Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Cornac |
Class | Adventurer |
Level / Exp | 50 / 4427% |
Size | huge |
Lifes / Deaths | no deaths recorded / 0 |
Antimagic | Follower |
Primary Stats
Strength | 71.272733630532 (base 11) |
Dexterity | 87.545467261063 (base 26) |
Constitution | 107.54546726106 (base 60) |
Magic | 54.272733630532 (base 9) |
Willpower | 186.99512540844 (base 62) |
Cunning | 139.28864106317 (base 63) |
Resources
Life | 1478/1478 |
Hate | 50/100 |
Equilibrium | 78 |
Psi | 918/918 |
Healing Factor | 1.2772708330145 |
Regeneration | 36.794567369908 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +32.7836465099% |
Spell | 0% |
Global | +165.41028527798% |
Vision
Sight | 10 |
Lite | 14 |
Infravision | 5 |
See Stealth | 56.222886053462 |
See Invisible | 62.768353314526 |
Offense: Mainhand
Damage | 177 |
Accuracy | 75 |
Crit Chance | 63% |
APR | 66 |
Speed | 1.00 |
Offense: Offhand
Damage | 196 |
Accuracy | 75 |
Crit Chance | 62% |
APR | 94 |
Speed | 1.00 |
Offense: Spell
Spellpower | 18.5 |
Crit Chance | 41% |
Speed | 1 |
Offense: Mind
Mindpower | 108 |
Crit Chance | 81% |
Speed | 1 |
Offense: Damage Bonus
Acid | +19% |
Light | +28% |
Darkness | +38% |
Mind | +32% |
Lightning | +33% |
Fire | +22% |
All | +13% |
Offense: Damage Penetration
Acid | +40% |
Darkness | +30% |
Mind | +60% |
Lightning | +36% |
Fire | +45% |
All | +20% |
Defense: Base
Armour (hardiness) | 11 (38.594633868923%) |
Defense | 73 |
Ranged Defense | 73 |
Fatigue | 0 |
Physical Save | 64.64 |
Spell Save | 72.24 |
Mental Save | 92 |
Defense: Resistances
Acid | + 62%( 70%) |
Blight | + 45%( 70%) |
Arcane | + 60%( 70%) |
Cold | + 46%( 70%) |
All | + 32%( 70%) |
Darkness | + 64%( 76%) |
Light | + 36%( 70%) |
Temporal | + 38%( 70%) |
Physical | + 36%( 74%) |
Mind | + 72%( 80%) |
Lightning | + 68%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 100% |
Bleed Resistance | 75% |
Confusion Resistance | 100% |
Fear Resistance | 51% |
Knockback Resistance | 97% |
Poison Resistance | 75% |
Blind Resistance | 75% |
Inscriptions (4/4)
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 811 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.3 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 45% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.3 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 417 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.3 Infusion: HealingUse 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 instantly heal yourself for 376 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
Psionic / Absorption | 1.60 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Cursed / Punishments | 1.50 |
| 2/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Psionic / Solipsism | 1.40 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Wild-gift / Ooze | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Wild-gift / Eyal's fury | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 4/5 |
Psionic / Psychic Assault | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 3/5 |
Cursed / Force of will | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
Wild-gift / Fungus | 1.40 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed aura | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Mindstar mastery | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Feedback | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Wild-gift / Antimagic | 1.40 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Wild-gift / Harmony | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Cursed / Cursed form | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Mental Tyranny |
talent | Thermal Shield |
talent | Psiblades |
talent | Mitosis |
talent | Antimagic Shield |
talent | Skate |
talent | Elemental Harmony |
talent | Kinetic Shield |
talent | Deflection |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 2.3)Penalty : Fractured Sanity: -5% Mind Resistance, -7% Confusion Immunity Power 1+: Unleashed: +6% critical damage, +8% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 50% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 15.0% of your life, the remaining cooldown of all your talents is reduced by 1. |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+41% global speed). Clarity |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 2.3)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 6%) for 4 turns. Power 1+: Nightwalker: +9 Darkness Resistance, +6% Max Darkness Resistance, +6 See Invisible Power 2+: -1 Luck, +3 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 6.3)Penalty : Fear of Death: -10% resistance against damage from the undead. Power 1+: Power over Death: +14% damage against the undead. Power 2+: -1 Luck, +6 Strength, +6 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 17 turns, retch (level 4) when you fall below 48% health Power 4+: Reprieve from Death: Humanoids you slay have a 43% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 5.3): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 17% when tested. Power 1+: Removed from Reality: +6 Physical Resistance, +4 Maximum Physical Resistance Power 2+: -1 Luck, +9 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 94 mind and 98 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 7 nightmare (summon Terrors and chances to slow, deal 155 Mind damage, and deal 162 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 3.3)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 (+35% 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 (+9% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 37% if the increase would be enough to kill your opponent. |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
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 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved talent Earth's Eyes (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Misdirection (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 3868. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | Yarirab the Heatspike (Corpses) (39-54 power, 6 apr) Yarirab the Heatspike (Corpses) (39-54 power, 6 apr)Requires: - Strength 48 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 39.0 - 54.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 10% chance to slow global speed by 82% Damage (radius 1) on hit: +12 physical Damage (radius 2) on crit: +91 fire When wielded/worn: Physical crit. chance: +1.0% Physical power: +5 (+2 eff.) Effects on melee hit: * 10 arcane resource burn Changes stats: +21 Str / +23 Dex / +22 Mag / +24 Wil / +23 Cun / +24 Con Changes resistances: +6% light Changes resistances penetration: +25% fire Critical mult.: +10.00% Global speed: +9% Curse of Corpses One-handed war axes. |
On hands | 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. The set is complete. When wielded/worn: Physical power: +10 (+3 eff.) Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Physical save: +10 (+2 eff.) Knockback immunity: +50% Maximum life: +60.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses It can be used to activate talent 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 185.54 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. |
Light source | Umbraphage UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+2 eff.) Mindpower: +10 (+1 eff.) Light radius: +10 Absorbs all darkness (power 194, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 571.32 darkness damage (based on Mindpower and charge) Activation costs 9 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
On head | Omniscience (Nightmares) (7 def, 0 armour) Omniscience (Nightmares) (7 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+1 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+5 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +9% Infravision radius: +5 Curse of Nightmares It can be used to reveal the surrounding area (range 20) Activation costs 27 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
On feet | Aerebeth the pair of drakeskin leather boots (Corpses) (21 def, 5 armour) Aerebeth the pair of drakeskin leather boots (Corpses) (21 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +6 (+2 eff.) Armour: +5 Defense: +21 (+5 eff.) Fatigue: -20% Changes stats: +15 Dex Changes resistances: +18% acid / +9% cold / +5% arcane Maximum encumbrance: +50 Physical save: +15 (+3 eff.) Knockback immunity: +20% Stamina each turn: +0.90 Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +2.00 Maximum life: +49.00 Movement speed: +10% Curse of Corpses A pair of boots made of leather. |
