









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Exponential Leveling 1.4.8Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Post Effects fixes 1.5.5The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.5.4Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Experience Controller 1.4.8
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
---
Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon |
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Female |
Race | Ogre |
Class | Adventurer |
Level / Exp | 50 / 1359% |
Size | huge |
Lifes / Deaths | no deaths recorded / 0 |
Antimagic | Follower |
Primary Stats
Strength | 201.5 (base 60) |
Dexterity | 115 (base 60) |
Constitution | 131 (base 60) |
Magic | 78.5 (base 60) |
Willpower | 95 (base 60) |
Cunning | 84 (base 60) |
Resources
Mana | 2054/2054 |
Negative | 1432/1432 |
Life | 23894/23894 |
Paradox | 300 |
Soul | 17/17 |
Hate | 100/100 |
Equilibrium | 65 |
Vim | 1588/1588 |
Positive | 1432/1432 |
Stamina | 1484/1484 |
Psi | 1546/1546 |
Healing Factor | 2.0129900332226 |
Regeneration | 242.18283089701 |
Speed
Mental | +302.65394243097% |
Attack | +263.2% |
Movement | +490.99999999999% |
Spell | +263.2% |
Global | +439.1% |
Vision
Sight | 10 |
Lite | 17 |
Infravision | 11 |
See Stealth | 94.683552409897 |
See Invisible | 126.68355240991 |
Offense: Mainhand
Damage | 713 |
Accuracy | 124 |
Crit Chance | 220% |
APR | 210 |
Speed | 0.25 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 123 |
Crit Chance | 100% |
Speed | 0.27533039647577 |
Cooldown Reduction | 95.55 |
Offense: Mind
Mindpower | 132 |
Crit Chance | 100% |
Speed | 0.27533039647577 |
Offense: Damage Bonus
Acid | +106% |
Blight | +129% |
Arcane | +106% |
Cold | +154% |
All | +8% |
Mind | +174% |
Lightning | +118% |
Light | +133% |
Temporal | +106% |
Physical | +123% |
Darkness | +106% |
Fire | +179% |
Nature | +143% |
Offense: Damage Penetration
Acid | +98% |
Blight | +98% |
Arcane | +113% |
Cold | +98% |
Lightning | +98% |
Darkness | +98% |
Light | +108% |
Temporal | +98% |
Physical | +113% |
Mind | +188% |
Fire | +128% |
Nature | +131% |
Defense: Base
Armour (hardiness) | 315.64601104352 (100%) |
Defense | 122 |
Ranged Defense | 127 |
Fatigue | 0 |
Physical Save | 181 |
Spell Save | 181.4 |
Mental Save | 179 |
Defense: Resistances
Acid | +100%(106%) |
Blight | +100%(106%) |
Arcane | +100%(106%) |
Cold | +100%(106%) |
All | +113%(106%) |
Mind | +100%(106%) |
Lightning | +100%(106%) |
Light | +100%(106%) |
Temporal | +100%(106%) |
Physical | +100%(111%) |
Darkness | +100%(123%) |
Fire | +100%(106%) |
Nature | +100%(106%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 81% |
Fear Resistance | 67% |
Poison Resistance | 70% |
Blind Resistance | 100% |
Silence Resistance | 20% |
Bleed Resistance | 70% |
Disarm Resistance | 15% |
Pinning Resistance | 67% |
Instadeath Resistance | 100% |
Knockback Resistance | 87% |
Inscriptions (2/6)
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Spell (28% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
Class Talents
Spell / Animus | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Solipsism | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-gift / Moss | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Thought-Forms | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Charged mastery | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Summoning (utility) | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Combat | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Focus | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Slime | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Tactical | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Stealth | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Darkness | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Bloodthirst | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Corrosive blades | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Ooze | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Heart of Fire | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Thermal mastery | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Wrath | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Psychic Assault | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Brutality | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Spellblaze | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Augmented striking | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Voracity | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Two-handed weapons | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Summoning (distance) | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Nightmare | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Doom shield | 2.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Gloom | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Oozing blades | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Summoning (advanced) | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Grave | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Slumber | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Poisons | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Torture | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Shades | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Dream Smith | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Distortion | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Necrotic minions | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Combat | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Discharge | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Blood | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Shadowflame | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Psi-fighting | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Shadow magic | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Demonic pact | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat techniques | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Necrosis | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Spell / Fire | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Shield offense | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Summoning (melee) | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Stone | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Kinetic mastery | 1.00 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Wild-gift / Eyal's fury | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield defense | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Arcane | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Blade Threading | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Enhancement | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Eclipse | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Magical combat | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Reaving combat | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Blight | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Mucus | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Advanced necrotic minions | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Doom covenant | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Wildfire | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Summoning (augmentation) | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cursed / Cursed form | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Chronomancy | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Mentalism | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Divination | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Torment | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Cursed aura | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Demonic strength | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Oppression | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Call of the wild | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Black-magic | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Antimagic | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Hexes | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Dreaming | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Spacetime Weaving | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Mindstar mastery | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Unarmed training | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Hymns | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Feedback | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Dream Forge | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 2.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Aegis | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Fate Weaving | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Augmented mobility | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Scoundrel | 2.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Chants | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Staff combat | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Fungus | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Ogre | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Harmony | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Stone alchemy | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Dark sustenance | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Finer energy manipulations | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Blade Flurry |
talent | Lacerating Strikes |
talent | Apply Poison |
talent | Shield Wall |
talent | Elemental Harmony |
talent | Beyond the Flesh |
talent | Mental Tyranny |
talent | Volatile Poison |
talent | Wild Growth |
talent | Berserker |
talent | Crippling Poison |
talent | Antimagic Shield |
talent | Daunting Presence |
talent | Augmentation |
talent | Dreamforge |
talent | Skate |
talent | Exploit Weakness |
talent | Gloom |
talent | Forge Shield |
talent | Precise Strikes |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 4.5)Penalty : Fractured Sanity: -8% Mind Resistance, -11% Confusion Immunity Power 1+: Unleashed: +14% critical damage, +19% off-hand weapon damage Power 2+: -1 Luck, +8 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 15.1% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 9.5)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 14%) for 4 turns. Power 1+: Nightwalker: +38 Darkness Resistance, +17% Max Darkness Resistance, +21 See Invisible Power 2+: -1 Luck, +18 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 42% 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 42% for 3 turns. |
detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 15% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
beneficial effect | Countering melee attacks: Has a 48% chance to get an automatic counter attack when avoiding a melee attack. (2.1 counters remaining) Counter Attacking |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+35% global speed). Clarity |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 3.5)Penalty : Fear of Death: -4% resistance against damage from the undead. Power 1+: Power over Death: +9% damage against the undead. Power 2+: -1 Luck, +4 Strength, +4 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 5.5): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 16% when tested. Power 1+: Removed from Reality: +6 Physical Resistance, +5 Maximum Physical Resistance Power 2+: -1 Luck, +10 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 17 air and an additional 7 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 8 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 3.5)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +7 Defense, +4 Ranged Defense Power 2+: -1 Luck, +6 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps). Power 4+: Unfortunate End: There is a 30% chance that the damage you deal will increase by 30% 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 failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by barrow wight. Escort: injured seer (level 2 of Old Forest) | failed |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lost warrior from death by ghast. Escort: lost warrior (level 4 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Scintillating Caves. Escort: repented thief (level 2 of Scintillating Caves)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Scintillating Caves. Escort: repented thief (level 3 of Scintillating Caves)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You abandoned worried loremaster to death. Escort: worried loremaster (level 8 of Dreadfell) | failed |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * You are now on the path of lichdom. | 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
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 upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1233. | 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. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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 AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. | active |
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 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 failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? Slasul bound his lifeforce to yours and gave your a powerful trident in return. * You have sided with Slasul and killed Ukllmswwik. | 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 within | active |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | 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 | ![]() Requires: - Strength 35 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 4 Power: 215% Range: 1.4x Uses stats: 180% Wil, 50% Mag Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 100% When this weapon hits: Water Bolt (40% chance level 3). Damage (Melee): +20 nature / +15 cold When wielded/worn: Accuracy: +10 (+1 eff.) Changes resistances: +25% cold Changes damage: +20% cold Spell save: +18 (+1 eff.) See invisible: +2 Talent on hit(spell): Water Bolt (20% chance level 3). Curse of Madness It can be used to activate talent Freeze (costing 26 power out of 150/150) : Effective talent level: 3.0 Power cost: 26 out of 150/150. Range: 10 Travel Speed: instantaneous Is: a spell Description: Condenses ambient water on a target, freezing it for 5 turns and damaging it for 899.90. If this is used on a friendly target the cooldown is halved. The damage will increase with your Spellpower. The power of the tides rush through this trident. Tridents require the exotic weapons mastery talent to use correctly. |
On hands | ![]() Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +39 (+4 eff.) Armour penetration: +13 Armour: +3 Damage when hit (Melee): 8 darkness Changes stats: +7 Cun / +9 Dex Changes resistances: +8% darkness Changes damage: +15% blight Mana when firing critical spell: +3.00 Infravision radius: +3 When used to modify unarmed attacks: Power: 173% Range: 1.4x Uses stats: 80% Wil, 50% Mag, 80% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +25 Armour Penetration: +24 Crit. chance: +33.0% Attack speed: 125% When this weapon hits: Perfect Strike (15% chance level 5). When this weapon crits: Dominate (10% chance level 5). Damage (Melee): +37 darkness Curse of Nightmares It can be used to activate talent Steady Shot, placing all other charms into a 9 cooldown : Effective talent level: 3.0 Power cost: 9 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Light source | ![]() Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +8 (+1 eff.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 fire Changes stats: +6 Wil Changes resistances penetration: +20% fire Changes damage: +12% nature / +3% fire Critical mult.: +17.00% Mental save: +11 (+1 eff.) Mindpower: +8 (+1 eff.) Mental crit. chance: +8% Light radius: +8 Curse of Shrouds Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +18 (+2 eff.) Armour: +11 Defense: +3 (+1 eff.) Ranged Defense: +3 (+0 eff.) Fatigue: +5% Changes stats: +12 Str / +6 Wil / +5 Con Changes resistances: +6% acid / +21% cold / +17% physical Allows you to breathe in: water Physical save: +9 (+0 eff.) Silence immunity: +20% Disarm immunity: +15% Curse of Shrouds A cap made of leather. |
On feet | ![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -4% Changes stats: +8 Str / +3 Mag / +6 Wil / +2 Con Critical mult.: +15.00% Maximum encumbrance: +25 Physical save: +11 (+0 eff.) Infravision radius: +3 Curse of Corpses Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | ![]() Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Effects on melee hit: * 39% chance to blind Damage when hit (Melee): 24 mind Changes stats: +3 Str Changes resistances: +15% light Changes resistances penetration: +33% nature / +25% mind Changes damage: +15% fire / +21% mind / +12% light Mental save: +14 (+2 eff.) Light radius: +3 When carried: Talent granted: +1 Dig Curse of Nightmares Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +9 (+2 eff.) Ranged Defense: +9 (+1 eff.) Changes resistances: +6% lightning / +26% cold / +54% fire Changes damage: +27% fire / +13% cold / +18% physical Stamina each turn: +0.40 Curse of Misfortune Rings can have magical properties. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +18 (+2 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +2 Wil Changes resistances: +36% fire Changes resistances penetration: +20% mind Changes damage: +12% lightning / +18% fire / +8% all Mental save: +26 (+3 eff.) Life regen: +2.00 Maximum life: +88.00 Spellpower: +14 (+1 eff.) Mindpower: +16 (+2 eff.) Healing mod.: +26% Curse of Shrouds Rings can have magical properties. |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +17 (+2 eff.) Armour: +7 Defense: +23 (+4 eff.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 12 mind Changes stats: +17 Lck Changes resistances: +3% nature / +6% mind / +5% arcane Changes resistances cap: +6% all Changes resistances penetration: +15% arcane / +5% mind Changes damage: +12% mind Physical save: +45 (+2 eff.) Spell save: +22 (+1 eff.) Mental save: +20 (+2 eff.) Reduce all damage from unseen attackers: 17% Curse of Madness Amulets can have magical properties. |
