level 50
42nd Dearth 123rd year of Ascendancy at 18:49 see stats
By Dazz the Dwarf Adventurer level 10
8th Profit 122nd year of Ascendancy at 20:37 see stats
By Dazz the Dwarf Adventurer level 20
36th Dearth 122nd year of Ascendancy at 05:00 see stats
By Dazz the Dwarf Adventurer level 30
20th Iron 123rd year of Ascendancy at 09:17 see stats
By Dazz the Dwarf Adventurer level 40
16th Voratun 123rd year of Ascendancy at 02:02 see stats
By Dazz the Dwarf Adventurer level 50
41st Dearth 123rd year of Ascendancy at 10:32 see stats
By Dazz the Dwarf Adventurer level 37
10th Stralite 123rd year of Ascendancy at 10:04 see stats
By Dazz the Dwarf Adventurer level 29
12nd Shortage 122nd year of Ascendancy at 09:25 see stats
By Dazz the Dwarf Adventurer level 50
9th Loss 123rd year of Ascendancy at 13:59 see stats
By Dazz the Dwarf Adventurer level 29
10th Shortage 122nd year of Ascendancy at 13:53 see stats
By Dazz the Dwarf Adventurer level 48
33rd Dearth 123rd year of Ascendancy at 19:17 see stats
By Dazz the Dwarf Adventurer level 5
19th Voratun 122nd year of Ascendancy at 18:54 see stats
By Dazz the Dwarf Adventurer level 7
4th Profit 122nd year of Ascendancy at 19:05 see stats
By Dazz the Dwarf Adventurer level 37
19th Gold 123rd year of Ascendancy at 21:52 see stats
By Dazz the Dwarf Adventurer level 14
36th Profit 122nd year of Ascendancy at 21:28 see stats
By Dazz the Dwarf Adventurer level 25
21st Loss 122nd year of Ascendancy at 23:07 see stats
By Dazz the Dwarf Adventurer level 16
29th Wealth 122nd year of Ascendancy at 04:30 see stats
By Dazz the Dwarf Adventurer level 43
8th Profit 123rd year of Ascendancy at 01:45 see stats
Log
Saving done.
Today is the 20th Loss of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 05:06.
Today is the 21st Loss of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:26.
Today is the 22nd Loss of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:46.
Today is the 23rd Loss of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:06.
There is a Gates of Morning (Town) here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Saving game...
Saving done.
Dazz deactivates Chant of Fortitude.
Dazz deactivates Mitosis.
Dazz deactivates Beyond the Flesh.
Dazz deactivates Feather Wind.
Dazz deactivates Tempest.
Dazz deactivates Hurricane.
Dazz deactivates Thunderstorm.
The furious lightning storm around Dazz calms down and disappears.
Dazz deactivates Shield of Light.
Dazz deactivates Arcane Combat.
Dazz deactivates Elemental Harmony.
Dazz deactivates Arcane Feed.
Dazz deactivates Premonition.
Dazz deactivates Shards.