Tool | The Guardian's Totem The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects when hit in melee: * 18% chance to slow global speed by 82% Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+3 eff.) Mindpower: +8 (+1 eff.) It can be used to call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.) Activation costs 44 power out of 50/50. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
On fingers | Emawyn the Frigidspike (Shrouds) Emawyn the Frigidspike (Shrouds)Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 (+4 eff.) Effects on melee hit: * 10% chance to slow global speed by 82% Changes stats: +10 Str / +18 Wil / +7 Cun / +9 Con Changes resistances: +9% temporal / +9% darkness / +3% cold Changes resistances penetration: +20% acid Changes damage: +6% acid Mental save: +20 (+4 eff.) Stun/Freeze immunity: +50% Life regen: +7.00 Mindpower: +14 (+2 eff.) Curse of Shrouds Rings can have magical properties. |
On fingers | Mnemonic (Corpses) Mnemonic (Corpses)Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+4 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+2 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. Curse of Corpses It can be used to activate talent Mental Shielding (costing 27 power out of 30/30) : Effective talent level: 3.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 3 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Around neck | Ashmire AshmireInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 20% Damage when hit (Melee): 4 acid Changes stats: +5 Wil Changes resistances: +25% lightning / +27% acid Changes damage: +9% fire Physical save: +21 (+4 eff.) Spell save: +21 (+4 eff.) Mental save: +39 (+8 eff.) Confusion immunity: +22% Stun/Freeze immunity: +36% Mindpower: +12 (+2 eff.) Amulets can have magical properties. |
In main hand | Amethyst of Sanctuary (Corpses) (15-16 power, 53 apr, mind damage) Amethyst of Sanctuary (Corpses) (15-16 power, 53 apr, mind damage)Requires: - Willpower 28 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 15.0 - 16.5 Uses stats: 98% Wil, 58% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +53 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Changes stats: +15 Wil Changes resistances: +15% mind Talent masteries: +0.30 Psionic / Focus +0.30 Psionic / Absorption Mental save: +25 (+5 eff.) Maximum psi: +20.00 Mindpower: +27 (+4 eff.) Mental crit. chance: +7% Reduce damage from attackers more than 3 tiles away by 25% Curse of Corpses This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
Around waist | Mighty Girdle (Madness) Mighty Girdle (Madness)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. The set is complete. When wielded/worn: Armour: +4 Fatigue: -20% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +100.00 Size category: +2 Curse of Madness This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | horrifying living mindstar of storms (Nightmares) (16-17 power, 81 apr, nature damage) horrifying living mindstar of storms (Nightmares) (16-17 power, 81 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.0 - 17.6 Uses stats: 98% Wil, 58% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +81 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 20 lightning / 15 mind / 14 darkness Changes stats: +3 Str / +5 Dex / +6 Mag / +13 Wil / +13 Cun / +6 Con Changes resistances: +19% lightning Changes resistances penetration: +16% lightning Changes damage: +20% lightning / +9% mind / +10% darkness Talent granted: +1 Attune Mindstar Mindpower: +19 (+3 eff.) Mental crit. chance: +5% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | Guise of the Hated (Misfortune) (14 def, 0 armour) Guise of the Hated (Misfortune) (14 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Defense: +14 (+3 eff.) Damage (Melee): 30 mind / 30 darkness Damage when hit (Melee): 30 mind / 30 darkness Changes stats: +4 Dex / +8 Wil / +6 Cun Changes resistances: +10% darkness / +10% mind Changes damage: +4% all Talent masteries: +0.30 Cursed / Gloom +0.30 Cursed / Darkness Talent granted: +5 Dark Vision Stealth bonus: +12 Mental save: +10 (+2 eff.) Hate per kill: +5.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +10% Talent on hit(mindpower): Creeping Darkness (10% chance level 3). Curse of Misfortune Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
Main armor | Crimson Robe (Misfortune) (12 def, 0 armour) Crimson Robe (Misfortune) (12 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+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 (+3 eff.) Mental crit. chance: +9% Global speed: +15% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). Curse of Misfortune This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Inventory
regeneration infusion of the warrior (heal 756; 12 cd) regeneration infusion of the warrior (heal 756; 12 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: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 756 life over 5 turns. 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. |
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! |
Scroll of Summoning (Limmir the Jeweler) Scroll of Summoning (Limmir the Jeweler)Powered by unknown forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome It can be used to summon Limmir the jeweler at the center of the lake of the moon Activation costs 1 power out of 1/1. Magical scrolls can have wildly different effects! |
Arelerin ArelerinInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +9 (+3 eff.) Armour: +7 Defense: +10 (+2 eff.) Changes resistances: +3% darkness / +13% physical Changes resistances cap: +7% all Changes resistances penetration: +25% blight / +15% arcane Changes damage: +8% physical Physical save: +12 (+3 eff.) Spell save: +6 (+1 eff.) Knockback immunity: +10% Stamina each turn: +1.10 Mana each turn: +0.04 Combat speed: +10% Amulets can have magical properties. |
Blazemaim (Madness) Blazemaim (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +13 Changes resistances penetration: +10% light Critical mult.: +16.00% Spell save: +12 (+2 eff.) Confusion immunity: +20% Spellpower on spell critical (stacks up to 3 times): +10 Only die when reaching: -40.00 life Spellpower: +10 (+2 eff.) Amulets can have magical properties. |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+3 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Gemina the Blindobsidian (Misfortune) Gemina the Blindobsidian (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +6% light Changes resistances penetration: +20% light / +5% arcane / +20% darkness Changes damage: +6% arcane / +6% darkness Talent masteries: +0.15 Cunning / Artifice +0.15 Chronomancy / Spacetime Weaving Light radius: +2 Amulets can have magical properties. |
Issyhad the Glittermoon Issyhad the GlittermoonInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 6 nature Changes stats: +7 Con / +2 Mag Changes resistances: +29% mind / +20% light Changes resistances penetration: +25% light Changes damage: +9% light Reduces incoming crit damage: 10.00% Confusion immunity: +50% Amulets can have magical properties. |
Maluldil (Corpses) Maluldil (Corpses)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +2 Cun Changes resistances: +26% fire / +5% arcane / +24% cold Changes resistances penetration: +25% arcane Changes damage: +18% arcane Light radius: +3 See invisible: +18 Amulets can have magical properties. |
Oozesun the gold amulet (Misfortune) Oozesun the gold amulet (Misfortune)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +22% lightning / +9% temporal / +12% nature / +21% acid Changes resistances penetration: +25% temporal Changes damage: +9% nature Stun/Freeze immunity: +38% Amulets can have magical properties. |
Pitchtrail (Nightmares) Pitchtrail (Nightmares)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +10 (+3 eff.) Defense: +15 (+3 eff.) Changes stats: +9 Dex / +3 Con Changes resistances: +5% physical Changes resistances penetration: +20% darkness Changes damage: +12% physical Critical mult.: +20.00% Amulets can have magical properties. |
Xelaith the voratun amulet Xelaith the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +7 Defense: +12 (+3 eff.) Fatigue: -9% Effects on melee hit: * 20 arcane resource burn Changes stats: +7 Dex / +1 Wil / +12 Cun / +10 Con Changes resistances: +6% acid / +10% physical / +15% nature Changes resistances cap: +6% all Physical save: +24 (+5 eff.) Life regen: +4.00 Stamina each turn: +2.20 Movement speed: +10% Amulets can have magical properties. |