In main hand | ![]() Requires: - Strength 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 5 It must be held with both hands. Power: 218% Range: 1.4x Uses stats: 180% Wil, 50% Mag Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 100% When this weapon hits: Stunning Blow (10% chance level 1). When this weapon hits: Spit Poison (10% chance level 5). When this weapon hits: Silence (10% chance level 3). When wielded/worn: Physical power: +12 (+1 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / +10 Lck Changes resistances: +10% acid / +15% cold / +20% nature Changes damage: +15% cold / +25% nature / +10% mind Talent masteries: +0.30 Technique / Combat techniques +0.30 Technique / Combat training +0.30 Psionic / Psychic Assault Talents cooldown: Spit Poison (-2 turns) Rush (-3 turns) Mindpower: +12 (+2 eff.) Mental crit. chance: +12% Light radius: +2 Curse of Shrouds It can be used to activate talent Implode (costing 17 power out of 60/60) : Effective talent level: 2.0 Power cost: 17 out of 60/60. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Bind the target mercilessly with constant, bone-shattering pressure, pinning and slowing it by 50% for 6 turns and dealing 281.0 Physical damage each turn. The duration and damage will improve with your Mindpower. This incredibly beautiful -- and powerful -- trident is made of the rare metal orichalcum. An amazing pearl is seated in head of the trident, as it spreads into three razor sharp prongs. It is imbued with the greatest strengths of all of the most powerful Naga warriors. Slasul gave it to you as a sign of his faith in you. It is a sign of hope for all of the Naloren race, that one outside of their tribe could be so trusted. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour: +14 Defense: +23 (+4 eff.) Damage when hit (Melee): 12 physical Changes resistances penetration: +15% physical Stealth bonus: +13 Stamina each turn: +0.80 Only die when reaching: -80.00 life Light radius: +3 See invisible: +9 Healing mod.: +15% Curse of Nightmares A belt that goes around your waist. |
In off hand | ![]() Requires: - Willpower 28 - Strength 20 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 192% Range: 1.2x Uses stats: 140% Wil, 50% Mag Damage type: Light Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +260 On weapon hit: * 30% chance to blind * releases a burst of light When wielded/worn: Armour: +15 Defense: +17 (+3 eff.) Ranged Defense: +17 (+2 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +12% mind / +10% fire / +20% light / +15% darkness Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent granted: +5 Block Mental save: +18 (+2 eff.) Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 (+1 eff.) Light radius: +3 Curse of Shrouds It can be used to send out a range 7 beam, lighting its path and dealing 148.50 to 185.62 light damage (based on Willpower and Cunning), costing 6 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour penetration: +5 Physical power: +6 (+1 eff.) Armour: +10 Defense: +2 (+1 eff.) Changes stats: +6 Str / +3 Dex / +2 Cun Changes damage: +9% physical Only die when reaching: -40.00 life Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: You have never taken it off. Curse of Shrouds Revealing, pink, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
Inventory
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 29% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
![]() healing infusion (heal 81) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 81 and cleanse 1 wound and 1 poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() insidious poison infusion (104 nature damage, 62% healing reduction) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 104.49 nature damage per turn for 7 turns, and reducing the target's healing received by 62%. The sudden stream of natural forces also strips you of one random detrimental magical effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() 0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Changes resistances: +42% lightning / +3% physical / +6% arcane / +6% nature Spell save: +37 (+2 eff.) Blindness immunity: +35% Poison immunity: +10% Stun/Freeze immunity: +49% Only die when reaching: -60.00 life Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +18% Curse of Shrouds Amulets can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+0 eff.) See invisible: +10 Curse of Corpses It can be used to summon an elder vampire to your side for 15 turns, costing 26 power out of 60/60. The evilness of undeath radiates from this amulet. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +20% fire / -20% cold Changes damage: +10% fire / -5% cold Damage affinity(heal): +30% fire Blindness immunity: +40% Spellpower: +7 (+1 eff.) Spell crit. chance: +8% Talent on hit(spell): Volcano (10% chance level 3). Curse of Corpses A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+1 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. Curse of Misfortune This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 29 acid / 24 blight Changes stats: +9 Mag Changes resistances: +9% blight / +30% acid Changes resistances penetration: +20% arcane Changes damage: +33% blight Light radius: +3 Curse of Shrouds Amulets can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +6 Defense: +12 (+2 eff.) Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 4 arcane Changes stats: +10 Wil / +6 Con Changes resistances: +9% nature / +6% arcane Changes resistances cap: +7% all Changes resistances penetration: +30% nature Changes damage: +12% acid Physical save: +47 (+2 eff.) Life regen: +3.00 Maximum life: +80.00 Curse of Misfortune Amulets can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 (+1 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. Activating this item is instant. Curse of Nightmares It can be used to activate talent Circle of Sanctity (costing 13 power out of 60/60) : Effective talent level: 3.0 Power cost: 13 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 6 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Curse of Corpses These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Armour: +7 Changes stats: +10 Dex / +10 Con Maximum stamina: +55.00 Curse of Nightmares Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +10 Dex Changes resistances: +23% mind Changes damage: +9% acid Grants telepathy: Demon/Minor Demon/Major Mental save: +56 (+6 eff.) Blindness immunity: +40% Psi when hit: +0.36 Mental crit. chance: +5% Infravision radius: +10 Sight radius: +2 See invisible: +15 Curse of Nightmares Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +5% arcane / +22% mind / +15% light Changes damage: +6% mind Disarm immunity: +20% Confusion immunity: +38% Pinning immunity: +15% Stun/Freeze immunity: +10% Knockback immunity: +10% Curse of Nightmares Amulets can have magical properties. |
![]() archmage's stralite amulet of soulsearing (Shrouds) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Mag Changes damage: +8% lightning / +13% blight / +21% fire / +8% cold / +8% acid Critical mult.: +18.00% Spellpower: +16 (+2 eff.) Spell crit. chance: +6% Curse of Shrouds Amulets can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Wil Life regen: +1.20 Curse of Corpses Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 24 arcane resource burn Changes stats: +9 Cun Changes resistances: +12% nature / +6% arcane / +12% darkness / +12% light Changes resistances penetration: +30% nature Changes damage: +9% darkness / +15% nature Spell save: +9 (+0 eff.) Curse of Corpses Amulets can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 8 darkness Changes stats: +10 Str Changes resistances penetration: +39% arcane Physical save: +50 (+2 eff.) Spell save: +103 (+4 eff.) Mental save: +50 (+5 eff.) Vim when firing critical spell: +3.00 Maximum mana: +60.00 Spellpower: +4 (+0 eff.) Curse of Shrouds Amulets can have magical properties. |
![]() Powered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +10 Wil / +6 Mag Changes resistances penetration: +25% acid Changes damage: +10% blight / +15% fire / +6% acid Critical mult.: +20.00% Spell save: +20 (+1 eff.) Mana each turn: +0.59 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +100.00 Spellpower: +13 (+1 eff.) Spell crit. chance: +6% Curse of Corpses Amulets can have magical properties. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 5 power out of 20/30. 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. |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +9 (+2 eff.) Ranged Defense: +9 (+1 eff.) Changes resistances: +12% acid Mental save: +7 (+1 eff.) Blindness immunity: +5% Disarm immunity: +20% Confusion immunity: +22% Curse of Corpses Rings can have magical properties. |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +16 (+3 eff.) Fatigue: -4% Damage when hit (Melee): 4 fire Changes stats: +8 Cun / +1 Mag Grants telepathy: Dragon Humanoid/Orc Reduces incoming crit damage: 10.00% Mental save: +19 (+2 eff.) Confusion immunity: +82% Curse of Madness Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Con Changes resistances: +12% blight / +24% cold Changes resistances penetration: +30% blight Reduces incoming crit damage: 15.00% Spell save: +54 (+2 eff.) Poison immunity: +30% Pinning immunity: +15% Only die when reaching: -60.00 life Maximum stamina: +34.00 Curse of Corpses Rings can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +4 Con Changes resistances: +22% fire Changes damage: +3% acid / +3% temporal / +11% fire Physical save: +8 (+0 eff.) Stun/Freeze immunity: +24% Life regen: +1.50 Curse of Madness Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 (+1 eff.) Effects on melee hit: * 37% chance to inflict 15% damage reduction Damage when hit (Melee): 12 blight Changes stats: +9 Str / +4 Mag / +9 Con Changes damage: +9% blight / +15% arcane / +9% darkness Spell save: +18 (+1 eff.) Spell crit. chance: +6% Curse of Corpses Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +10 (+2 eff.) Damage when hit (Melee): 16 darkness / 8 temporal Changes stats: +5 Cun Changes resistances: +9% darkness / +6% temporal Changes damage: +18% darkness Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Nightmares Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+1 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% * 20% chance to disease * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 20 blight Changes resistances penetration: +10% acid / +10% temporal Spellpower: +9 (+1 eff.) Mindpower: +9 (+1 eff.) 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. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +14 (+2 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +7 Cun Changes resistances: +6% acid / +20% light Changes resistances penetration: +25% light Changes damage: +6% acid Light radius: +2 Curse of Shrouds Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 light Changes stats: +6 Mag / +4 Wil / +4 Cun / +7 Con Silence immunity: +30% Mana each turn: +0.22 Infravision radius: +3 Curse of Nightmares Rings can have magical properties. |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+0 eff.) Changes stats: +4 Cun / +4 Dex Changes resistances: +11% mind / +20% cold Changes resistances penetration: +10% mind Changes damage: +11% mind / +10% cold Mental save: +3 (+1 eff.) Curse of Shrouds Rings can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +6 Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Effects on melee hit: * 15% chance to corrode armour by 30% Changes resistances: +40% lightning / +9% cold / +3% darkness Changes damage: +20% lightning / +6% acid Blindness immunity: +15% Teleport immunity: +15% Life regen: +2.80 Only die when reaching: -20.00 life Maximum life: +170.00 Healing mod.: +60% Curse of Nightmares Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Physical power: +10 (+1 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+2 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 Curse of Nightmares The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Wil Changes resistances: +22% cold Changes damage: +11% cold Critical mult.: +10.00% Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Curse of Madness Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +18 (+3 eff.) Damage when hit (Melee): 12 fire Changes stats: +9 Cun Changes resistances: +18% darkness Changes resistances penetration: +39% arcane / +20% fire Changes damage: +12% darkness / +9% mind Spell save: +24 (+1 eff.) Mental save: +9 (+1 eff.) Mana each turn: +0.32 Maximum mana: +60.00 Curse of Misfortune Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+1 eff.) Armour penetration: +17 Armour: +8 Defense: +15 (+3 eff.) Changes resistances: +3% acid Mental save: +6 (+1 eff.) Blindness immunity: +97% Pinning immunity: +10% Maximum vim: +30.00 Spellpower: +6 (+0 eff.) Spell crit. chance: +1% Infravision radius: +12 See stealth: +45 See invisible: +46 Curse of Nightmares It can be used to activate talent Disengage, placing all other charms into a 5 cooldown : Effective talent level: 2.0 Power cost: 5 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +9% darkness / +10% blight / +12% fire / +13% nature / +6% arcane Changes resistances penetration: +15% blight Critical mult.: +20.00% Blindness immunity: +25% Poison immunity: +25% Disease immunity: +25% Cut immunity: +15% Disarm immunity: +15% Spellpower on spell critical (stacks up to 3 times): +4 Curse of Nightmares Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +14 Fatigue: -7% Changes resistances: +3% physical / +15% mind / +6% temporal Maximum encumbrance: +32 Cut immunity: +15% Disarm immunity: +5% Curse of Shrouds Rings can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+0 eff.) Changes stats: +3 Dex Changes resistances: +22% acid Changes damage: +11% acid Curse of Misfortune Rings can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +4 (+0 eff.) Physical power: +8 (+1 eff.) Fatigue: -6% Damage when hit (Melee): 12 physical Changes stats: +2 Mag / +8 Con Changes damage: +9% fire Physical save: +16 (+1 eff.) Life regen: +1.00 Only die when reaching: -80.00 life Healing mod.: +30% Curse of Misfortune Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +18 (+3 eff.) Damage when hit (Melee): 20 fire Changes stats: +9 Cun Changes resistances: +15% nature / +12% darkness Spell save: +51 (+2 eff.) Silence immunity: +15% Disarm immunity: +25% Pinning immunity: +20% Curse of Madness Rings can have magical properties. |
![]() Requires: - Strength 35 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 185% Range: 1.5x Uses stats: 160% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * disrupts spell-casting Damage (Melee): +8 lightning Damage against: +35% Unnatural When wielded/worn: Fatigue: -10% Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +3 Str / +4 Cun / +3 Con Changes resistances penetration: +20% lightning Grants telepathy: Humanoid/Orc Light radius: +3 Curse of Shrouds Massive two-handed battleaxes. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 197% Range: 1.5x Uses stats: 160% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +83 insidious poison / +4 darkness Burst (radius 1) on hit: +8 darkness Burst (radius 2) on crit: +4 fire When wielded/worn: Accuracy: +21 (+2 eff.) Armour penetration: +20 Physical crit. chance: +21.0% Changes resistances: +6% blight / +3% temporal / +6% darkness / +12% lightning Changes resistances penetration: +21% physical Changes damage: +3% fire Curse of Misfortune Massive two-handed battleaxes. |
![]() Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 189% Range: 1.5x Uses stats: 160% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +20 acid When wielded/worn: Physical crit. chance: +3.0% Armour: +6 Changes stats: +5 Str Changes resistances: +9% darkness Physical save: +30 (+1 eff.) Stamina each turn: +0.80 Only die when reaching: -91.00 life Curse of Madness Massive two-handed battleaxes. |
![]() Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 171% Range: 1.5x Uses stats: 160% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +12 blight Burst (radius 2) on crit: +20 blight When wielded/worn: Accuracy: +16 (+2 eff.) Armour penetration: +14 Changes stats: +4 Str / +3 Dex / +2 Cun Changes resistances penetration: +16% physical Grants telepathy: Demon/Minor Demon/Major Light radius: +3 Curse of Misfortune Massive two-handed battleaxes. |
![]() Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 172% Range: 1.5x Uses stats: 160% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +12 lightning / +27 cold / +8 fire Burst (radius 2) on crit: +4 lightning / +8 fire When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 12 lightning Changes resistances penetration: +10% lightning Changes damage: +6% lightning Curse of Shrouds Massive two-handed battleaxes. |
![]() Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 200% Range: 1.5x Uses stats: 160% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% Damage (Melee): +48 insidious poison Burst (radius 1) on hit: +12 mind Burst (radius 2) on crit: +14 fire When wielded/worn: Damage when hit (Melee): 8 mind / 4 blight Changes stats: +2 Cun Changes resistances penetration: +5% mind / +7% fire Grants telepathy: Humanoid/Orc Global speed: +1% Curse of Nightmares Massive two-handed battleaxes. |
![]() Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 197% Range: 1.5x Uses stats: 160% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 45% chance to blind * 20% chance to cause random gloom * 25% chance to put talents on cooldown * 25% chance for lightning to arc to a second target Damage (Melee): +28 lightning / +27 darkness Damage against: +26% Living When wielded/worn: Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Changes resistances penetration: +10% mind Changes damage: +6% mind Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Shrouds Massive two-handed battleaxes. |
![]() Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 187% Range: 1.5x Uses stats: 160% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% Damage (Melee): +13 light Damage against: +21% Undead When wielded/worn: Accuracy: +9 (+1 eff.) Physical power: +12 (+1 eff.) Changes stats: +6 Str / +5 Dex / +6 Con Changes resistances penetration: +14% physical Changes damage: +16% physical Physical save: +6 (+0 eff.) Disarm immunity: +29% Stamina each turn: +0.20 Stamina when hit: +3.00 Only die when reaching: -20.00 life See invisible: +9 Curse of Misfortune Massive two-handed battleaxes. |
![]() Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 188% Range: 1.5x Uses stats: 160% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +12 darkness / +4 fire Burst (radius 1) on hit: +8 lightning Burst (radius 2) on crit: +8 fire When wielded/worn: Effects on melee hit: * 34% chance to daze at end of turn Changes resistances: +18% darkness Changes resistances penetration: +20% darkness / +5% fire Changes damage: +9% darkness Curse of Misfortune Massive two-handed battleaxes. |
![]() Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 179% Range: 1.5x Uses stats: 160% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 40% chance to daze at end of turn When wielded/worn: Accuracy: +14 (+1 eff.) Armour penetration: +16 Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +2 Con Changes resistances penetration: +15% lightning / +14% physical Changes damage: +15% physical Curse of Shrouds Massive two-handed battleaxes. |
![]() Requires: - Dexterity 35 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Power: 170% Range: 1.3x Uses stats: 40% Wil, 90% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * Slows global speed by 40% * 25% chance to remove a magical effect Damage (Melee): +6 nature When wielded/worn: Accuracy: +15 (+1 eff.) Defense: +9 (+2 eff.) Changes stats: +4 Str Changes resistances: +9% nature Changes resistances penetration: +10% nature / +5% light Changes damage: +3% light / +8% physical Disarm immunity: +24% Stamina when hit: +1.00 Curse of Nightmares Sharp, short and deadly. |
![]() Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Potentially it would go with a sword in the future. Power: 166% Range: 1.3x Uses stats: 40% Wil, 50% Cun, 100% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Defense: +10 (+2 eff.) Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spell save: +10 (+0 eff.) Movement speed: +20% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Curse of Corpses Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
![]() Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 180% Range: 1.3x Uses stats: 40% Wil, 90% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 111% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Burst (radius 2) on crit: +8 mind When wielded/worn: Accuracy: +21 (+2 eff.) Defense: +12 (+2 eff.) Changes stats: +6 Dex / +4 Wil Changes damage: +3% mind Mental save: +6 (+1 eff.) Disarm immunity: +40% Psi when hit: +0.04 Mental crit. chance: +3% Curse of Nightmares Sharp, short and deadly. |
![]() Requires: - Willpower 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 179% Range: 1.3x Uses stats: 70% Wil, 70% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +40 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+1 eff.) Physical power: +15 (+1 eff.) Changes resistances penetration: +30% physical Talent mastery: +0.20 Psionic / Augmented striking Curse of Corpses It can be used to fire a bolt of kinetic force (range 8), dealing 150% (physical) weapon damage, costing 5 power out of 10/10. A simple, rudely crafted stone hilt, this object manifests a blade of wavering, nearly invisible force, like a heat haze, as you grasp it. Despite its simple appearance, it is capable of shearing through solid granite, in the hands of those with the necessary mental fortitude to use it properly. |
![]() Requires: - Cunning 38 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 181% Range: 1.3x Uses stats: 40% Wil, 50% Mag, 100% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +12 Crit. chance: +22.0% Attack speed: 100% On weapon crit: * inflicts pinning spydric poison upon the target Damage conversion: 30% darkness When wielded/worn: Armour: +5 Armour Hardiness: +5% Changes stats: +8 Cun / +4 Dex Changes damage: +30% nature / +20% darkness Light radius: -2 Curse of Shrouds It can be used to activate talent Creeping Darkness (costing 11 power out of 40/40) : Effective talent level: 3.0 Power cost: 11 out of 40/40. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Creeping dark slowly spreads from 4 spots in a radius of 3 around the targeted location. The dark deals 153.53 darkness damage each turn to anything in its area, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +38% damage to anything that has entered your creeping dark. This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
![]() Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. Power: 171% Range: 1.3x Uses stats: 40% Wil, 90% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +30 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +20 darkness When wielded/worn: Changes damage: +10% darkness Light radius: -1 Curse of Shrouds A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
![]() Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 160% Range: 1.3x Uses stats: 40% Wil, 90% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 mind / +8 temporal When wielded/worn: Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Changes resistances: +5% arcane / +9% temporal Changes damage: +6% arcane Curse of Misfortune Sharp, short and deadly. |
![]() Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Power: 151% Range: 1.3x Uses stats: 40% Wil, 90% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * cripple the target * splashes the target with acid Damage (Melee): +5 acid Burst (radius 1) on hit: +8 blight / +5 fire When wielded/worn: Physical crit. chance: +5.0% Changes resistances: +5% arcane Curse of Misfortune Sharp, short and deadly. |
![]() Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 151% Range: 1.3x Uses stats: 40% Wil, 90% Cun, 50% Mag Damage type: Acid Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +7 (+1 eff.) Defense: +8 (+2 eff.) Damage when hit (Melee): 20 fire Changes stats: +5 Cun Changes resistances: +18% acid Changes resistances penetration: +25% fire Disarm immunity: +26% Maximum psi: +50.00 Mental crit. chance: +3% Curse of Nightmares Sharp, short and deadly. |
![]() Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 168% Range: 1.3x Uses stats: 40% Wil, 90% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Armour penetration: +8 Physical crit. chance: +3.0% Armour: +6 Changes stats: +2 Str Changes resistances: +12% lightning Changes resistances penetration: +28% lightning Maximum life: +30.00 Curse of Shrouds Sharp, short and deadly. |
![]() Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 161% Range: 1.3x Uses stats: 40% Wil, 90% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +10 blight / +10 fire burn Burst (radius 2) on crit: +20 infective blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire Curse of Nightmares This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
![]() Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 168% Range: 1.3x Uses stats: 40% Wil, 55% Mag, 100% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+0 eff.) Curse of Nightmares Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
![]() Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The star shines alone in a moonless sky. Power: 166% Range: 1.3x Uses stats: 40% Wil, 90% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 100% Damage (Melee): +20 light When wielded/worn: Changes damage: +10% light Light radius: +1 Curse of Shrouds Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
![]() Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 165% Range: 1.3x Uses stats: 40% Wil, 90% Cun, 50% Mag Damage type: Arcane Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Wil Changes resistances penetration: +10% arcane Spell save: +36 (+2 eff.) Mana each turn: +0.20 Mana when firing critical spell: +4.00 Spellpower: +12 (+1 eff.) Curse of Shrouds Sharp, short and deadly. |
![]() Requires: - Dexterity 35 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 171% Range: 1.3x Uses stats: 40% Wil, 90% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +14 nature / +14 temporal When wielded/worn: Changes stats: +3 Cun / +4 Str Changes resistances: +12% temporal Changes damage: +9% temporal Equilibrium when hit: +0.28 Hate when firing a critical mind attack: +3.00 Heals friendly targets nearby when you use a nature summon: +57 Curse of Madness Sharp, short and deadly. |
![]() Requires: - Dexterity 35 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Power: 170% Range: 1.3x Uses stats: 40% Wil, 90% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 12% chance to daze at end of turn * 20% chance to torment the target Burst (radius 2) on crit: +12 fire When wielded/worn: Changes stats: +1 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances penetration: +8% lightning / +7% fire / +8% mind / +6% darkness Mana when firing critical spell: +3.00 Vim when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +4 (+0 eff.) Global speed: +2% Curse of Corpses Sharp, short and deadly. |
![]() Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 153% Range: 1.3x Uses stats: 40% Wil, 90% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) When wielded/worn: Accuracy: +4 (+0 eff.) Armour penetration: +4 Changes resistances penetration: +5% physical Curse of Shrouds Sharp, short and deadly. |
![]() Requires: - Strength 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 208% Range: 1.5x Uses stats: 160% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +42 cold Burst (radius 1) on hit: +20 temporal When wielded/worn: Defense: +12 (+2 eff.) Ranged Defense: +12 (+2 eff.) Changes stats: +4 Wil Changes resistances: +18% fire Changes resistances penetration: +39% arcane Blindness immunity: +15% Poison immunity: +15% Stun/Freeze immunity: +40% Psi when hit: +0.16 Mindpower: +12 (+2 eff.) Curse of Madness Massive two-handed mauls. |
![]() Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Power: 171% Range: 1.7x Uses stats: 170% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Curse of Shrouds It can be used to activate talent Shattering Blow (costing 9 power out of 20/20) : Effective talent level: 2.0 Power cost: 9 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 60% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
![]() Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 208% Range: 1.5x Uses stats: 160% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 28% chance to disease * 25% chance for lightning to arc to a second target * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage Shield penetration (this weapon only): +20% Damage (Melee): +28 lightning / +8 darkness / +23 blight When wielded/worn: Physical crit. chance: +2.0% Armour: +8 Effects on melee hit: * 39% chance to corrode armour by 30% Changes resistances penetration: +20% fire Changes damage: +6% fire Disease immunity: +49% Healing mod.: +10% Curse of Nightmares Massive two-handed mauls. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 207% Range: 1.5x Uses stats: 160% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to blind Burst (radius 2) on crit: +28 ice When wielded/worn: Armour penetration: +20 Physical crit. chance: +16.0% Physical power: +13 (+1 eff.) Armour: +19 Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 4 temporal Changes stats: +7 Con Changes resistances: +15% temporal Changes resistances penetration: +20% physical / +21% cold Critical mult.: +24.00% Disarm immunity: +45% Curse of Corpses Massive two-handed mauls. |
![]() Requires: - Strength 35 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 196% Range: 1.5x Uses stats: 160% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * Slows global speed by 49% Burst (radius 2) on crit: +16 nature / +12 fire When wielded/worn: Armour penetration: +19 Physical crit. chance: +14.0% Damage when hit (Melee): 12 lightning / 8 fire / 24 nature Changes resistances: +6% nature / +12% fire Changes damage: +18% lightning Critical mult.: +26.00% Curse of Corpses Massive two-handed mauls. |
![]() Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 181% Range: 1.5x Uses stats: 160% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% Damage (Melee): +20 lightning Burst (radius 2) on crit: +16 lightning When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 16 mind Curse of Shrouds Massive two-handed mauls. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 204% Range: 1.5x Uses stats: 160% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +23 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to daze at end of turn Damage Shield penetration (this weapon only): +76% Damage (Melee): +17 light Burst (radius 2) on crit: +4 lightning Damage against: +26% Undead When wielded/worn: Accuracy: +14 (+1 eff.) Armour penetration: +14 Effects on melee hit: * 30% chance to daze at end of turn * 10% chance to disease Changes resistances penetration: +10% blight / +16% physical Curse of Shrouds Massive two-handed mauls. |
![]() Requires: - Strength 24 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 182% Range: 1.5x Uses stats: 160% Wil, 50% Mag Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 20% chance to torment the target Damage (Melee): +12 lightning When wielded/worn: Fatigue: -8% Damage when hit (Melee): 12 lightning Changes stats: +5 Dex / +10 Con Changes resistances penetration: +20% lightning / +14% mind / +16% darkness Grants telepathy: Demon/Minor Demon/Major Infravision radius: +3 Curse of Shrouds Massive two-handed mauls. |
![]() Requires: - Strength 35 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 193% Range: 1.5x Uses stats: 160% Wil, 50% Mag Damage type: Lightning Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +16 lightning / +20 light Burst (radius 1) on hit: +16 lightning When wielded/worn: Accuracy: +19 (+2 eff.) Armour penetration: +19 Effects on melee hit: * 34% chance to daze at end of turn Changes resistances: +15% light / +12% lightning Changes resistances penetration: +10% light / +17% physical Changes damage: +6% light / +9% lightning Curse of Nightmares Massive two-handed mauls. |
![]() Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 173% Range: 1.3x Uses stats: 160% Wil, 60% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: No gem Curse of Corpses It can be used to imbue the hammer with a gem of your choice, costing 5 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 217% Range: 1.5x Uses stats: 160% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Flameshock (10% chance level 3). Damage (Melee): +30 fire When wielded/worn: Changes damage: +15% physical Curse of Misfortune The legendary hammer of the Dwarven master smiths. For ages it was used to forge powerful weapons with searing heat until it became highly powerful by itself. |
![]() Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 207% Range: 1.5x Uses stats: 160% Wil, 50% Mag Damage type: Light Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Slows global speed by 26% * leeches stamina from the target Damage (Melee): +79 insidious poison / +4 light Burst (radius 1) on hit: +8 light When wielded/worn: Accuracy: +21 (+2 eff.) Armour penetration: +17 Damage when hit (Melee): 12 light / 21 nature slow Changes resistances penetration: +20% light / +21% physical Changes damage: +9% nature / +6% mind / +6% light Mental save: +9 (+1 eff.) Mindpower: +6 (+1 eff.) Heals friendly targets nearby when you use a nature summon: +20 Curse of Corpses Massive two-handed mauls. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 206% Range: 1.5x Uses stats: 160% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to disease On weapon crit: * cripple the target Damage (Melee): +28 temporal Burst (radius 2) on crit: +4 blight When wielded/worn: Physical crit. chance: +42.0% Damage when hit (Melee): 26 temporal Changes stats: +4 Cun Changes resistances: +28% temporal Changes resistances penetration: +15% temporal Changes damage: +9% blight / +15% temporal Grants telepathy: Demon/Minor Demon/Major Curse of Madness Massive two-handed mauls. |