Xumina XuminaCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical crit. chance: +8.4% Physical power: +9 (+3 eff.) Changes resistances: +9% fire / +12% mind / +5% arcane Changes resistances penetration: +15% physical Changes damage: +9% physical Poison immunity: +20% Confusion immunity: +20% Stun/Freeze immunity: +20% Combat speed: +10% Amulets can have magical properties. |
Zemekkys' Broken Hourglass Zemekkys' Broken HourglassPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% Activating this item is instant. It can be used to activate talent Time Stop (costing 44 power out of 80/80) : Effective talent level: 1.3 Power cost: 44 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
cleansing gold amulet of vision (Madness) cleansing gold amulet of vision (Madness)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +16% nature / +13% blight Blindness immunity: +17% Poison immunity: +31% Disease immunity: +28% Infravision radius: +4 Sight radius: +2 See invisible: +6 Amulets can have magical properties. |
enraging voratun amulet of murder enraging voratun amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +14 Physical power: +8 (+2 eff.) Changes damage: +7% physical Critical mult.: +19.00% Combat speed: +10% Amulets can have magical properties. |
gold amulet 'Radiancequill' (Shrouds) gold amulet 'Radiancequill' (Shrouds)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 52 Changes stats: +6 Str / +5 Wil / +4 Con Changes resistances penetration: +20% mind Changes damage: +9% mind / +6% light Amulets can have magical properties. |
grounding stralite amulet of healing grounding stralite amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +16% lightning Cut immunity: +70% Stun/Freeze immunity: +28% Healing mod.: +18% It can be used to activate talent Heal, placing all other charms into a 31 cooldown : Effective talent level: 3.9 Power cost: 31 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 680 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
insulating copper amulet of willpower (+3) (Shrouds) insulating copper amulet of willpower (+3) (Shrouds)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +12% fire / +10% cold Amulets can have magical properties. |
insulating voratun amulet of perfection (0.40 Wild-gift / Moss,0.40 Wild-gift / Antimagic) insulating voratun amulet of perfection (0.40 Wild-gift / Moss,0.40 Wild-gift / Antimagic)Requires: - Level 35 Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +24% fire / +16% cold Talent masteries: +0.40 Wild-gift / Moss +0.40 Wild-gift / Antimagic Amulets can have magical properties. This item has been sent to the Item's Vault. |
restful voratun amulet of mastery (0.40 Cursed / Dark sustenance) restful voratun amulet of mastery (0.40 Cursed / Dark sustenance)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -9% Talent mastery: +0.40 Cursed / Dark sustenance Life regen: +5.00 Amulets can have magical properties. |
savior's stralite amulet of dexterity (+8) (Nightmares) savior's stralite amulet of dexterity (+8) (Nightmares)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +8 Dex Physical save: +14 (+3 eff.) Spell save: +15 (+3 eff.) Mental save: +14 (+3 eff.) Amulets can have magical properties. |
serendipitous voratun amulet of perfection (0.40 Technique / Dual techniques,0.40 Cursed / Dark sustenance) serendipitous voratun amulet of perfection (0.40 Technique / Dual techniques,0.40 Cursed / Dark sustenance)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +15 (+5 eff.) Defense: +11 (+2 eff.) Changes stats: +14 Lck Talent masteries: +0.40 Technique / Dual techniques +0.40 Cursed / Dark sustenance Reduce all damage from unseen attackers: 14% Amulets can have magical properties. |
vitalizing voratun amulet of mastery (0.40 Cursed / Advanced shadowmancy) vitalizing voratun amulet of mastery (0.40 Cursed / Advanced shadowmancy)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +4 Con Talent mastery: +0.40 Cursed / Advanced shadowmancy Physical save: +18 (+3 eff.) Life regen: +8.00 Maximum life: +48.00 Amulets can have magical properties. |
voratun amulet 'Hanirach' voratun amulet 'Hanirach'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +4 Changes resistances: +6% blight / +30% fire / +20% temporal / +30% cold Critical mult.: +15.00% Physical save: +9 (+2 eff.) Spell save: +3 (+0 eff.) Blindness immunity: +97% Pinning immunity: +37% Knockback immunity: +47% Infravision radius: +20 Sight radius: +4 See invisible: +30 Amulets can have magical properties. |
voratun amulet 'Hazedream' voratun amulet 'Hazedream'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +6 Damage when hit (Melee): 4 cold Changes resistances: +1% physical / +31% fire / +6% darkness / +30% cold Changes damage: +10% physical Blindness immunity: +35% Cut immunity: +20% Disarm immunity: +20% Infravision radius: +9 Sight radius: +2 See invisible: +15 Combat speed: +10% Healing mod.: +15% Amulets can have magical properties. |
wanderer's voratun amulet of murder wanderer's voratun amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +20 Fatigue: -10% Changes stats: +10 Dex / +10 Cun / +10 Con Critical mult.: +18.00% Life regen: +5.00 Stamina each turn: +1.30 Movement speed: +10% Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 9 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Baligen (Nightmares) Baligen (Nightmares)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour penetration: +4 Changes stats: +5 Con Changes damage: +9% acid Mental save: +15 (+3 eff.) Life regen: +17.00 Equilibrium when hit: +0.12 Maximum life: +72.00 Maximum psi: +50.00 Mindpower: +25 (+4 eff.) Healing mod.: +18% Curse of Nightmares Rings can have magical properties. |
Cyroldalekira the Cystburst (Misfortune) Cyroldalekira the Cystburst (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 82% Changes resistances: +9% nature Changes resistances penetration: +10% nature / +15% mind Changes damage: +3% nature Mental save: +6 (+2 eff.) Stun/Freeze immunity: +21% Life regen: +2.00 Curse of Misfortune Rings can have magical properties. |
Exiler (Shrouds) Exiler (Shrouds)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+2 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). Curse of Shrouds It can be used to attempt to inflict 67.88 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 2 turn(s) Activation costs 28 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
Flashtickler (Misfortune) Flashtickler (Misfortune)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances penetration: +25% light / +25% temporal Changes damage: +9% light / +24% cold Mental save: +12 (+3 eff.) Confusion immunity: +50% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Misfortune Rings can have magical properties. |
Flashwasp (Shrouds) Flashwasp (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 26% chance to reduce strength, dexterity, and constitution by 11 Changes resistances: +21% light / +18% mind Changes resistances penetration: +33% blight Changes damage: +39% light / +12% blight Stun/Freeze immunity: +47% Life regen: +9.00 Light radius: +4 Curse of Shrouds Rings can have magical properties. |
Glory of the Pride (Shrouds) Glory of the Pride (Shrouds)Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +10 (+3 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+9 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 Curse of Shrouds The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Grinekor the Shockwire (Shrouds) Grinekor the Shockwire (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +18 Damage when hit (Melee): 8 mind / 10 lightning Changes stats: +9 Str Changes resistances: +24% acid / +15% temporal Changes damage: +12% darkness Critical mult.: +20.00% Spell save: +6 (+1 eff.) Psi when hit: +0.12 Maximum hate: +4.00 Curse of Shrouds Rings can have magical properties. |
Hailtouch (Shrouds) Hailtouch (Shrouds)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+4 eff.) Armour: +20 Damage when hit (Melee): 6 cold Changes stats: +14 Str / +9 Dex / +10 Cun / +6 Con Changes resistances: +15% blight / +3% temporal / +15% nature / +18% lightning Spell save: +20 (+3 eff.) Poison immunity: +30% Disease immunity: +30% Maximum stamina: +40.00 Light radius: +3 Curse of Shrouds Rings can have magical properties. |