![]() Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 166% Range: 1.6x Uses stats: 160% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour penetration: +13 Physical crit. chance: +12.0% Damage when hit (Melee): 12 light / 12 nature Changes resistances: +21% lightning Changes resistances penetration: +20% lightning Changes damage: +18% lightning Critical mult.: +16.00% Light radius: +3 Curse of Shrouds Massive two-handed swords. |
![]() Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 159% Range: 1.6x Uses stats: 160% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 10% chance to disease Damage (Melee): +10 blight When wielded/worn: Damage when hit (Melee): 12 physical Curse of Nightmares Massive two-handed swords. |
![]() Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 154% Range: 1.6x Uses stats: 160% Wil, 50% Mag Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +14 insidious poison When wielded/worn: Defense: +9 (+2 eff.) Ranged Defense: +9 (+1 eff.) Changes resistances: +3% nature Physical save: +9 (+0 eff.) Blindness immunity: +10% Disarm immunity: +5% Curse of Madness Massive two-handed swords. |
![]() Requires: - Strength 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 179% Range: 1.6x Uses stats: 160% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom * 12% chance to disease On weapon crit: * splashes the target with acid Damage (Melee): +9 acid / +7 darkness / +7 blight Damage against: +10% Living When wielded/worn: Changes resistances penetration: +15% mind Curse of Shrouds Massive two-handed swords. |
![]() Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 207% Range: 1.6x Uses stats: 170% Wil, 60% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +18 Crit. chance: +20.0% Attack speed: 100% On weapon hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. Lifesteal (this weapon only): +5% When wielded/worn: Changes stats: +10 Str / +8 Mag / +5 Con Talent masteries: +0.10 Corruption / Torture +0.20 Corruption / Brutality +0.20 Corruption / Wrath Talents cooldown: Draining Assault (-1 turn) Abduction (-1 turn) Detonating Charge (-1 turn) Curse of Misfortune Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
![]() Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 162% Range: 1.6x Uses stats: 160% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +20 physical When wielded/worn: Physical power: +12 (+1 eff.) Armour: +6 Changes stats: +2 Dex / +6 Con Changes resistances penetration: +12% physical Changes damage: +24% physical Disarm immunity: +28% Only die when reaching: -80.00 life Curse of Madness Massive two-handed swords. |
![]() Requires: - Willpower 18 - Cunning 18 - Strength 18 Infused by psionic forces 12.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 190% Range: 1.6x Uses stats: 169% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +9 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 9% chance to stun or confuse the target Damage (Melee): +49 light / +49 darkness Curse of Madness The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
![]() Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 192% Range: 1.6x Uses stats: 160% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +23 acid Burst (radius 2) on crit: +8 mind When wielded/worn: Changes resistances: +18% acid Changes damage: +9% acid / +24% mind Hate when firing a critical mind attack: +3.00 Maximum psi: +30.00 Heals friendly targets nearby when you use a nature summon: +20 Curse of Shrouds Massive two-handed swords. |
![]() Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 187% Range: 1.6x Uses stats: 160% Wil, 50% Mag Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 40% chance to corrode armour by 30% * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * wounds the target for 7 turns: 43 bleeding, 95% reduced healing When wielded/worn: Physical crit. chance: +16.0% Physical power: +16 (+2 eff.) Changes stats: +3 Wil Changes resistances: +9% acid Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +2 Maximum vim: +30.00 Curse of Madness Massive two-handed swords. |
![]() Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 188% Range: 1.6x Uses stats: 160% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +24 nature / +24 temporal Burst (radius 1) on hit: +16 darkness When wielded/worn: Changes resistances: +15% temporal / +22% darkness / +5% arcane Blindness immunity: +15% Stun/Freeze immunity: +20% Curse of Madness Massive two-handed swords. |
![]() Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 217% Range: 1.6x Uses stats: 160% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 111% On weapon hit: * 25% chance to put talents on cooldown Damage (Melee): +4 lightning When wielded/worn: Accuracy: +21 (+2 eff.) Changes stats: +2 Str / +10 Dex Changes resistances: +6% blight / +3% light / +3% lightning Spell save: +6 (+0 eff.) Mental save: +9 (+1 eff.) Pinning immunity: +20% Curse of Madness Massive two-handed swords. |
![]() Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 177% Range: 1.6x Uses stats: 160% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * Random elemental explosion Damage (Melee): +8 blight Burst (radius 1) on hit: +8 blight When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 16 blight Changes resistances: +6% acid / +6% blight Changes resistances penetration: +19% acid / +25% blight / +19% fire / +16% cold / +17% lightning Changes damage: +6% acid Curse of Shrouds Massive two-handed swords. |
![]() Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 190% Range: 1.6x Uses stats: 160% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage Shield penetration (this weapon only): +30% Damage (Melee): +20 physical When wielded/worn: Physical power: +6 (+1 eff.) Armour: +16 Defense: +10 (+2 eff.) Ranged Defense: +10 (+1 eff.) Physical save: +30 (+1 eff.) Maximum life: +40.00 Maximum stamina: +20.00 Curse of Shrouds Massive two-handed swords. |
![]() Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 193% Range: 1.6x Uses stats: 160% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun Changes resistances: +18% fire Changes damage: +6% fire Critical mult.: +10.00% Mental save: +15 (+2 eff.) Maximum psi: +20.00 Mental crit. chance: +2% Curse of Misfortune Massive two-handed swords. |
![]() Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 157% Range: 1.6x Uses stats: 160% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Curse of Shrouds Massive two-handed swords. |
![]() Requires: - Strength 35 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 189% Range: 1.6x Uses stats: 160% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 23% chance to corrode armour by 30% * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +10.0% Changes stats: +1 Mag Changes resistances penetration: +14% acid / +20% fire / +5% arcane Changes damage: +3% fire Spell save: +30 (+1 eff.) Life regen: +1.26 Curse of Shrouds Massive two-handed swords. |
![]() Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 188% Range: 1.6x Uses stats: 160% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +40 darkness Burst (radius 1) on hit: +12 acid Damage against: +24% Living When wielded/worn: Damage when hit (Melee): 20 darkness Changes stats: +3 Str / +3 Dex / +3 Mag / +4 Cun Changes damage: +18% darkness See invisible: +6 Curse of Corpses Massive two-handed swords. |
![]() Requires: - Strength 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 156% Range: 1.6x Uses stats: 160% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 7% chance to daze at end of turn * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) When wielded/worn: Changes stats: +3 Str / +3 Dex / +2 Mag / +3 Wil / +3 Cun / +2 Con Changes resistances penetration: +7% lightning Curse of Shrouds Massive two-handed swords. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 203% Range: 1.6x Uses stats: 160% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target Damage (Melee): +26 light Damage against: +42% Undead When wielded/worn: Physical power: +19 (+2 eff.) Changes stats: +5 Mag / +10 Con Changes resistances: +6% light Changes resistances penetration: +21% physical / +21% mind / +21% darkness Changes damage: +9% arcane Disarm immunity: +48% Mana each turn: +0.16 Spellpower: +8 (+1 eff.) Curse of Corpses Massive two-handed swords. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 202% Range: 1.6x Uses stats: 160% Wil, 50% Mag Damage type: Mind Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * splashes the target with acid Damage (Melee): +21 acid When wielded/worn: Accuracy: +17 (+2 eff.) Armour penetration: +17 Changes resistances: +3% mind Changes resistances penetration: +20% blight / +17% physical / +10% mind Critical mult.: +10.00% Mana when firing critical spell: +1.00 Curse of Misfortune Massive two-handed swords. |
![]() voratun greatsword of corruption (Shrouds) (200% power, 4 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 200% Range: 1.6x Uses stats: 160% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 24% chance to inflict 15% damage reduction * 20% chance to curse the target Curse of Shrouds Massive two-handed swords. |
![]() Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 137% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 On weapon hit: * 40% chance to blind Burst (radius 1) on hit: +4 lightning When wielded/worn: Accuracy: +23 (+2 eff.) Physical crit. chance: +20.0% Changes stats: +12 Dex Changes resistances: +12% blight / +3% lightning Changes resistances penetration: +15% light / +38% physical Changes damage: +6% light / +33% physical Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Curse of Shrouds Longbows are used to shoot arrows at your foes. |
![]() Requires: - Magic 30 - Dexterity 30 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 137% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +10 When wielded/worn: Ranged Defense: +15 (+2 eff.) Damage (Ranged): 75 lightning Changes stats: +5 Dex / +7 Mag Changes resistances: +20% lightning Changes damage: +20% lightning Talent masteries: +0.10 Spell / Storm +0.20 Spell / Air Spellpower: +20 (+2 eff.) Movement speed: +10% Automatically fires lightning bolts at nearby enemies, with a chance to inflict Daze. Curse of Nightmares This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
![]() Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 154% Range: 1.4x Uses stats: 140% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Burst (radius 1) on hit: +4 lightning Burst (radius 2) on crit: +4 lightning When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 8 arcane Changes resistances: +5% arcane / +6% lightning Curse of Shrouds Sharp, long, and deadly. |
![]() Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 174% Range: 1.4x Uses stats: 140% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Slows global speed by 45% Damage (Melee): +48 insidious poison / +12 nature / +20 mind Burst (radius 1) on hit: +12 fire Burst (radius 2) on crit: +8 mind / +16 nature When wielded/worn: Changes resistances: +6% nature Changes resistances penetration: +15% fire Changes damage: +9% fire Curse of Shrouds Sharp, long, and deadly. |
![]() Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 151% Range: 1.4x Uses stats: 140% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +6 darkness Burst (radius 2) on crit: +4 mind Damage against: +5% Living When wielded/worn: Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 4 light Changes resistances penetration: +20% mind Changes damage: +9% mind Curse of Nightmares Sharp, long, and deadly. |
![]() Requires: - Strength 40 Crafted by a master Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 181% Range: 1.4x Uses stats: 140% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Crit. chance: +9.0% Attack speed: 100% On weapon crit: * grows in power On weapon kill: * grows dramatically in power Damage (Melee): +18 draining blight When wielded/worn: Changes damage: +5% blight Critical mult.: +6.00% Cut immunity: -25% Maximum vim: +20.00 Curse of Madness Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
![]() Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 177% Range: 1.4x Uses stats: 140% Wil, 50% Mag Damage type: Light Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Burst (radius 2) on crit: +20 light When wielded/worn: Changes stats: +5 Cun / +3 Wil Changes resistances: +24% lightning / +6% light / +6% cold / +12% nature / +6% darkness Spell save: +30 (+1 eff.) Equilibrium when hit: +0.12 Curse of Misfortune Sharp, long, and deadly. |
![]() Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 153% Range: 1.4x Uses stats: 140% Wil, 50% Mag Damage type: Lightning Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +10 nature / +11 temporal Burst (radius 1) on hit: +4 mind When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +3 Cun Grants telepathy: Dragon Critical mult.: +20.00% Hate when firing a critical mind attack: +5.00 Curse of Misfortune Sharp, long, and deadly. |
![]() Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 165% Range: 1.4x Uses stats: 140% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +14 light Burst (radius 2) on crit: +12 darkness Damage against: +16% Undead When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction * 30% chance to gain 10% of a turn (3/turn limit) Changes resistances: +12% darkness Changes resistances penetration: +20% temporal Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Madness Sharp, long, and deadly. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 196% Range: 1.4x Uses stats: 140% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 35% chance to daze at end of turn Burst (radius 2) on crit: +12 blight When wielded/worn: Accuracy: +13 (+1 eff.) Armour penetration: +15 Armour: +6 Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +3 Cun / +4 Con Changes resistances: +15% nature Changes resistances penetration: +15% lightning / +13% physical Physical save: +6 (+0 eff.) Mental save: +10 (+1 eff.) Silence immunity: +15% Teleport immunity: +15% Curse of Madness Sharp, long, and deadly. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 183% Range: 1.4x Uses stats: 140% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 111% Damage (Melee): +8 fire / +30 cold When wielded/worn: Accuracy: +15 (+1 eff.) Armour penetration: +15 Physical crit. chance: +15.0% Physical power: +4 (+1 eff.) Armour: +6 Damage when hit (Melee): 12 physical Changes stats: +2 Str / +7 Dex Changes resistances penetration: +20% physical Critical mult.: +20.00% Physical save: +36 (+2 eff.) Stamina each turn: +0.80 Curse of Shrouds Sharp, long, and deadly. |
![]() Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 175% Range: 1.4x Uses stats: 140% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical power: +13 (+1 eff.) Defense: +12 (+2 eff.) Ranged Defense: +12 (+2 eff.) Changes stats: +5 Con Changes resistances: +18% nature / +18% blight Changes resistances penetration: +13% physical Physical save: +9 (+0 eff.) Spell save: +6 (+0 eff.) Disease immunity: +25% Cut immunity: +20% Disarm immunity: +30% Stun/Freeze immunity: +15% Knockback immunity: +35% Curse of Misfortune Sharp, long, and deadly. |
![]() Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 173% Range: 1.4x Uses stats: 140% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Slows global speed by 53% Burst (radius 2) on crit: +16 physical When wielded/worn: Accuracy: +12 (+1 eff.) Physical power: +10 (+1 eff.) Changes stats: +8 Str / +3 Wil / +2 Con Changes damage: +15% nature / +13% physical Grants telepathy: Dragon Stamina when hit: +1.60 Psi when hit: +0.08 Curse of Misfortune Sharp, long, and deadly. |
![]() Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Power: 167% Range: 1.4x Uses stats: 140% Wil, 50% Mag Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Burst (radius 1) on hit: +14 fire When wielded/worn: Damage when hit (Melee): 8 blight Changes resistances: +6% acid Changes resistances penetration: +10% arcane / +15% blight Changes damage: +6% arcane Critical mult.: +20.00% Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +60.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Nightmares Blunt and deadly. |
![]() Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Power: 169% Range: 1.4x Uses stats: 140% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +14 acid When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 16 mind Changes resistances: +6% mind / +15% temporal Changes resistances penetration: +25% temporal Changes damage: +12% mind Curse of Madness Blunt and deadly. |
![]() Requires: - Strength 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Power: 166% Range: 1.4x Uses stats: 140% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +14 % chance of confusion Burst (radius 2) on crit: +20 physical When wielded/worn: Accuracy: +12 (+1 eff.) Curse of Madness It can be used to activate talent Battle Call (costing 9 power out of 20/20) : Effective talent level: 2.0 Power cost: 9 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Call all foes in a radius of 4 around you into battle, getting them into melee range in an instant. An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