Ivaleth the steel ring (Misfortune) Ivaleth the steel ring (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 82% Changes stats: +1 Str / +3 Dex / +2 Wil / +2 Con Changes resistances: +3% cold Stun/Freeze immunity: +24% Life regen: +1.00 Light radius: +2 Curse of Misfortune Rings can have magical properties. |
Nightsong (Misfortune) Nightsong (Misfortune)Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+3 eff.) Maximum stamina: +25.00 Curse of Misfortune It can be used to activate talent Shadowstep (costing 44 power out of 50/50) : Effective talent level: 2.6 Power cost: 44 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. |
Poledanne the voratun ring (Corpses) Poledanne the voratun ring (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +8 Defense: +10 (+2 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 52 Changes stats: +6 Str Changes resistances penetration: +25% physical Changes damage: +6% mind Critical mult.: +10.00% Stun/Freeze immunity: +41% Life regen: +8.00 Stamina each turn: +3.10 Damage Shield penetration: +30% Curse of Corpses Rings can have magical properties. |
Ring of Growth (Corpses) Ring of Growth (Corpses)Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +3.00 Healing mod.: +20% Curse of Corpses This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Ring of the Dead (Madness) Ring of the Dead (Madness)Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! Curse of Madness This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Sootfury the gold ring (Misfortune) Sootfury the gold ring (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour penetration: +2 Effects on melee hit: * 20% chance to reduce damage dealt by 41% Damage when hit (Melee): 2 physical Critical mult.: +15.00% Disarm immunity: +35% Pinning immunity: +26% Knockback immunity: +28% Vim when firing critical spell: +1.00 Maximum life: +25.00 Maximum mana: +80.00 Curse of Misfortune Rings can have magical properties. |
Tarromafang (Madness) Tarromafang (Madness)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Dex Changes resistances: +6% mind Changes resistances penetration: +5% physical Changes damage: +15% mind Physical save: +15 (+3 eff.) Mental save: +7 (+2 eff.) Confusion immunity: +34% Stamina each turn: +1.00 Curse of Madness Rings can have magical properties. |
Velyyathra the Lavaknave (Corpses) Velyyathra the Lavaknave (Corpses)Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 6 acid Changes resistances: +6% darkness / +30% blight / +15% cold / +25% nature / +5% arcane Changes resistances penetration: +15% fire Mental save: +15 (+3 eff.) Poison immunity: +54% Disease immunity: +49% Confusion immunity: +46% Stun/Freeze immunity: +50% Life regen: +9.00 Curse of Corpses Rings can have magical properties. |
copper ring 'Zerinik' (Corpses) copper ring 'Zerinik' (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Changes resistances: +9% blight Reduces incoming crit damage: 5.00% Disarm immunity: +10% Stun/Freeze immunity: +21% Teleport immunity: +10% Life regen: +1.00 Curse of Corpses Rings can have magical properties. |
copper ring of corrosion (+20%) (Nightmares) copper ring of corrosion (+20%) (Nightmares)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% acid Changes damage: +10% acid Curse of Nightmares Rings can have magical properties. |
gladiator's gold ring of tenacity (Corpses) gladiator's gold ring of tenacity (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +6 Str / +6 Con Disarm immunity: +20% Pinning immunity: +25% Knockback immunity: +28% Maximum life: +30.00 Curse of Corpses Rings can have magical properties. |
gladiator's voratun ring of fire (+40%) (Madness) gladiator's voratun ring of fire (+40%) (Madness)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +8 Str / +8 Con Changes resistances: +40% fire Changes damage: +20% fire Curse of Madness Rings can have magical properties. |
gladiator's voratun ring of perseverance (Shrouds) gladiator's voratun ring of perseverance (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +9 Str / +9 Con Stun/Freeze immunity: +46% Life regen: +8.00 Curse of Shrouds Rings can have magical properties. |
marksman's copper ring of lightning (+22%) (Shrouds) marksman's copper ring of lightning (+22%) (Shrouds)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Changes resistances: +22% lightning Changes damage: +11% lightning Curse of Shrouds Rings can have magical properties. |
marksman's gold ring of corrosion (+26%) (Madness) marksman's gold ring of corrosion (+26%) (Madness)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +4 Dex Changes resistances: +26% acid Changes damage: +13% acid Curse of Madness Rings can have magical properties. |
marksman's steel ring of frost (+20%) (Shrouds) marksman's steel ring of frost (+20%) (Shrouds)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Changes resistances: +20% cold Changes damage: +10% cold Curse of Shrouds Rings can have magical properties. |
mule's voratun ring of the mountain (+14%) (Shrouds) mule's voratun ring of the mountain (+14%) (Shrouds)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -7% Changes resistances: +14% physical Changes damage: +14% physical Maximum encumbrance: +37 Curse of Shrouds Rings can have magical properties. |
sneakthief's stralite ring of fire (+28%) (Madness) sneakthief's stralite ring of fire (+28%) (Madness)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +7 Cun / +4 Dex Changes resistances: +28% fire Changes damage: +14% fire Curse of Madness Rings can have magical properties. |
sneakthief's stralite ring of pilfering (Nightmares) sneakthief's stralite ring of pilfering (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +17 (+5 eff.) Armour penetration: +12 Defense: +10 (+2 eff.) Changes stats: +4 Cun / +7 Dex Curse of Nightmares It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.6 Power cost: 9 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. |
sneakthief's voratun ring of speed (Nightmares) sneakthief's voratun ring of speed (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +23 (+7 eff.) Defense: +11 (+2 eff.) Changes stats: +6 Cun / +9 Dex Movement speed: +19% Activating this item is instant. Curse of Nightmares It can be used to activate talent Blinding Speed, placing all other charms into a 35 cooldown : Effective talent level: 3.9 Power cost: 35 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 34% for 5 turns. Rings can have magical properties. |
solipsist's stralite ring of speed (Nightmares) solipsist's stralite ring of speed (Nightmares)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +5 (+1 eff.) Changes stats: +5 Cun / +5 Wil Mindpower: +9 (+1 eff.) Movement speed: +16% Activating this item is instant. Curse of Nightmares It can be used to activate talent Blinding Speed, placing all other charms into a 35 cooldown : Effective talent level: 3.9 Power cost: 35 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 34% for 5 turns. Rings can have magical properties. |
solipsist's voratun ring of misery (Misfortune) solipsist's voratun ring of misery (Misfortune)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 52 Damage (Melee): 35 physical Effects on ranged hit: * 16% chance to reduce all saves and defense by 52 Damage (Ranged): 35 physical Changes stats: +17 Cun / +8 Wil Hate when firing a critical mind attack: +3.00 Maximum hate: +14.00 Mindpower: +13 (+2 eff.) Curse of Misfortune It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 2.6 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 150% weapon damage. If the attack hits, the target will bleed for 286% weapon damage over 7 turns, and all healing will be reduced by 53%. Rings can have magical properties. |
steel ring of tenacity (Misfortune) steel ring of tenacity (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Disarm immunity: +23% Pinning immunity: +25% Knockback immunity: +26% Maximum life: +22.00 Curse of Misfortune Rings can have magical properties. |
titan's voratun ring of perseverance (Nightmares) titan's voratun ring of perseverance (Nightmares)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Con Physical save: +12 (+3 eff.) Stun/Freeze immunity: +33% Life regen: +8.00 Curse of Nightmares Rings can have magical properties. |
treant's voratun ring of perseverance (Madness) treant's voratun ring of perseverance (Madness)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +13% nature / +11% blight Poison immunity: +22% Disease immunity: +21% Stun/Freeze immunity: +39% Life regen: +5.00 Curse of Madness Rings can have magical properties. |
voratun ring 'Brodokalthodir' (Corpses) voratun ring 'Brodokalthodir' (Corpses)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +35 (+11 eff.) Armour penetration: +17 Defense: +15 (+3 eff.) Damage when hit (Melee): 2 mind Changes stats: +9 Dex / +1 Cun / +6 Con Changes resistances: +52% lightning / +9% blight Changes damage: +20% lightning / +6% acid Critical mult.: +5.00% Spell save: +20 (+3 eff.) Hate when firing a critical mind attack: +2.00 Maximum stamina: +40.00 Curse of Corpses It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.6 Power cost: 9 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. |
voratun ring 'Floeking' (Corpses) voratun ring 'Floeking' (Corpses)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 (+4 eff.) Fatigue: -9% Changes resistances: +3% mind / +9% cold Changes damage: +6% all Maximum encumbrance: +40 Disease immunity: +20% Silence immunity: +10% Disarm immunity: +20% Life regen: +19.00 Maximum life: +100.00 Spellpower: +19 (+3 eff.) Mindpower: +20 (+3 eff.) Healing mod.: +20% Curse of Corpses Rings can have magical properties. |
Crude Iron Battle Axe of Kroll (Misfortune) (68-102 power, 7 apr) Crude Iron Battle Axe of Kroll (Misfortune) (68-102 power, 7 apr)Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 68.0 - 102.0 Uses stat: 130% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Armour: +6 Defense: +6 (+1 eff.) Changes stats: +2 Dex / +2 Con Changes damage: +10% physical Stun/Freeze immunity: +30% Knockback immunity: +30% Curse of Misfortune Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. |
balanced voratun battleaxe of enduring (Shrouds) (57-85 power, 4 apr) balanced voratun battleaxe of enduring (Shrouds) (57-85 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.0 - 85.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +20 (+6 eff.) Defense: +14 (+3 eff.) Changes stats: +20 Con / +21 Wil Disarm immunity: +70% Maximum life: +150.00 Curse of Shrouds Massive two-handed battleaxes. |
stormbringer's voratun battleaxe of erosion (Nightmares) (56-84 power, 4 apr) stormbringer's voratun battleaxe of erosion (Nightmares) (56-84 power, 4 apr)Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 56.5 - 84.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +20 nature Damage (radius 2) on crit: +61 lightning / +63 cold When wielded/worn: Changes resistances penetration: +24% lightning / +35% cold Movement speed: +68% Curse of Nightmares Massive two-handed battleaxes. |
stormbringer's voratun battleaxe of massacre (Corpses) (78-117 power, 4 apr) stormbringer's voratun battleaxe of massacre (Corpses) (78-117 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 78.5 - 117.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Damage (radius 2) on crit: +49 lightning / +61 cold When wielded/worn: Changes resistances penetration: +23% lightning / +35% cold Movement speed: +70% Curse of Corpses Massive two-handed battleaxes. |
stormbringer's voratun battleaxe of projection (Corpses) (56-84 power, 4 apr) stormbringer's voratun battleaxe of projection (Corpses) (56-84 power, 4 apr)Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 56.5 - 84.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% 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) Damage (radius 2) on crit: +54 lightning / +44 cold When wielded/worn: Changes resistances penetration: +34% lightning / +27% cold Movement speed: +61% Curse of Corpses Massive two-handed battleaxes. |
voratun battleaxe of enduring (Misfortune) (56-84 power, 4 apr) voratun battleaxe of enduring (Misfortune) (56-84 power, 4 apr)Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 56.0 - 84.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Changes stats: +21 Con / +21 Wil Maximum life: +136.00 Curse of Misfortune Massive two-handed battleaxes. |
Mayyvea (Madness) (50-65 power, 9 apr) Mayyvea (Madness) (50-65 power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 50.5 - 65.7 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +8 arcane Damage (radius 2) on crit: +172 fire When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 52 Changes resistances: +3% lightning Changes resistances penetration: +47% fire Spell save: +3 (+0 eff.) Cut immunity: +21% Maximum life: +40.00 Global speed: +20% Curse of Madness Sharp, short and deadly. |
Eariharagar (Nightmares) (44-66 power, 2 apr) Eariharagar (Nightmares) (44-66 power, 2 apr)Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 44.0 - 66.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Accuracy: +23 (+7 eff.) Armour penetration: +16 Changes resistances: +20% blight / +5% physical / +6% cold Changes resistances penetration: +16% physical Changes damage: +24% mind Stun/Freeze immunity: +20% Curse of Nightmares Massive two-handed mauls. |
Colaryem (Madness) (48-76 power, 12 apr) Colaryem (Madness) (48-76 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: 130% Str 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 Madness 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. |
Sunbright (Madness) (64-103 power, 4 apr) Sunbright (Madness) (64-103 power, 4 apr)Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 64.5 - 103.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +28 darkness / +24 light Damage (radius 2) on crit: +16 mind / +26 light Damage against: +28% Living When wielded/worn: Changes stats: +7 Cun Changes resistances: +4% physical / +18% cold Changes resistances penetration: +10% mind Reduces incoming crit damage: 19.96% Spell save: +12 (+2 eff.) Stun/Freeze immunity: +26% Only die when reaching: -100.00 life Mindpower: +39 (+6 eff.) Curse of Madness Massive two-handed swords. |
Warmaster Gnarg's Murderblade (Misfortune) (60-96 power, 19 apr) Warmaster Gnarg's Murderblade (Misfortune) (60-96 power, 19 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 60.0 - 96.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +19 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 10% chance to send the wielder into a killing frenzy Damage against: +20% Living When wielded/worn: Changes stats: +15 Str / +5 Dex / +15 Con Reduced damage from: +20% Living Talent masteries: +0.30 Technique / Berserker's strength +0.20 Technique / Two-handed weapons +0.20 Technique / Two-handed maiming +0.20 Technique / Two-handed assault Curse of Misfortune A blood-etched greatsword, it has seen many foes. From the inside. |
stormbringer's voratun greatsword (Nightmares) (64-103 power, 4 apr) stormbringer's voratun greatsword (Nightmares) (64-103 power, 4 apr)Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 64.5 - 103.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (radius 2) on crit: +37 lightning / +9 cold When wielded/worn: Changes resistances penetration: +13% lightning / +10% cold Movement speed: +70% Curse of Nightmares Massive two-handed swords. |
Punae's Blade (Madness) (46-64 power, 4 apr) Punae's Blade (Madness) (46-64 power, 4 apr)Requires: - Strength 30 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 46.0 - 64.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +20.0% Defense: +40 (+9 eff.) Combat speed: +20% Chance to avoid attacks: +10% Curse of Madness This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
voratun longsword 'Cyrabeth' (Misfortune) (42-58 power, 6 apr) voratun longsword 'Cyrabeth' (Misfortune) (42-58 power, 6 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 42.0 - 58.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 42 damage over 5 turns and reducing armor and accuracy by 6 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 52 Changes stats: +9 Con Changes resistances: +5% arcane / +9% darkness Mental save: +9 (+2 eff.) Stun/Freeze immunity: +20% Maximum life: +102.96 Healing mod.: +20% Curse of Misfortune Sharp, long, and deadly. |
Nature's Vengeance (Nightmares) (40-56 power, 4 apr) Nature's Vengeance (Nightmares) (40-56 power, 4 apr)Requires: - Strength 42 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 3 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +9.0% Attack speed: 100% Damage (Melee): +10 silence / +18 nature When wielded/worn: Accuracy: +6 (+2 eff.) Curse of Nightmares It can be used to activate talent Rush (costing 14 power out of 25/25) : Effective talent level: 3.9 Power cost: 14 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. This thick-set mace was used by the Spellhunter Vorlan, who crafted it from the wood of an ancient oak that was uprooted during the Spellblaze. Many were the wizards and witches felled by this weapon, brought to justice for the crimes they committed against nature. |