![]() Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Power: 153% Range: 1.4x Uses stats: 140% Wil, 50% Mag Damage type: Nature Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +9.0% Changes resistances: +15% cold / +20% nature / +9% light Spell save: +18 (+1 eff.) Curse of Corpses Blunt and deadly. |
![]() Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Power: 153% Range: 1.4x Uses stats: 140% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +9 lightning When wielded/worn: Changes resistances: +6% mind Changes resistances penetration: +25% mind Changes damage: +30% darkness Curse of Nightmares Blunt and deadly. |
![]() Requires: - Dexterity 30 - Strength 45 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 It is part of a set of items. What would happen if more of Ureslak's remains were reunited? Power: 192% Range: 1.4x Uses stats: 140% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 10% chance to shimmer to a different hue and gain powers Curse of Misfortune A shortened femur of the mighty prismatic dragon Ureslak, this erratic club still resonates with his volatile nature. |
![]() Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Power: 179% Range: 1.4x Uses stats: 140% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) When wielded/worn: Physical power: +13 (+1 eff.) Effects on melee hit: * 37% chance to corrode armour by 30% * 10% chance to disease Damage when hit (Melee): 4 blight Changes stats: +6 Con Changes resistances penetration: +30% acid / +13% physical Changes damage: +6% blight Disarm immunity: +30% Curse of Madness Blunt and deadly. |
![]() Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 185% Range: 1.4x Uses stats: 140% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) When wielded/worn: Armour penetration: +13 Physical crit. chance: +7.0% Changes resistances penetration: +13% darkness / +15% arcane / +13% mind Critical mult.: +27.00% Spellpower: +4 (+0 eff.) Spell crit. chance: +3% Curse of Madness Blunt and deadly. |
![]() Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Power: 95% Range: 1.1x Uses stats: 65% Wil, 50% Mag, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +13 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Talent mastery: +0.20 Wild-gift / Fungus Life regen: +2.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Healing mod.: +20% Activating this item is instant. Curse of Misfortune It can be used to activate talent Bloom Heal (costing 26 power out of 60/60) : Effective talent level: 1.0 Power cost: 26 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 54 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
![]() Requires: - Willpower 40 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Power: 127% Range: 1.1x Uses stats: 100% Wil, 50% Mag, 20% Cun Damage type: Dreamforge Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+1 eff.) Physical power: +10 (+1 eff.) Damage (Melee): 30 dreamforge Changes stats: +4 Cun / +6 Wil Changes resistances: +5% physical / +5% mind / +15% fire Changes resistances penetration: +10% mind / +10% physical Changes damage: +10% physical / +10% mind / +10% fire Talent masteries: +0.20 Psionic / Dream Forge +0.20 Psionic / Dream Smith Mindpower: +16 (+2 eff.) Mental crit. chance: +8% Curse of Madness It can be used to activate talent Forge Bellows (costing 11 power out of 30/30) : Effective talent level: 3.0 Power cost: 11 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 169.71 mind damage, 172.81 burning damage, and knocking back your enemies in a radius 4 cone. Empty terrain may be changed (50% chance) for 3 turns into forge walls, which block movement and inflict 15.84 mind and 16.13 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
![]() Requires: - Willpower 34 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Power: 100% Range: 1.1x Uses stats: 75% Wil, 50% Mag, 50% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes damage: +8% physical / +8% cold / +8% fire Talent masteries: +0.10 Wild-gift / Summoning (utility) +0.10 Wild-gift / Summoning (augmentation) +0.10 Wild-gift / Summoning (melee) +0.10 Wild-gift / Summoning (distance) +0.10 Wild-gift / Summoning (advanced) Mindpower: +12 (+2 eff.) Mental crit. chance: +6% Heals friendly targets nearby when you use a nature summon: +30 Max wilder summons: +2 Curse of Madness It can be used to activate talent Rage (costing 7 power out of 16/16) : Effective talent level: 4.0 Power cost: 7 out of 16/16. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Induces a killing rage in one of your summons, increasing all its stats by 35 for 10 turns. This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
![]() Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. You feel two unconnected psionic channels on this item. Power: 109% Range: 1.1x Uses stats: 85% Wil, 50% Mag, 25% Cun Damage type: Fire Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% cold When wielded/worn: Changes resistances: +20% fire / +20% cold Changes resistances penetration: +12% fire / +12% cold Changes damage: +20% fire / +20% cold Talent mastery: +0.20 Psionic / Thermal mastery Talent granted: +1 Psionic Maelstrom Spell save: +12 (+0 eff.) Psi each turn: +1.00 Mindpower: +16 (+2 eff.) Mental crit. chance: +8% Curse of Misfortune Thermal energies are focussed in the core of this mindstar. |
![]() Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. This psionic mindstar has an epiphany about dreams. This mindstar will resonate with other psionic mindstars. Power: 107% Range: 1.1x Uses stats: 85% Wil, 50% Mag, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +4 Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Damage when hit (Melee): 24 darkness Changes resistances: +16% mind Changes resistances penetration: +15% mind Changes damage: +50% mind / +6% darkness Spell save: +12 (+0 eff.) Psi when hit: +4.20 Mindpower: +13 (+2 eff.) Mental crit. chance: +9% Damage Resonance (when hit): +42% Curse of Madness 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. |
![]() Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 106% Range: 1.1x Uses stats: 85% Wil, 50% Mag, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +6% acid Equilibrium when hit: +0.70 Mindpower: +14 (+2 eff.) Mental crit. chance: +4% 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. |
![]() Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural venom should be returned to the wyrm. This honing mindstar will focus other psionic mindstars. Power: 113% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 lightning Burst (radius 1) on hit: +4 lightning When wielded/worn: Damage when hit (Melee): 19 acid Changes stats: +10 Cun / +4 Wil Changes resistances: +16% acid / +10% physical / +9% blight / +5% arcane / +6% lightning Changes resistances penetration: +20% acid / +8% physical Changes damage: +16% acid / +10% physical Critical mult.: +25.00% Spell save: +12 (+0 eff.) Life regen: +2.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% 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. |
![]() Requires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Power: 137% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Physical crit. chance: +5.0% Defense: +10 (+2 eff.) Changes stats: +10 Lck Talent mastery: +0.20 Cunning / Survival Movement speed: +20% Activating this item is instant. Curse of Shrouds It can be used to activate talent Inertial Shot (costing 4 power out of 8/8) : Effective talent level: 3.0 Power cost: 4 out of 8/8. Range: melee/personal Travel Speed: instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
![]() Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Power: 137% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 On weapon hit: * 19% chance to daze at end of turn When wielded/worn: Accuracy: +4 (+0 eff.) Changes stats: +3 Str / +5 Dex / +3 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances: +12% temporal Changes resistances penetration: +13% lightning / +43% physical Changes damage: +47% physical Curse of Shrouds Slings are used to hurl stones or metal shots at your foes. |
![]() Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 161% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage Shield penetration (this weapon only): +20% When wielded/worn: Accuracy: +6 (+0 eff.) Physical power: +8 (+1 eff.) Armour: +14 Defense: +10 (+2 eff.) Effects on melee hit: * 14% chance to blind Changes damage: +20% acid Talent granted: +1 Command Staff Physical save: +6 (+0 eff.) Maximum stamina: +10.00 Spellpower: +9 (+1 eff.) Spell crit. chance: +3% Light radius: +4 Curse of Misfortune It can be used to activate talent Illuminate, placing all other charms into a 3 cooldown : Effective talent level: 2.0 Power cost: 3 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 403.83 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 161% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 12 nature Changes resistances: +10% blight / +17% temporal Changes resistances penetration: +29% nature Changes damage: +20% blight / +9% temporal / +12% nature Talent granted: +1 Command Staff Spellpower: +9 (+1 eff.) Spell crit. chance: +3% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 149% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Armour: +6 Defense: +15 (+3 eff.) Ranged Defense: +9 (+1 eff.) Effects on melee hit: * 6% chance to blind Damage when hit (Melee): 8 physical Changes stats: +2 Cun Changes damage: +10% light Talent granted: +1 Command Staff Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Light radius: +3 Curse of Corpses It can be used to activate talent Illuminate, placing all other charms into a 3 cooldown : Effective talent level: 1.0 Power cost: 3 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 299.87 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 176% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +16 light Burst (radius 1) on hit: +24 light When wielded/worn: Changes resistances: +6% darkness / +12% temporal Changes damage: +35% temporal Talent granted: +1 Command Staff Physical save: +39 (+2 eff.) Disease immunity: +15% Stun/Freeze immunity: +15% Spellpower: +17 (+2 eff.) Spell crit. chance: +4% Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 169% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom Damage (Melee): +20 fire Burst (radius 1) on hit: +8 mind / +12 fire When wielded/worn: Changes resistances: +9% mind Changes damage: +6% fire / +28% light / +12% mind Talent granted: +1 Command Staff Spellpower: +13 (+1 eff.) Spell crit. chance: +3% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Power: 171% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 53% chance to corrode armour by 30% Damage (Melee): +12 fire When wielded/worn: Changes stats: +7 Dex / +3 Mag / +3 Cun Changes resistances: +15% darkness Changes damage: +30% darkness Talent granted: +1 Command Staff Mana each turn: +0.37 Spellpower: +32 (+4 eff.) Spell crit. chance: +5% Curse of Shrouds It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 13 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 181% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +8 nature When wielded/worn: Changes stats: +7 Mag / +6 Wil Changes damage: +12% blight / +40% fire / +3% nature Talent granted: +1 Command Staff Mana each turn: +0.40 Mana when firing critical spell: +4.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +110.00 Spellpower: +49 (+6 eff.) Spell crit. chance: +5% Damage Shield penetration: +20% Curse of Misfortune It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 13 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 171% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to disease Burst (radius 1) on hit: +8 blight When wielded/worn: Armour: +11 Defense: +18 (+3 eff.) Effects on melee hit: * 40% chance to blind Changes stats: +5 Con Maximum wards: +3 darkness Changes resistances penetration: +20% light Changes damage: +30% darkness / +9% blight Talents granted: +4 Ward +1 Command Staff Life regen: +1.30 Spellpower: +23 (+3 eff.) Spell crit. chance: +5% Light radius: +3 Healing mod.: +26% Curse of Nightmares It can be used to activate talent Illuminate, placing all other charms into a 3 cooldown : Effective talent level: 1.0 Power cost: 3 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 299.87 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 149% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Damage Shield penetration (this weapon only): +10% When wielded/worn: Defense: +5 (+1 eff.) Effects on melee hit: * Slows global speed by 30% * 5% chance to blind Changes resistances: +3% blight Changes damage: +10% physical Talent granted: +1 Command Staff Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Light radius: +2 Healing mod.: +15% Curse of Shrouds It can be used to activate talent Illuminate, placing all other charms into a 3 cooldown : Effective talent level: 1.0 Power cost: 3 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 299.87 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 171% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +10 (+2 eff.) Effects on melee hit: * 20 arcane resource burn * 12% chance to blind Damage when hit (Melee): 12 darkness Changes stats: +11 Con Changes resistances: +12% acid / +6% cold / +3% nature Changes damage: +30% fire Talent granted: +1 Command Staff Life regen: +2.90 Spellpower: +30 (+3 eff.) Spell crit. chance: +5% Light radius: +3 Healing mod.: +44% Curse of Shrouds It can be used to activate talent Illuminate, placing all other charms into a 3 cooldown : Effective talent level: 1.0 Power cost: 3 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 299.87 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 155% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to inflict 15% damage reduction Damage (Melee): +8 acid When wielded/worn: Defense: +7 (+1 eff.) Effects on melee hit: * 11% chance to blind Damage when hit (Melee): 20 physical Changes stats: +2 Con Changes resistances: +6% acid Changes damage: +15% cold Talent granted: +1 Command Staff Spellpower: +6 (+0 eff.) Spell crit. chance: +2% Light radius: +3 Curse of Misfortune It can be used to activate talent Illuminate, placing all other charms into a 3 cooldown : Effective talent level: 2.0 Power cost: 3 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 403.83 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 149% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Armour: +3 Armour Hardiness: +2% Damage when hit (Melee): 12 arcane Changes resistances: +9% acid Changes resistances penetration: +10% arcane Changes damage: +10% acid Talent granted: +1 Command Staff Physical save: +2 (+0 eff.) Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 161% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Defense: +9 (+2 eff.) Ranged Defense: +9 (+1 eff.) Damage when hit (Melee): 12 physical Changes stats: +2 Str / +4 Dex Changes damage: +20% light Talent granted: +1 Command Staff Life regen: +0.40 Only die when reaching: -80.00 life Maximum stamina: +25.00 Spellpower: +13 (+1 eff.) Spell crit. chance: +7% Curse of Corpses It can be used to project a bolt elemental energy from the staff (to range 8) dealing 365.88 to 439.05 light damage, putting all charms on cooldown for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 171% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 darkness When wielded/worn: Damage (Melee): 35 fire Changes resistances: +1% physical / +15% temporal / +20% darkness / +6% mind Changes resistances penetration: +10% mind Changes damage: +30% physical Grants telepathy: Humanoid/Orc Talent granted: +1 Command Staff Critical mult.: +40.00% Physical save: +6 (+0 eff.) Confusion immunity: +10% Mana each turn: +0.39 Psi when hit: +0.08 Maximum mana: +100.00 Spellpower: +25 (+3 eff.) Spell crit. chance: +5% See invisible: +16 Defense after a teleport: +35 Resist all after a teleport: +24% New effects duration reduction after a teleport: +45% Reduces paradox anomalies(equivalent to willpower): +25 Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 149% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Burst (radius 1) on hit: +4 fire When wielded/worn: Physical crit. chance: +6.0% Changes resistances: +3% blight / +3% fire / +9% darkness Changes damage: +10% physical Talent granted: +1 Command Staff Critical mult.: +11.00% Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 Power: 166% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +16 fire Burst (radius 1) on hit: +4 arcane When wielded/worn: Accuracy: +24 (+3 eff.) Physical crit. chance: +16.0% Physical power: +21 (+2 eff.) Defense: +17 (+3 eff.) Damage (Melee): 5 % chance of confusion Changes resistances: +15% fire Changes resistances penetration: +15% fire Changes damage: +25% lightning / +6% fire Talent granted: +1 Command Staff Critical mult.: +21.00% Spellpower: +34 (+4 eff.) Spell crit. chance: +11% Damage Shield penetration: +32% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 171% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 blight / +16 physical When wielded/worn: Physical crit. chance: +9.0% Damage (Melee): 26 arcane Changes stats: +3 Dex / +3 Mag Changes damage: +30% fire Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +24 Maximum mana: +86.00 Spellpower: +23 (+3 eff.) Spell crit. chance: +5% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 161% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +16 light When wielded/worn: Physical crit. chance: +8.0% Damage when hit (Melee): 12 mind Changes stats: +3 Wil Changes resistances penetration: +25% mind Changes damage: +32% light Talent granted: +1 Command Staff Critical mult.: +15.00% Mental save: +9 (+1 eff.) Maximum psi: +40.00 Spellpower: +9 (+1 eff.) Spell crit. chance: +3% Mental crit. chance: +6% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 171% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 mind Burst (radius 1) on hit: +12 light When wielded/worn: Damage when hit (Melee): 24 darkness Changes stats: +3 Mag / +5 Wil Changes resistances: +9% light Changes damage: +30% fire Talent granted: +1 Command Staff Mana each turn: +0.77 Maximum mana: +208.00 Spellpower: +43 (+5 eff.) Spell crit. chance: +5% Curse of Madness It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 13 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 171% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to blind When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 12 light Changes stats: +6 Mag / +6 Wil Changes resistances penetration: +15% temporal Changes damage: +30% temporal Talent granted: +1 Command Staff Hate when firing a critical mind attack: +4.00 Maximum mana: +108.00 Spellpower: +24 (+3 eff.) Spell crit. chance: +15% Heals friendly targets nearby when you use a nature summon: +30 Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 171% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to inflict 15% damage reduction Damage (Melee): +8 darkness When wielded/worn: Physical crit. chance: +31.0% Effects on melee hit: * 10 arcane resource burn * Slows global speed by 15% Changes resistances: +3% nature Changes damage: +30% arcane / +3% darkness Talent granted: +1 Command Staff Critical mult.: +54.00% Spellpower: +15 (+2 eff.) Spell crit. chance: +5% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 171% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +16 nature When wielded/worn: Physical crit. chance: +10.0% Effects on melee hit: * 16% chance to disease * 30% chance to blind Changes resistances: +9% nature Changes damage: +30% darkness / +3% nature Talent granted: +1 Command Staff Critical mult.: +17.00% Vim when firing critical spell: +4.00 Maximum vim: +26.00 Spellpower: +15 (+2 eff.) Spell crit. chance: +20% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 171% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +12 arcane When wielded/worn: Armour: +12 Fatigue: -8% Changes stats: +4 Con Changes resistances penetration: +20% acid Changes damage: +30% darkness Talent granted: +1 Command Staff Reduces incoming crit damage: 21.00% Physical save: +20 (+1 eff.) Cut immunity: +20% Spellpower: +34 (+4 eff.) Spell crit. chance: +5% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Power: 166% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Burst (radius 1) on hit: +8 light When wielded/worn: Armour: +6 Defense: +9 (+2 eff.) Damage when hit (Melee): 8 mind Changes stats: +3 Wil Maximum wards: +3 blight Changes damage: +25% blight / +6% mind Talents granted: +3 Ward +1 Command Staff Maximum psi: +30.00 Spellpower: +24 (+3 eff.) Spell crit. chance: +15% Light radius: +1 Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff It is part of a set of items. Power: 137% Range: 1.2x Uses stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +20% acid / +20% cold Critical mult.: +20.00% Mental save: +8 (+1 eff.) Confusion immunity: +20% Maximum mana: +50.00 Spell crit. chance: +8% Curse of Corpses The bottom part of Telos' broken staff. |
![]() Requires: - Magic 35 Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It is part of a set of items. Power: 176% Range: 1.2x Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes damage: +35% cold Talent granted: +1 Command Staff Mental save: +8 (+1 eff.) Spellpower: +30 (+3 eff.) Spell crit. chance: +15% Curse of Shrouds The top part of Telos' broken staff. |
![]() Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Power: 166% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom When wielded/worn: Physical crit. chance: +10.0% Damage (Melee): 30 arcane / 23 fire Damage when hit (Melee): 4 mind / 8 nature Changes resistances: +3% mind Changes resistances penetration: +20% nature Changes damage: +25% fire Talent granted: +1 Command Staff Critical mult.: +30.00% Mana each turn: +0.12 Maximum mana: +136.00 Spellpower: +24 (+3 eff.) Spell crit. chance: +4% See invisible: +14 Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 Power: 155% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 8 light Changes resistances: +6% light Changes resistances penetration: +10% light Changes damage: +15% blight / +12% temporal Talent granted: +1 Command Staff Spellpower: +6 (+0 eff.) Spell crit. chance: +2% Light radius: +3 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 183% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +16 light Burst (radius 1) on hit: +4 arcane When wielded/worn: Defense: +25 (+4 eff.) Damage (Melee): 12 % chance of confusion Damage when hit (Melee): 8 fire Changes resistances: +6% arcane Changes damage: +42% darkness Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +38 (+4 eff.) Spell crit. chance: +5% Light radius: +3 Damage Shield penetration: +49% Curse of Corpses It can be used to conjure elemental energy in a radius 10 cone, dealing 419.42 to 503.30 darkness damage, putting all charms on cooldown for 4 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 171% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +25 (+4 eff.) Damage (Melee): 35 fire / 12 % chance of confusion Changes stats: +7 Wil Changes resistances penetration: +5% temporal Changes damage: +30% physical Talent granted: +1 Command Staff Critical mult.: +39.00% Mana when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +43 (+5 eff.) Spell crit. chance: +8% See invisible: +18 Damage Shield penetration: +39% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Curse of Shrouds It can be used to conjure elemental energy in a radius 10 cone, dealing 391.41 to 469.70 physical damage, putting all charms on cooldown for 4 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 161% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +6 (+0 eff.) Physical crit. chance: +10.0% Defense: +9 (+2 eff.) Ranged Defense: +9 (+1 eff.) Changes resistances: +6% fire Changes damage: +20% light Talent granted: +1 Command Staff Critical mult.: +15.00% Mental save: +35 (+4 eff.) Poison immunity: +20% Teleport immunity: +15% Only die when reaching: -60.00 life Spellpower: +9 (+1 eff.) Spell crit. chance: +3% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 177% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +8 Changes resistances: +6% arcane Changes damage: +6% arcane / +30% fire Talent granted: +1 Command Staff Stamina each turn: +1.00 Mana each turn: +0.80 Spellpower: +55 (+6 eff.) Spell crit. chance: +15% Curse of Corpses It can be used to unleash an elemental blastwave, dealing 405.73 to 486.88 fire damage in a radius 6 around the user, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 171% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +12 mind When wielded/worn: Armour: +2 Changes stats: +2 Cun Changes damage: +30% lightning / +30% cold / +30% arcane / +30% fire Talent granted: +1 Command Staff Confusion immunity: +25% Stun/Freeze immunity: +10% Maximum vim: +20.00 Spellpower: +32 (+4 eff.) Spell crit. chance: +28% Heals friendly targets nearby when you use a nature summon: +20 Curse of Nightmares It can be used to unleash an elemental blastwave, dealing 391.41 to 469.70 fire damage in a radius 6 around the user, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 Power: 166% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Burst (radius 2) on crit: +4 nature When wielded/worn: Accuracy: +9 (+1 eff.) Physical crit. chance: +9.0% Physical power: +12 (+1 eff.) Armour: +7 Armour Hardiness: +9% Effects on melee hit: * Slows global speed by 15% Changes resistances penetration: +12% fire Changes damage: +3% nature / +25% fire Talent granted: +1 Command Staff Critical mult.: +11.00% Physical save: +9 (+0 eff.) Hate when firing a critical mind attack: +2.00 Spellpower: +17 (+2 eff.) Spell crit. chance: +7% Mindpower: +8 (+1 eff.) Heals friendly targets nearby when you use a nature summon: +10 Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 35 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Power: 166% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Burst (radius 1) on hit: +4 arcane When wielded/worn: Defense: +9 (+2 eff.) Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 12 fire Changes stats: +3 Mag / +3 Wil Changes resistances: +12% fire Changes damage: +25% darkness / +3% fire Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +7 Maximum mana: +10.00 Spellpower: +23 (+3 eff.) Spell crit. chance: +4% Light radius: +4 Curse of Shrouds It can be used to conjure elemental energy in a radius 8 cone, dealing 378.93 to 454.72 darkness damage, putting all charms on cooldown for 4 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() infernal dragonbone magestaff of might (Madness) (171% power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 171% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 33 fire Changes damage: +30% fire Talent granted: +1 Command Staff Critical mult.: +39.00% Spellpower: +25 (+3 eff.) Spell crit. chance: +20% See invisible: +9 Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 161% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Burst (radius 1) on hit: +16 acid Burst (radius 2) on crit: +12 acid When wielded/worn: Damage when hit (Melee): 8 acid Changes resistances: +5% arcane Changes resistances penetration: +15% arcane Changes damage: +21% acid / +20% temporal / +20% light / +20% physical / +20% darkness Talent granted: +1 Command Staff Spellpower: +14 (+1 eff.) Spell crit. chance: +3% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 161% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 40% chance to inflict 15% damage reduction Burst (radius 1) on hit: +16 darkness When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +6 Con Changes resistances: +12% fire Changes resistances penetration: +15% darkness / +20% fire Changes damage: +41% darkness / +6% fire Talent granted: +1 Command Staff Life regen: +1.40 Spellpower: +16 (+2 eff.) Spell crit. chance: +3% Healing mod.: +19% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 161% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 40% chance to daze at end of turn Damage (Melee): +12 lightning Burst (radius 1) on hit: +12 lightning When wielded/worn: Changes stats: +7 Wil Changes resistances penetration: +20% mind Changes damage: +20% blight / +9% mind Grants telepathy: Dragon Demon/Major Demon/Minor Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +9 (+1 eff.) Spell crit. chance: +3% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Strength 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 1 It must be held with both hands. Power: 164% Range: 1.4x Uses stats: 160% Wil, 50% Mag Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +15 cold When wielded/worn: Accuracy: +10 (+1 eff.) Changes resistances: +10% cold Changes damage: +10% cold Spellpower: +10 (+1 eff.) Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). Curse of Shrouds It can be used to activate talent Tidal Wave (costing 34 power out of 80/80) : Effective talent level: 1.0 Power cost: 34 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 82.25 cold damage and 72.21 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 6 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
![]() Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 4 It must be held with both hands. Power: 181% Range: 1.6x Uses stats: 160% Wil, 50% Mag Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +13 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * Slows global speed by 49% * 49% chance to cause random gloom When wielded/worn: Accuracy: +16 (+2 eff.) Armour: +7 Defense: +30 (+5 eff.) Ranged Defense: +11 (+2 eff.) Changes resistances: +9% temporal Changes resistances penetration: +15% mind Changes damage: +18% nature / +6% mind Spell save: +20 (+1 eff.) Mental save: +20 (+2 eff.) Disarm immunity: +62% Stun/Freeze immunity: +20% Curse of Madness A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 149% Range: 1.4x Uses stats: 140% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * Slows global speed by 20% Damage (Melee): +6 temporal / +6 nature When wielded/worn: Changes resistances: +9% light / +18% fire Changes resistances penetration: +15% light Curse of Shrouds One-handed war axes. |
![]() Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 151% Range: 1.4x Uses stats: 140% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +5 light Damage against: +9% Undead When wielded/worn: Spell save: +12 (+0 eff.) Vim when firing critical spell: +1.00 Curse of Shrouds One-handed war axes. |
![]() Requires: - Strength 35 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 172% Range: 1.4x Uses stats: 140% Wil, 50% Mag Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * Slows global speed by 53% Damage (Melee): +16 acid Burst (radius 1) on hit: +32 nature / +12 acid Burst (radius 2) on crit: +8 acid When wielded/worn: Effects on melee hit: * Slows global speed by 30% * 30% chance to corrode armour by 30% Damage when hit (Melee): 8 nature Changes resistances: +17% acid / +15% fire / +15% lightning / +15% cold Changes damage: +6% nature Spell save: +13 (+1 eff.) Curse of Madness One-handed war axes. |
![]() Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 158% Range: 1.4x Uses stats: 140% Wil, 50% Mag Damage type: Blight Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 13% chance to disease Damage Shield penetration (this weapon only): +58% Damage (Melee): +12 blight When wielded/worn: Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 16 arcane Changes stats: +4 Mag Changes resistances: +15% nature Changes damage: +12% nature Spellpower on spell critical (stacks up to 3 times): +10 Curse of Misfortune One-handed war axes. |
![]() Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 172% Range: 1.4x Uses stats: 140% Wil, 50% Mag Damage type: Nature Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +16 darkness / +12 nature When wielded/worn: Accuracy: +13 (+1 eff.) Effects on melee hit: * 43% chance to inflict 15% damage reduction Damage when hit (Melee): 12 darkness Changes stats: +5 Str / +7 Dex / +5 Cun Changes resistances: +9% darkness / +15% nature Changes resistances penetration: +25% arcane Changes damage: +13% physical Stamina when hit: +2.10 Maximum vim: +30.00 Damage Shield penetration: +30% Curse of Corpses One-handed war axes. |
![]() Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 165% Range: 1.4x Uses stats: 140% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% Damage (Melee): +16 physical Burst (radius 2) on crit: +16 physical When wielded/worn: Changes stats: +4 Dex Changes damage: +6% physical Reduces incoming crit damage: 15.00% Maximum life: +20.00 Curse of Corpses One-handed war axes. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 181% Range: 1.4x Uses stats: 140% Wil, 50% Mag Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +32 acid When wielded/worn: Accuracy: +14 (+1 eff.) Armour penetration: +15 Physical power: +15 (+1 eff.) Fatigue: -4% Changes stats: +3 Mag / +7 Wil / +7 Con Changes resistances penetration: +30% physical Changes damage: +3% fire Grants telepathy: Dragon Disarm immunity: +33% Curse of Nightmares One-handed war axes. |
![]() Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 152% Range: 1.4x Uses stats: 140% Wil, 50% Mag Damage type: Light Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +6 nature / +6 temporal Burst (radius 2) on crit: +8 temporal When wielded/worn: Changes resistances penetration: +15% light Changes damage: +9% light Curse of Shrouds One-handed war axes. |
![]() Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 183% Range: 1.4x Uses stats: 140% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Accuracy: +28 (+3 eff.) Armour penetration: +12 Damage when hit (Melee): 4 darkness Changes stats: +7 Str / +1 Wil Changes resistances: +17% acid / +3% light / +15% fire / +17% cold / +17% lightning Changes resistances penetration: +15% physical Changes damage: +13% physical Grants telepathy: Dragon Critical mult.: +10.00% Spell save: +15 (+1 eff.) Stamina when hit: +2.50 Equilibrium when hit: +0.04 Maximum hate: +2.00 Light radius: +2 Curse of Shrouds One-handed war axes. |
![]() Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Power: 154% Range: 1.4x Uses stats: 140% Wil, 50% Mag Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +10 lightning Burst (radius 1) on hit: +4 mind When wielded/worn: Accuracy: +7 (+1 eff.) Defense: +6 (+1 eff.) Disarm immunity: +25% Heals friendly targets nearby when you use a nature summon: +20 Curse of Corpses One-handed war axes. |