mitotic living mindstar of venom (Madness) (16-17 power, 40 apr, nature damage) mitotic living mindstar of venom (Madness) (16-17 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.0 - 17.6 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +17.0% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 82% * 19% chance to reduce armor by 20% When wielded/worn: Damage (Melee): 20 acid Changes resistances: +19% acid Changes resistances penetration: +19% acid Changes damage: +18% acid Talent granted: +1 Attune Mindstar Life regen: +5.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Curse of Madness It can be used to divide the mindstar in two Activation puts all charms on cooldown for 1 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
resonating living mindstar of life (Shrouds) (16-18 power, 40 apr, nature damage) resonating living mindstar of life (Shrouds) (16-18 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +7% mind Changes resistances penetration: +6% mind Changes damage: +8% mind Talent granted: +1 Attune Mindstar Life regen: +1.70 Psi when hit: +2.20 Maximum life: +28.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Damage Resonance (when hit): +24% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element) Awakened Staff of Absorption (60-72 power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+8 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 174 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Gravitational Staff (Madness) (30-36 power, 8 apr, physical element) Gravitational Staff (Madness) (30-36 power, 8 apr, physical element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Gravity pin Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +8 Attack speed: 100% When wielded/worn: Changes resistances: +15% physical Changes damage: +10% temporal / +20% physical Talent masteries: +0.10 Chronomancy / Gravity +0.10 Chronomancy / Matter +0.10 Spell / Earth Spellpower: +25 (+4 eff.) Spell crit. chance: +7% Curse of Madness It can be used to activate talent Gravity Spike (costing 13 power out of 14/14) : Effective talent level: 3.9 Power cost: 13 out of 14/14. Range: 6 Travel Speed: instantaneous Is: a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell's center and inflicts 74.88 physical (gravity) damage. Each target moved beyond the first increases the damage by 9.36 (up to a maximum of 37.44 bonus damage). Targets take reduced damage the further they are from the epicenter (20% less per tile). The damage dealt will scale with your Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. This item has been sent to the Item's Vault. |
Rod of Sarrilon (Madness) (30-36 power, 4 apr, temporal element) Rod of Sarrilon (Madness) (30-36 power, 4 apr, temporal element)Requires: - Magic 48 Powered by unknown forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes resistances penetration: +30% temporal Changes damage: +40% temporal Talent masteries: +0.10 Chronomancy / Stasis +0.10 Chronomancy / Flux +0.10 Spell / Temporal Talents cooldown: Attenuate (-1 turn) Stop (-2 turns) Time Shield (-3 turns) Temporal Shield (-3 turns) Teleport immunity: +100% Spellpower: +40 (+7 eff.) Spell crit. chance: +15% Reduces paradox anomalies(equivalent to willpower): +25 Curse of Madness A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
stormbringer's orichalcum trident of enduring (Madness) (54-87 power, 16 apr) stormbringer's orichalcum trident of enduring (Madness) (54-87 power, 16 apr)Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 54.5 - 87.2 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% Damage (radius 2) on crit: +44 lightning / +40 cold When wielded/worn: Changes stats: +19 Con / +16 Wil Changes resistances penetration: +23% lightning / +28% cold Maximum life: +93.00 Movement speed: +46% Curse of Madness A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
thought-forged orichalcum trident of enduring (Nightmares) (53-84 power, 16 apr) thought-forged orichalcum trident of enduring (Nightmares) (53-84 power, 16 apr)Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 53.0 - 84.8 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 38% chance to reduce all saves and defense by 52 Damage (Melee): +23 mind When wielded/worn: Changes stats: +21 Wil / +9 Cun / +19 Con Maximum life: +154.00 Curse of Nightmares A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Girdle of Preservation (Nightmares) Girdle of Preservation (Nightmares)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+3 eff.) Spell save: +15 (+3 eff.) Mental save: +15 (+3 eff.) Confusion immunity: +20% Curse of Nightmares A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
noble's drakeskin leather belt of burglary (Corpses) noble's drakeskin leather belt of burglary (Corpses)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +6 Dex / +8 Wil / +14 Cun / +9 Lck Damage against: +45% Summoned Reduced damage from: +35% Summoned Trap disarming bonus: +30 Stealth bonus: +15 Infravision radius: +6 Curse of Corpses A belt that goes around your waist. |
Cloth of Dreams (Nightmares) (10 def, 0 armour) Cloth of Dreams (Nightmares) (10 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Mindpower: +6 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. Curse of Nightmares It can be used to activate talent Slumber (costing 9 power out of 25/25) : Effective talent level: 3.9 Power cost: 9 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 116 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Threads of Fate (Misfortune) (10 def, 0 armour) Threads of Fate (Misfortune) (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +6 Mag / +6 Wil / +10 Lck Changes resistances: +20% temporal Changes resistances cap: +10% temporal Changes damage: +10% temporal Talent masteries: +0.10 Chronomancy / Timeline Threading +0.10 Chronomancy / Chronomancy +0.10 Spell / Divination Physical save: +20 (+4 eff.) Spell save: +20 (+3 eff.) Mental save: +20 (+4 eff.) Confusion immunity: +40% Spellpower: +8 (+1 eff.) Curse of Misfortune It can be used to activate talent See the Threads (costing 44 power out of 50/50) : Effective talent level: 1.3 Power cost: 44 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: You peer into three possible futures, allowing you to explore each for 2 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
battlemaster's elven-silk cloak of the hunter (Misfortune) (3 def, 0 armour) battlemaster's elven-silk cloak of the hunter (Misfortune) (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +23 (+7 eff.) Defense: +3 (+0 eff.) Fatigue: -8% Changes stats: +3 Str / +3 Dex / +4 Con Talent mastery: +0.30 Technique / Combat training Spell save: -14 (-2 eff.) Stamina each turn: +1.00 Mana each turn: -0.60 Maximum life: +106.00 Maximum stamina: +30.00 Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Evermoss Robe (Madness) (12 def, 0 armour) Evermoss Robe (Madness) (12 def, 0 armour)Requires: - Level 25 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +12 (+3 eff.) Damage when hit (Melee): 35 nature slow Changes stats: +5 Wil Changes resistances: +25% nature / +13% all Changes resistances penetration: +10% nature Changes damage: +30% nature Talent mastery: +0.30 Wild-gift / Moss Physical save: +15 (+3 eff.) Life regen: +0.20 Mindpower: +12 (+2 eff.) Mental crit. chance: +5% Healing mod.: +15% Curse of Madness This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. This item has been sent to the Item's Vault. |
Temporal Augmentation Robe - Designed In-Style (Madness) (9 def, 3 armour) Temporal Augmentation Robe - Designed In-Style (Madness) (9 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +3 Defense: +9 (+2 eff.) Damage when hit (Melee): 20 physical / 10 temporal Changes stats: +5 Mag / +3 Wil Changes resistances: +10% temporal / +10% physical / +13% all Changes resistances penetration: +20% temporal / +20% physical Changes damage: +20% temporal / +20% physical Spellpower: +23 (+4 eff.) Curse of Madness It can be used to activate talent Temporal Reprieve (costing 44 power out of 50/50) : Effective talent level: 1.3 Power cost: 44 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
stormwoven silk robe of life (Misfortune) (0 def, 0 armour) stormwoven silk robe of life (Misfortune) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +7 Str / +6 Mag / +6 Wil Changes resistances: +11% blight / +10% cold / +13% lightning / +13% all Changes damage: +24% lightning / +17% physical / +17% cold Life regen: +4.00 Maximum life: +88.00 Healing mod.: +25% Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cureorder (Nightmares) (0 def, 5 armour) Cureorder (Nightmares) (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +12 Cun / +11 Wil Changes resistances penetration: +30% mind / +15% nature Changes damage: +3% fire Critical mult.: +15.00% Physical save: +27 (+6 eff.) Spell save: +29 (+6 eff.) Mental save: +31 (+7 eff.) Silence immunity: +50% Confusion immunity: +50% Stun/Freeze immunity: +50% Mental crit. chance: +2% Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Flashsmash the pair of rough leather boots (Madness) (0 def, 1 armour) Flashsmash the pair of rough leather boots (Madness) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Changes resistances: +6% light Changes resistances penetration: +5% light Maximum encumbrance: +20 Physical save: +5 (+1 eff.) Hate when firing a critical mind attack: +1.00 Mental crit. chance: +2% Light radius: +3 Curse of Madness A pair of boots made of leather. |
Silowyn the Unlightsorrow (Madness) (0 def, 5 armour) Silowyn the Unlightsorrow (Madness) (0 def, 5 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +17 (+5 eff.) Armour: +5 Changes stats: +1 Cun / +4 Wil Changes resistances penetration: +33% darkness Silence immunity: +50% Confusion immunity: +50% Stun/Freeze immunity: +50% Life regen: +11.00 Vim when firing critical spell: +2.69 Maximum mana: +120.00 Maximum vim: +20.00 Spellpower: +18 (+3 eff.) Spell crit. chance: +1% Mindpower: +18 (+3 eff.) Healing mod.: +15% Curse of Madness A pair of boots made of leather. |
pair of drakeskin leather boots 'Quenchpeal' (Madness) (0 def, 5 armour) pair of drakeskin leather boots 'Quenchpeal' (Madness) (0 def, 5 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +8 Cun / +9 Wil Changes resistances: +3% light / +15% fire / +12% nature / +24% cold Physical save: +14 (+3 eff.) Spell save: +12 (+2 eff.) Mental save: +15 (+3 eff.) Life regen: +10.00 Stamina each turn: +1.30 Maximum stamina: +40.00 Infravision radius: +1 Healing mod.: +20% Curse of Madness A pair of boots made of leather. |
pair of hardened leather boots 'Kindlerupture' (Shrouds) (0 def, 3 armour) pair of hardened leather boots 'Kindlerupture' (Shrouds) (0 def, 3 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +5 Str / +11 Wil / +4 Cun Changes damage: +12% light Physical save: +8 (+2 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) Infravision radius: +2 See invisible: +6 Curse of Shrouds A pair of boots made of leather. |
wanderer's pair of drakeskin leather boots of rushing (Nightmares) (0 def, 5 armour) wanderer's pair of drakeskin leather boots of rushing (Nightmares) (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +4 Str / +6 Cun / +10 Con Physical save: +22 (+4 eff.) Mental save: +25 (+5 eff.) Curse of Nightmares It can be used to activate talent Rush, placing all other charms into a 22 cooldown : Effective talent level: 2.6 Power cost: 22 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Lelidunagaldil (Nightmares) (30 def, 2 armour) Lelidunagaldil (Nightmares) (30 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Defense: +30 (+7 eff.) Changes resistances: +5% arcane / +1% physical Changes resistances penetration: +25% temporal Stun/Freeze immunity: +20% Life regen: +7.00 Stamina each turn: +1.40 Psi when hit: +0.36 Maximum stamina: +28.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Nirezor' (Madness) (0 def, 2 armour) hardened leather gloves 'Nirezor' (Madness) (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage when hit (Melee): 4 blight Reduces incoming crit damage: 10.00% Life regen: +6.00 Stamina each turn: +0.90 Maximum life: +100.00 Maximum stamina: +13.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Beytir the hardened leather cap (Corpses) (0 def, 6 armour) Beytir the hardened leather cap (Corpses) (0 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Fatigue: +3% Changes resistances: +6% fire / +3% physical Stun/Freeze immunity: +20% Maximum life: +20.00 Infravision radius: +2 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Corpses A cap made of leather. |
The Face of Fear (Madness) (8 def, 0 armour) The Face of Fear (Madness) (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 (+2 eff.) Curse of Madness It can be used to activate talent Instill Fear (costing 16 power out of 45/45) : Effective talent level: 2.6 Power cost: 16 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 46.86 mind and 48.99 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 36% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 36. Terrified: Deals 11.88 mind and 12.42 darkness damage per turn and increases cooldowns by 55%. Haunted: Causes the target to suffer 18.07 mind and 18.89 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
Un'fezan's Cap (Nightmares) (1 def, 0 armour) Un'fezan's Cap (Nightmares) (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Needs something equally stylish and cool to go with it. When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +8 Cun / +4 Wil Changes resistances: +10% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Spellpower: +8 (+1 eff.) Mindpower: +8 (+1 eff.) Reduces paradox anomalies(equivalent to willpower): +5 Curse of Nightmares It can be used to activate talent Wormhole (costing 14 power out of 15/15) : Effective talent level: 1.3 Power cost: 14 out of 15/15. Range: 10 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
hardened leather cap 'Olichik' (Shrouds) (0 def, 3 armour) hardened leather cap 'Olichik' (Shrouds) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +7 Dex Changes resistances: +28% darkness / +5% arcane Physical save: +18 (+3 eff.) Blindness immunity: +20% Cut immunity: +20% Life regen: +4.00 Maximum life: +100.00 Infravision radius: +5 Curse of Shrouds A cap made of leather. |
stabilizing rough leather cap of the depths (Shrouds) (0 def, 1 armour) stabilizing rough leather cap of the depths (Shrouds) (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% cold Allows you to breathe in: water Physical save: +13 (+3 eff.) Curse of Shrouds A cap made of leather. |
8 agate 8 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. |
2358 alchemist agate 2358 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. |
8 onyx 8 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. |
4 aquamarine 4 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. |
6 lapis lazuli 6 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 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. |
9 sapphire 9 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz 6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 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 (dig speed 12 turns) Tooth of the Mouth (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. |
9 emerald 9 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 jade 8 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 spinel 8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 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. |
10 turquoise 10 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 87 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Smoldercast the dwarven lantern Smoldercast the dwarven lanternInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +25 (+8 eff.) Armour penetration: +2 Physical power: +10 (+3 eff.) Changes stats: +17 Cun / +3 Con Changes damage: +18% fire Critical mult.: +5.00% Physical save: +15 (+3 eff.) Light radius: -15 Infravision radius: +17 Healing mod.: +22% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
watchleader's alchemist's lamp of health watchleader's alchemist's lamp of healthInfused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Blindness immunity: +23% Confusion immunity: +14% Maximum life: +61.00 Light radius: +8 See stealth: +10 See invisible: +15 It can be used to activate talent Track, placing all other charms into a 35 cooldown : Effective talent level: 3.9 Power cost: 35 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 34 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Telos's Staff Crystal Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Demonic Orb of Many Ways Demonic Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 9 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
44 alchemist bloodstone 44 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