![]() Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 160% Range: 1.4x Uses stats: 140% Wil, 50% Mag Damage type: Blight Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +11 (+1 eff.) Armour: +6 Defense: +11 (+2 eff.) Changes resistances: +12% light / +6% temporal Changes damage: +12% blight Reduces incoming crit damage: 15.00% Mental save: +6 (+1 eff.) Blindness immunity: +15% Silence immunity: +10% Disarm immunity: +38% Curse of Shrouds One-handed war axes. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 179% Range: 1.4x Uses stats: 140% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 111% On weapon hit: * 20% chance to torment the target * 25% chance for lightning to arc to a second target Damage (Melee): +20 lightning When wielded/worn: Accuracy: +15 (+1 eff.) Effects on melee hit: * Slows global speed by 40% Changes stats: +7 Dex / +4 Wil Changes resistances: +3% nature / +9% fire Changes resistances penetration: +15% mind / +13% darkness / +5% nature Mana each turn: +0.08 Spell crit. chance: +3% Curse of Corpses One-handed war axes. |
![]() Requires: - Strength 55 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 4 Power: 195% Range: 1.2x Uses stats: 140% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Curse of Death (10% chance level 3). When this weapon hits: Curse of Vulnerability (10% chance level 3). Lifesteal (this weapon only): +5% Burst (radius 1) on hit: +25 blight When wielded/worn: Changes damage: +20% blight Spellpower: +20 (+2 eff.) Talent on hit(spell): Curse of Impotence (10% chance level 3). Talent on hit(spell): Curse of Defenselessness (10% chance level 3). Curse of Shrouds The land withers and crumbles wherever this cursed axe rests. |
![]() Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 182% Range: 1.4x Uses stats: 140% Wil, 50% Mag Damage type: Lightning Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 20% chance to inflict 15% damage reduction * 32% chance to cause random gloom * Random elemental explosion * 20% chance to curse the target Damage (Melee): +24 mind When wielded/worn: Changes stats: +7 Cun / +7 Wil Changes resistances: +6% temporal Changes resistances penetration: +17% acid / +17% fire / +24% lightning / +17% cold Changes damage: +12% mind Mental save: +20 (+2 eff.) Silence immunity: +5% Psi when hit: +0.12 Only die when reaching: -60.00 life Curse of Nightmares One-handed war axes. |
![]() Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 151% Range: 1.4x Uses stats: 140% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * Random elemental explosion Burst (radius 1) on hit: +16 blight Burst (radius 2) on crit: +12 blight When wielded/worn: Damage when hit (Melee): 4 light Changes resistances: +18% light Changes resistances penetration: +9% acid / +11% fire / +11% lightning / +11% cold Changes damage: +12% light Curse of Nightmares One-handed war axes. |
![]() Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 194% Range: 1.4x Uses stats: 140% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 60% chance to inflict 15% damage reduction On weapon crit: * wounds the target for 7 turns: 43 bleeding, 95% reduced healing Damage (Melee): +4 nature When wielded/worn: Accuracy: +12 (+1 eff.) Armour penetration: +15 Physical crit. chance: +15.0% Physical power: +13 (+1 eff.) Effects on melee hit: * Slows global speed by 45% Changes resistances: +6% acid / +6% blight / +7% arcane / +6% nature Changes resistances penetration: +15% physical Changes damage: +9% darkness / +6% fire Curse of Misfortune One-handed war axes. |
![]() Requires: - Strength 42 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Power: 197% Range: 1.4x Uses stats: 140% Wil, 50% Mag Damage type: Physical bleed Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +16 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +4 Dex Changes damage: +10% physical See invisible: +5 Curse of Nightmares This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
![]() Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Power: 151% Range: 1.4x Uses stats: 140% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 12% chance to cause random gloom * Projects up to 1 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +5 mind Burst (radius 1) on hit: +5 fire When wielded/worn: Armour: +4 Changes stats: +1 Cun / +1 Wil Changes resistances: +6% darkness Curse of Corpses One-handed war axes. |
![]() Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Power: 161% Range: 1.4x Uses stats: 140% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +12.0% Attack speed: 100% When this weapon hits: Greater Weapon Focus (10% chance level 2). Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight Curse of Misfortune A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
![]() Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 181% Range: 1.4x Uses stats: 140% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 40% chance to daze at end of turn * 25% chance to remove a magical effect * 25% chance to put talents on cooldown Damage (Melee): +12 lightning / +20 nature Burst (radius 1) on hit: +4 mind Burst (radius 2) on crit: +12 mind When wielded/worn: Accuracy: +15 (+1 eff.) Armour penetration: +14 Damage when hit (Melee): 4 acid / 4 mind Changes resistances: +3% acid Changes resistances penetration: +14% physical Changes damage: +3% lightning Curse of Misfortune One-handed war axes. |
![]() Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 152% Range: 1.4x Uses stats: 140% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage Shield penetration (this weapon only): +20% When wielded/worn: Changes resistances: +9% fire Changes damage: +3% fire Curse of Misfortune One-handed war axes. |
![]() Requires: - Strength 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 149% Range: 1.4x Uses stats: 140% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Burst (radius 2) on crit: +8 mind Damage against: +5% Unnatural When wielded/worn: Damage when hit (Melee): 4 mind Changes stats: +2 Str / +2 Wil Maximum stamina: +5.00 Curse of Misfortune One-handed war axes. |
![]() Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 170% Range: 1.4x Uses stats: 140% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 49% chance to cause random gloom * 49% chance to corrode armour by 30% Damage Shield penetration (this weapon only): +50% Damage (Melee): +12 acid When wielded/worn: Changes stats: +4 Cun / +4 Wil Mental save: +45 (+5 eff.) Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Curse of Nightmares One-handed war axes. |
![]() Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 173% Range: 1.4x Uses stats: 140% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +17 nature / +17 temporal When wielded/worn: Armour: +20 Defense: +13 (+2 eff.) Ranged Defense: +13 (+2 eff.) Damage when hit (Melee): 20 acid Changes stats: +8 Cun / +3 Dex Changes resistances: +3% physical Infravision radius: +4 Curse of Madness One-handed war axes. |
![]() Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 182% Range: 1.4x Uses stats: 140% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 111% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * cripple the target When wielded/worn: Accuracy: +15 (+1 eff.) Physical crit. chance: +15.0% Changes stats: +7 Dex Changes resistances: +6% blight / +6% temporal Changes resistances penetration: +15% arcane Reduces incoming crit damage: 15.00% Physical save: +12 (+1 eff.) Spell save: +10 (+0 eff.) Only die when reaching: -40.00 life Curse of Corpses One-handed war axes. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 179% Range: 1.4x Uses stats: 140% Wil, 50% Mag Damage type: Blight Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target Damage (Melee): +16 temporal Burst (radius 1) on hit: +8 blight When wielded/worn: Accuracy: +14 (+1 eff.) Armour penetration: +15 Damage when hit (Melee): 4 arcane / 20 temporal Changes resistances: +18% darkness / +15% temporal Changes resistances penetration: +15% physical / +15% mind / +25% darkness Spell save: +6 (+0 eff.) Mana each turn: +0.08 Curse of Nightmares One-handed war axes. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 181% Range: 1.4x Uses stats: 140% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 20% chance to cause random gloom Damage (Melee): +24 cold / +4 mind Burst (radius 2) on crit: +12 lightning When wielded/worn: Accuracy: +24 (+3 eff.) Armour penetration: +22 Effects on melee hit: * 15% chance to daze at end of turn Damage when hit (Melee): 8 lightning Changes resistances penetration: +22% physical Changes damage: +9% lightning Curse of Shrouds One-handed war axes. |
![]() Requires: - Dexterity 28 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 3 Power: 169% Range: 1.1x Uses stats: 40% Wil, 50% Mag, 100% Cun Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +8 Crit. chance: +5.0% Attack speed: 125% When this weapon hits: Disarm (10% chance level 3). Damage (Melee): +22 poison / +22 bleed When wielded/worn: Accuracy: +10 (+1 eff.) See stealth: +9 See invisible: +9 Curse of Corpses A long whip of linked metal joints finished with a viciously sharp barb leaking terrible venom. |
![]() Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 5 Power: 195% Range: 1.1x Uses stats: 40% Wil, 50% Mag, 100% Cun Damage type: Fire repulsion Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +0 Crit. chance: +9.0% Attack speed: 125% When this weapon hits: Bone Nova (20% chance level 4). When this weapon hits: Blood Boil (15% chance level 3). When wielded/worn: Changes damage: +20% blight / +20% fire Grants telepathy: Demon/Minor Demon/Major Spellpower: +15 (+2 eff.) See invisible: +2 When carried: Changes damage: +8% blight Curse of Nightmares With this unbearably bright whip of flame, the demon master Urh'Rok has become known for never having lost in combat. |
![]() Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +11% acid / +12% lightning / +12% darkness / +11% blight Changes resistances penetration: +20% lightning / +25% darkness Changes damage: +15% darkness Curse of Misfortune A belt that goes around your waist. |
![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 8 arcane / 24 fire Changes stats: +4 Wil Changes resistances: +10% blight Changes damage: +12% fire Critical mult.: +15.00% Vim when firing critical spell: +4.00 Spellpower: +8 (+1 eff.) The wearer is treated as an undead. The wearer no longer has to breathe. Curse of Corpses A belt that goes around your waist. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +11 Defense: +11 (+2 eff.) Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 20 blight Changes resistances: +12% blight / +9% fire Changes damage: +18% blight / +9% fire Physical save: +19 (+1 eff.) Curse of Corpses A belt that goes around your waist. |
![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances: +11% light / +16% darkness Changes damage: +15% temporal Mental save: +30 (+3 eff.) Maximum hate: +6.00 Maximum psi: +50.00 Curse of Shrouds A belt that goes around your waist. |
![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical save: +6 (+0 eff.) Mana each turn: +0.12 Spell crit. chance: +1% Mindpower: +3 (+1 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Curse of Nightmares A belt that goes around your waist. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +8 Changes resistances: +12% acid / +6% fire / +5% arcane / +12% lightning Changes resistances penetration: +15% darkness Critical mult.: +11.00% Physical save: +6 (+0 eff.) Blindness immunity: +45% Cut immunity: +20% Stun/Freeze immunity: +25% Curse of Nightmares A belt that goes around your waist. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% Curse of Madness A belt rumoured to have been worn by the Conclave healers. |
![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% light Mental save: +5 (+1 eff.) Disease immunity: +30% Cut immunity: +5% Mana when firing critical spell: +3.00 Spellpower: +4 (+0 eff.) Curse of Corpses A belt that goes around your waist. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +6 Defense: +16 (+3 eff.) Damage when hit (Melee): 20 mind Changes stats: +4 Con / +3 Mag Changes resistances: +5% arcane / +3% physical Stealth bonus: +11 Spell save: +20 (+1 eff.) Only die when reaching: -60.00 life Curse of Madness A belt that goes around your waist. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Damage when hit (Melee): 16 arcane Changes stats: +5 Con Changes resistances penetration: +5% arcane Reduced damage from: +37% Summoned Mental save: +15 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +6 Maximum life: +70.00 Maximum vim: +20.00 Mindpower: +8 (+1 eff.) Curse of Madness A belt that goes around your waist. |
![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Physical power: +10 (+1 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Dex / +9 Wil / +3 Con Changes resistances: +6% lightning / +12% temporal / +4% physical Physical save: +20 (+1 eff.) Mental save: +14 (+2 eff.) Psi when hit: +0.12 Spellpower: +12 (+1 eff.) Mental crit. chance: +2% Heals friendly targets nearby when you use a nature summon: +20 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Misfortune A belt that goes around your waist. |
![]() Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Fatigue: -10% Damage when hit (Melee): 4 acid Changes stats: +6 Dex / +6 Cun / +10 Lck Changes resistances: +9% acid / +15% temporal / +9% cold / +10% fire / +9% lightning Changes resistances penetration: +5% temporal Changes damage: +3% mind / +12% temporal Trap disarming bonus: +30 Stealth bonus: +15 Maximum encumbrance: +49 Infravision radius: +6 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Corpses A belt that goes around your waist. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 12 blight Changes resistances: +18% darkness / +9% mind Changes resistances penetration: +14% darkness / +28% mind Changes damage: +6% blight / +17% darkness / +34% lightning Stealth bonus: +17 Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances: +12% lightning / +16% temporal / +22% darkness Physical save: +42 (+2 eff.) Mental save: +20 (+2 eff.) Stun/Freeze immunity: +15% Teleport immunity: +25% Defense after a teleport: +22 Resist all after a teleport: +13% New effects duration reduction after a teleport: +19% Curse of Corpses It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 5 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+1 eff.) Damage when hit (Melee): 8 acid Changes resistances: +12% acid / +10% cold / +6% darkness Changes damage: +9% acid Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 16 light Changes stats: +4 Mag / +5 Wil Changes resistances: +6% blight Reduces incoming crit damage: 15.00% Poison immunity: +20% Psi when hit: +0.08 Spell crit. chance: +7% Light radius: +2 Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * Slows global speed by 37% Changes stats: +4 Str / +4 Con Changes resistances: +18% nature Changes resistances penetration: +15% nature Changes damage: +9% lightning / +36% temporal Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +6 (+0 eff.) Armour penetration: +9 Defense: +3 (+1 eff.) Damage when hit (Melee): 4 light / 8 darkness Changes stats: +4 Cun / +4 Dex Changes resistances: +7% acid / +16% darkness / +6% light / +9% cold / +8% lightning / +8% fire Changes resistances penetration: +18% darkness Changes damage: +21% darkness / +12% light Stealth bonus: +21 Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +16 (+3 eff.) Damage when hit (Melee): 4 light / 26 fire Changes stats: +1 Str / +14 Mag / +11 Wil Changes damage: +3% fire Physical save: +15 (+1 eff.) Spell save: +15 (+1 eff.) Maximum mana: +78.00 Spell crit. chance: +8% See invisible: +21 Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +3 Dex Silence immunity: +30% Deflect projectiles away: +25% Slows Projectiles: +20% Activating this item is instant. Curse of Madness It can be used to activate talent Evasion (costing 22 power out of 50/50) : Effective talent level: 2.0 Power cost: 22 out of 50/50. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 36% chance to evade melee and ranged attacks and 31 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Armour: +9 Defense: +2 (+1 eff.) Changes stats: +3 Mag / +5 Wil Changes resistances: +18% cold Spell save: +11 (+0 eff.) Mental save: +9 (+1 eff.) Only die when reaching: -40.00 life Maximum mana: +55.00 Maximum stamina: +30.00 Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+0 eff.) Armour penetration: +4 Defense: +1 (+1 eff.) Changes stats: +2 Dex / +3 Mag / +3 Wil / +2 Cun Spell crit. chance: +4% Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +3 Defense: +2 (+1 eff.) Damage when hit (Melee): 12 blight Changes resistances: +5% arcane Changes damage: +6% blight Physical save: +17 (+1 eff.) Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Defense: +6 (+1 eff.) Changes stats: +5 Mag / +4 Wil / +3 Cun Spell save: +25 (+1 eff.) Blindness immunity: +50% Spellpower: +30 (+3 eff.) See invisible: +10 Talent on hit(spell): Blood Grasp (5% chance level 3). Talent on hit(spell): Soul Rot (5% chance level 3). Talent on hit(spell): Bone Spear (5% chance level 3). Curse of Nightmares A silk robe, darker than the darkest night sky, it radiates power. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +12 (+2 eff.) Damage when hit (Melee): 35 nature slow Changes stats: +5 Wil Changes resistances: +25% nature Changes resistances penetration: +10% nature Changes damage: +30% nature Talent mastery: +0.10 Wild-gift / Moss Physical save: +15 (+1 eff.) Life regen: +0.20 Mindpower: +12 (+2 eff.) Mental crit. chance: +5% Healing mod.: +15% Curse of Nightmares This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Armour: +14 Defense: +3 (+1 eff.) Changes stats: +8 Str / +8 Mag / +8 Wil Changes resistances: +13% lightning / +9% cold Changes damage: +17% lightning / +13% physical / +12% darkness / +13% cold / +12% arcane Poison immunity: +35% Confusion immunity: +20% Pinning immunity: +20% Vim when firing critical spell: +5.00 Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+2 eff.) Damage when hit (Melee): 15 arcane Changes stats: +4 Mag / +4 Wil / +4 Cun Changes resistances: +10% fire / +10% cold Changes damage: +12% all Spell save: +18 (+1 eff.) Mental save: +15 (+2 eff.) Blindness immunity: +40% Mana each turn: +1.00 Spellpower: +15 (+2 eff.) Light radius: +1 Curse of Corpses A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+2 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature Changes damage: +10% acid / +10% nature / +10% mind Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Curse of Madness This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Damage when hit (Melee): 8 blight Changes stats: +1 Wil / +10 Con Changes resistances: +12% lightning / +42% darkness / +11% blight / +12% fire / +12% cold / +12% light Changes damage: +20% darkness / +20% nature Physical save: +20 (+1 eff.) Spell save: +29 (+1 eff.) Mental save: +20 (+2 eff.) Poison immunity: +47% Disease immunity: +45% Mana each turn: +0.04 Mana when firing critical spell: +3.00 Maximum vim: +40.00 Spell crit. chance: +2% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 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 Changes resistances penetration: +20% temporal / +20% physical Changes damage: +20% temporal / +20% physical Spellpower: +23 (+3 eff.) Curse of Misfortune It can be used to activate talent Temporal Reprieve (costing 22 power out of 50/50) : Effective talent level: 1.0 Power cost: 22 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 2 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. |