40 bloodstone 40 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
33 fire opal 33 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 garnet 7 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. |
11 ruby 11 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/2) Rod of Recall (1/2)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 176 power out of 286/400. 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. |
Flashdare [power 530] (14 cooldown) Flashdare [power 530] (14 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 6 lightning Changes stats: +2 Mag / +5 Wil Changes damage: +21% lightning / +15% temporal Light radius: +3 It can be used to heal yourself and all friendly characters within 10 spaces for 530 Activation puts all charms on cooldown for 14 turns. When used: * Heal for 110. Natural totems are made by powerful wilders to store nature power. |
Mardydin the Oakspar [power 536] (14 cooldown) Mardydin the Oakspar [power 536] (14 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 41% Damage when hit (Melee): 8 nature Changes stats: +3 Str / +6 Dex / +12 Mag / +5 Cun Changes resistances: +18% nature See invisible: +9 It can be used to sting an enemy dealing 605 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 14 turns. When used: * Increase all damage by 27% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
focusing yew totem of summon tentacle [power 240] (22 cooldown) focusing yew totem of summon tentacle [power 240] (22 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to summon a resilient tentacle up to 5 spaces away for 6 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 507 Base Damage: 241 Armor: 14 All Resist: 5 Activation puts all charms on cooldown for 22 turns. When used: * Reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
innervating dragonbone totem of stinging [power 560] (14 cooldown) innervating dragonbone totem of stinging [power 560] (14 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to sting an enemy dealing 632 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 14 turns. When used: * Reduce fatigue by 60% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
powerful dragonbone totem of healing [power 560] (14 cooldown) powerful dragonbone totem of healing [power 560] (14 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to heal yourself and all friendly characters within 10 spaces for 560 Activation puts all charms on cooldown for 14 turns. When used: * Increase all damage by 29% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
7 amethyst 7 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. |
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 27 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. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
38 diamond 38 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
36 moonstone 36 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
34 pearl 34 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 quartz 5 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 amber 8 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. |
11 ametrine 11 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. |
7 zircon 7 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
By tuwill the Cornac Adventurer level 34
39th Regrowth 123rd year of Ascendancy at 11:20 see stats
By tuwill the Cornac Adventurer level 31
28th Regrowth 123rd year of Ascendancy at 06:58 see stats
By tuwill the Cornac Adventurer level 33
37th Regrowth 123rd year of Ascendancy at 21:47 see stats
By tuwill the Cornac Adventurer level 14
10th Dusk 122nd year of Ascendancy at 23:07 see stats
By tuwill the Cornac Adventurer level 39
2nd Mirth 123rd year of Ascendancy at 11:47 see stats
By tuwill the Cornac Adventurer level 46
51st Dusk 123rd year of Ascendancy at 08:11 see stats
By tuwill the Cornac Adventurer level 38
75th Pyre 123rd year of Ascendancy at 08:19 see stats
By tuwill the Cornac Adventurer level 35
12nd Pyre 123rd year of Ascendancy at 04:07 see stats
By tuwill the Cornac Adventurer level 19
51st Dusk 122nd year of Ascendancy at 04:56 see stats
By tuwill the Cornac Adventurer level 36
12nd Pyre 123rd year of Ascendancy at 15:26 see stats
By tuwill the Cornac Adventurer level 50
32nd Regrowth 124th year of Ascendancy at 14:51 see stats
By tuwill the Cornac Adventurer level 34
56th Regrowth 123rd year of Ascendancy at 16:07 see stats
By tuwill the Cornac Adventurer level 36
57th Pyre 123rd year of Ascendancy at 11:35 see stats
By tuwill the Cornac Adventurer level 50
66th Regrowth 124th year of Ascendancy at 23:08 see stats
By tuwill the Cornac Adventurer level 21
1st Haze 122nd year of Ascendancy at 13:39 see stats
By tuwill the Cornac Adventurer level 24
15th Haze 122nd year of Ascendancy at 01:59 see stats
By tuwill the Cornac Adventurer level 38
67th Pyre 123rd year of Ascendancy at 01:55 see stats
By tuwill the Cornac Adventurer level 50
5th Decay 123rd year of Ascendancy at 06:18 see stats
By tuwill the Cornac Adventurer level 31
34th Regrowth 123rd year of Ascendancy at 14:45 see stats
By tuwill the Cornac Adventurer level 31
28th Regrowth 123rd year of Ascendancy at 06:33 see stats
By tuwill the Cornac Adventurer level 41
2nd Mirth 123rd year of Ascendancy at 16:23 see stats
By tuwill the Cornac Adventurer level 10
3rd Mirth 122nd year of Ascendancy at 02:30 see stats
By tuwill the Cornac Adventurer level 20
76th Dusk 122nd year of Ascendancy at 02:31 see stats
By tuwill the Cornac Adventurer level 30
22nd Regrowth 123rd year of Ascendancy at 11:21 see stats
By tuwill the Cornac Adventurer level 40
2nd Mirth 123rd year of Ascendancy at 12:27 see stats
By tuwill the Cornac Adventurer level 50
62nd Dusk 123rd year of Ascendancy at 12:04 see stats
By tuwill the Cornac Adventurer level 34
60th Regrowth 123rd year of Ascendancy at 21:07 see stats
By tuwill the Cornac Adventurer level 50
76th Haze 123rd year of Ascendancy at 16:03 see stats
By tuwill the Cornac Adventurer level 50
79th Dusk 123rd year of Ascendancy at 06:07 see stats
By tuwill the Cornac Adventurer level 24
42nd Haze 122nd year of Ascendancy at 10:07 see stats
By tuwill the Cornac Adventurer level 31
25th Regrowth 123rd year of Ascendancy at 08:38 see stats
By tuwill the Cornac Adventurer level 46
58th Dusk 123rd year of Ascendancy at 06:43 see stats
By tuwill the Cornac Adventurer level 29
21st Regrowth 123rd year of Ascendancy at 09:11 see stats
By tuwill the Cornac Adventurer level 38
72nd Pyre 123rd year of Ascendancy at 03:26 see stats
By tuwill the Cornac Adventurer level 50
66th Regrowth 124th year of Ascendancy at 23:07 see stats
By tuwill the Cornac Adventurer level 7
78th Pyre 122nd year of Ascendancy at 23:39 see stats
By tuwill the Cornac Adventurer level 31
28th Regrowth 123rd year of Ascendancy at 06:58 see stats
By tuwill the Cornac Adventurer level 50
66th Regrowth 124th year of Ascendancy at 23:08 see stats
By tuwill the Cornac Adventurer level 43
18th Dusk 123rd year of Ascendancy at 11:33 see stats
By tuwill the Cornac Adventurer level 26
14th Regrowth 123rd year of Ascendancy at 16:21 see stats
By tuwill the Cornac Adventurer level 18
31st Dusk 122nd year of Ascendancy at 00:03 see stats
By tuwill the Cornac Adventurer level 32
37th Regrowth 123rd year of Ascendancy at 00:05 see stats
Log
There is an item here: Fortune's Eye
There is an item here: Bladed Rift
There is an item here: Eternity's Counter
There is an item here: Prox's Lucky Halfling Foot
Today is the 52nd Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 22:38.
Ran for 2 turns (stop reason: object seen).
There is an item here: Life Drinker (Nightmares) (42-54 power, 11 apr)
There is an item here: Kinetic Spike (Misfortune) (38-49 power, 40 apr)
There is an item here: Icy Kill (Shrouds) (35-45 power, 10 apr)
There is an item here: Mandible of Ungolmor (Corpses) (40-52 power, 12 apr)
There is an item here: Star (Nightmares) (10-13 power, 0 apr)
There is an item here: Dagger of the Past (Corpses) (25-32 power, 20 apr)
There is an item here: Umbral Razor (Corpses) (25-32 power, 10 apr)
There is an item here: Swordbreaker (Nightmares) (25-32 power, 20 apr)
There is an item here: Unerring Scalpel (Madness) (15-19 power, 25 apr)
There is an item here: Spelldrinker (Madness) (27-35 power, 8 apr)
There is an item here: Spellblaze Shard (Madness) (20-26 power, 10 apr)
There is an item here: Silent Blade (Shrouds) (25-32 power, 10 apr)
There is an item here: Shantiz the Stormblade (Madness) (15-19 power, 20 apr)