![]() mindwoven silk robe of fire (+27%) (Nightmares) (3 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +27% fire Changes damage: +18% fire Mental save: +27 (+3 eff.) Mindpower: +6 (+1 eff.) Mental crit. chance: +6% Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() verdant elven-silk robe of life (Nightmares) (5 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +10 Con Changes resistances: +20% blight Changes damage: +20% nature Poison immunity: +50% Disease immunity: +50% Life regen: +4.80 Maximum life: +100.00 Healing mod.: +30% Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +12% arcane Changes resistances cap: +5% arcane Spellpower: +5 (+0 eff.) Curse of Madness It can be used to phase door up to range 6, within radius 2 of the target location, costing 11 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +11 (+2 eff.) Fatigue: +2% Changes stats: +3 Wil Changes resistances: +9% blight / +3% temporal Grants telepathy: Humanoid/Orc Activating this item is instant. Curse of Nightmares It can be used to activate talent Evasion, placing all other charms into a 13 cooldown : Effective talent level: 3.0 Power cost: 13 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 37% chance to evade melee and ranged attacks and 42 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +4 Physical crit. chance: +5.0% Physical power: +8 (+1 eff.) Armour: +13 Defense: +28 (+4 eff.) Ranged Defense: +9 (+1 eff.) Fatigue: +5% Changes resistances: +4% physical / +18% fire Changes resistances penetration: +33% nature Physical save: +9 (+0 eff.) Maximum life: +40.00 Activating this item is instant. Curse of Shrouds It can be used to activate talent Evasion, placing all other charms into a 13 cooldown : Effective talent level: 4.0 Power cost: 13 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 38% chance to evade melee and ranged attacks and 52 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +12 Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Armour: +5 Defense: +9 (+2 eff.) Ranged Defense: +9 (+1 eff.) Fatigue: +4% Changes stats: +4 Str / +4 Mag / +3 Wil Spellpower: +4 (+0 eff.) Curse of Madness It can be used to blink to a nearby random location (rad 13), putting all charms on cooldown for 11 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Dexterity 10 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +5 Defense: +3 (+1 eff.) Fatigue: +6% Changes stats: +4 Cun / +4 Mag Changes resistances: +20% cold Changes damage: +18% fire Light radius: +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 343 fire damage (based on Spellpower) to foes who enter it. Curse of Misfortune A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival Curse of Madness It can be used to boost speed by 62% (based on Cunning), costing 22 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Effects on melee hit: * 26% chance to disease Changes stats: +5 Con Changes resistances: +13% fire / +14% cold Changes resistances penetration: +15% mind / +30% temporal Changes damage: +9% blight / +9% temporal Mental save: +9 (+1 eff.) Hate when firing a critical mind attack: +5.00 Mindpower: +12 (+2 eff.) Mental crit. chance: +3% Light radius: +4 Curse of Corpses Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Ranged Defense: +2 (+0 eff.) Fatigue: +1% Effects on melee hit: * 15% chance to daze at end of turn * 30% chance to blind Changes resistances penetration: +15% light Light radius: +1 Curse of Madness A pair of boots made of leather. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +20% light / +9% fire Changes resistances penetration: +15% light Changes damage: +12% fire Spellpower: +5 (+0 eff.) Light radius: +3 Curse of Shrouds A pair of boots made of leather. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +4 Fatigue: +3% Effects on melee hit: * 34% chance to blind Damage when hit (Melee): 8 temporal Changes resistances penetration: +25% light / +20% temporal Changes damage: +18% temporal / +9% light / +12% physical Maximum stamina: +15.00 Movement speed: +20% Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Armour: +3 Fatigue: +3% Changes stats: +4 Mag / +4 Wil Changes resistances: +12% acid / +33% cold / +9% lightning Physical save: +30 (+1 eff.) Silence immunity: +20% Stun/Freeze immunity: +20% Mana each turn: +0.38 Maximum mana: +44.00 Spell crit. chance: +4% Curse of Corpses A pair of boots made of leather. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +6 (+0 eff.) Armour penetration: +5 Armour: +5 Defense: +11 (+2 eff.) Ranged Defense: +11 (+2 eff.) Fatigue: +5% Changes stats: +3 Str Changes resistances: +14% lightning / +14% temporal Changes damage: +9% physical Life regen: +1.00 Maximum life: +60.00 Curse of Misfortune A pair of boots made of leather. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +12 (+1 eff.) Armour: +3 Fatigue: +3% Changes resistances: +21% acid / +11% fire / +5% physical / +10% cold Changes resistances penetration: +15% fire / +31% physical Changes damage: +12% physical / +12% fire Maximum life: +30.00 Curse of Shrouds A pair of boots made of leather. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Armour: +14 Fatigue: +5% Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 20 physical Changes stats: +2 Str / +4 Mag / +4 Wil Changes resistances: +15% acid / +14% fire / +15% cold / +6% arcane / +15% lightning Changes damage: +6% blight Physical save: +13 (+1 eff.) Spell save: +15 (+1 eff.) Mental save: +15 (+2 eff.) Healing mod.: +5% Curse of Corpses It can be used to blink to a nearby random location (rad 15), putting all charms on cooldown for 11 turns. A pair of boots made of leather. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +1 Physical crit. chance: +2.0% Physical power: +8 (+1 eff.) Armour: +1 Fatigue: +1% Changes resistances: +6% fire / +6% cold Changes damage: +6% fire Stamina each turn: +0.60 Curse of Shrouds A pair of boots made of leather. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +1 Mag Changes resistances: +6% fire / +5% cold Mental crit. chance: +3% Light radius: +1 Infravision radius: +1 See invisible: +9 Curse of Nightmares A pair of boots made of leather. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +21 (+3 eff.) Fatigue: -6% Changes resistances: +9% temporal / +3% fire Cut immunity: +25% Stun/Freeze immunity: +10% Life regen: +5.10 Stamina each turn: +0.90 Maximum life: +60.00 Movement speed: +10% Healing mod.: +27% Activating this item is instant. Curse of Shrouds It can be used to activate talent Evasion, placing all other charms into a 13 cooldown : Effective talent level: 4.0 Power cost: 13 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 38% chance to evade melee and ranged attacks and 52 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 nature Damage when hit (Melee): 8 light / 4 fire Changes resistances: +3% fire / +6% nature / +6% light Changes damage: +4% nature When used to modify unarmed attacks: Power: 149% Range: 1.4x Uses stats: 80% Wil, 50% Mag, 80% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 125% When this weapon hits: Poison Breath (10% chance level 1). Burst (radius 1) on hit: +8 light Burst (radius 2) on crit: +5 nature Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +21 (+2 eff.) Physical power: +6 (+1 eff.) Armour: +11 Damage when hit (Melee): 8 arcane / 12 physical Changes stats: +9 Dex Changes resistances: +3% physical Changes resistances penetration: +15% lightning / +25% physical / +33% arcane See invisible: +15 When used to modify unarmed attacks: Power: 168% Range: 1.1x Uses stats: 80% Wil, 50% Mag, 80% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +13 Armour Penetration: +5 Crit. chance: +17.0% Attack speed: 167% Damage Shield penetration (this weapon only): +40% Burst (radius 2) on crit: +8 lightning Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 11 cold Changes resistances: +8% cold Changes damage: +8% cold / +12% light / +12% temporal Light radius: +3 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% When used to modify unarmed attacks: Power: 157% Range: 1.1x Uses stats: 80% Wil, 50% Mag, 80% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 167% When this weapon hits: Ice Breath (10% chance level 3). Damage (Melee): +24 temporal Burst (radius 2) on crit: +11 ice Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Infused by nature Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +12 (+1 eff.) Armour penetration: +1 Armour: +3 Damage (Melee): 15 nature Changes stats: +6 Cun Changes resistances: +3% physical / +33% darkness / +3% light / +20% blight / +15% cold / +14% arcane / +9% nature Changes damage: +9% nature Damage affinity(heal): +14% nature Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +23 (+1 eff.) Only die when reaching: -20.00 life Infravision radius: +4 When used to modify unarmed attacks: Power: 166% Range: 1.1x Uses stats: 80% Wil, 80% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +12 Armour Penetration: +5 Crit. chance: +18.0% Attack speed: 167% When this weapon hits: Poison Breath (10% chance level 5). When this weapon crits: Dominate (10% chance level 5). When this weapon crits: Call of the Ooze (20% chance level 2). On weapon hit: * Slows global speed by 40% Damage (Melee): +29 darkness Burst (radius 1) on hit: +8 fire Burst (radius 2) on crit: +15 nature Curse of Misfortune It can be used to activate talent Track, placing all other charms into a 7 cooldown : Effective talent level: 4.0 Power cost: 7 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 45 for 7 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+0 eff.) Armour: +1 Effects on melee hit: * 15% chance to daze at end of turn Changes resistances: +12% darkness / +3% lightning Changes damage: +6% lightning Physical save: +6 (+0 eff.) Mental save: +5 (+1 eff.) Disarm immunity: +22% When used to modify unarmed attacks: Power: 147% Range: 1.4x Uses stats: 80% Wil, 50% Mag, 80% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +7 Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 125% When this weapon hits: Perfect Control (10% chance level 1). On weapon hit: * 20% chance to daze at end of turn Damage (Melee): +8 darkness Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +18 Defense: +3 (+1 eff.) Ranged Defense: +3 (+0 eff.) Damage (Melee): 11 physical Damage when hit (Melee): 16 mind Changes resistances: +9% mind / +12% nature Changes damage: +9% darkness / +8% physical Stun/Freeze immunity: +15% Knockback immunity: +15% When used to modify unarmed attacks: Power: 155% Range: 1.1x Uses stats: 80% Wil, 50% Mag, 80% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 167% When this weapon hits: Sand Breath (10% chance level 3). Burst (radius 1) on hit: +11 physical Burst (radius 2) on crit: +8 darkness / +11 physical Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +7 Effects on melee hit: * Slows global speed by 40% Changes stats: +6 Mag Changes damage: +10% arcane Reduces incoming crit damage: 10.00% Mental save: +12 (+2 eff.) Blindness immunity: +30% Disarm immunity: +10% Stun/Freeze immunity: +20% Infravision radius: +4 When used to modify unarmed attacks: Power: 167% Range: 1.1x Uses stats: 80% Wil, 50% Mag, 80% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 167% Damage (Melee): +18 arcane Burst (radius 2) on crit: +15 arcane / +20 acid Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+1 eff.) Armour: +1 Changes stats: +2 Dex Changes resistances penetration: +15% nature When used to modify unarmed attacks: Power: 147% Range: 1.4x Uses stats: 80% Wil, 50% Mag, 80% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +5 Armour Penetration: +3 Crit. chance: +6.0% Attack speed: 125% On weapon hit: * Slows global speed by 40% Damage (Melee): +12 light Burst (radius 1) on hit: +4 light Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 fire Damage when hit (Melee): 4 darkness Changes resistances: +6% fire Changes damage: +12% acid / +4% fire / +6% darkness When used to modify unarmed attacks: Power: 146% Range: 1.1x Uses stats: 80% Wil, 50% Mag, 80% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 167% When this weapon hits: Fire Breath (10% chance level 1). Damage (Melee): +4 darkness Burst (radius 2) on crit: +6 fire Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +14 (+1 eff.) Armour: +2 Effects on melee hit: * 37% chance to daze at end of turn Changes resistances: +9% lightning Critical mult.: +18.00% Physical save: +37 (+2 eff.) Life regen: +0.80 Mana each turn: +0.28 Spellpower: +12 (+1 eff.) Spell crit. chance: +8% When used to modify unarmed attacks: Power: 157% Range: 1.1x Uses stats: 80% Wil, 50% Mag, 80% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.0% Attack speed: 167% When this weapon hits: Elemental Bolt (10% chance level 3). Damage (Melee): +13 arcane Burst (radius 1) on hit: +8 physical Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Spell save: +4 (+0 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +1% When used to modify unarmed attacks: Power: 152% Range: 1.4x Uses stats: 80% Wil, 80% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 125% When this weapon hits: Destroy Magic (100% chance level 1). Damage (Melee): +10 silence Curse of Nightmares It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Mag Changes resistances: +15% lightning Changes resistances cap: +5% lightning Changes damage: +10% lightning Critical mult.: +20.00% Spell crit. chance: +5% When used to modify unarmed attacks: Power: 164% Range: 1.4x Uses stats: 80% Wil, 50% Mag, 80% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +4.0% Attack speed: 125% When this weapon hits: Chain Lightning (20% chance level 3). When this weapon hits: Nova (15% chance level 2). Damage (Melee): +20 lightning Curse of Misfortune It can be used to activate talent Chain Lightning (costing 7 power out of 16/16) : Effective talent level: 3.0 Power cost: 7 out of 16/16. Range: 10 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 218.08 to 654.24 damage and forking to another target. It can hit up to 6 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage when hit (Melee): 12 darkness / 8 acid Changes stats: +6 Wil Changes resistances: +12% mind Grants telepathy: Humanoid/Orc Mental save: +12 (+2 eff.) Life regen: +4.00 Stamina each turn: +2.00 Psi when hit: +0.24 Maximum stamina: +34.00 Maximum hate: +8.00 Heals friendly targets nearby when you use a nature summon: +70 When used to modify unarmed attacks: Power: 168% Range: 1.1x Uses stats: 80% Wil, 50% Mag, 80% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 167% When this weapon hits: Slumber (10% chance level 5). On weapon hit: * 40% chance to corrode armour by 30% Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire When used to modify unarmed attacks: Power: 158% Range: 1.1x Uses stats: 80% Wil, 50% Mag, 80% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +1.0% Attack speed: 167% When this weapon hits: Bellowing Roar (10% chance level 3). When this weapon hits: Fire Breath (10% chance level 2). Damage (Melee): +10 fire Damage conversion: 50% fire Curse of Madness It can be used to activate talent Fire Breath (costing 11 power out of 24/24) : Effective talent level: 2.0 Power cost: 11 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 1176.58 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Mag Changes damage: +3% arcane When used to modify unarmed attacks: Power: 146% Range: 1.1x Uses stats: 80% Wil, 80% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 167% Damage (Melee): +6 arcane Burst (radius 2) on crit: +6 arcane Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Requires: - Willpower 24 Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +4 Cun / +4 Wil Changes damage: +10% mind Mindpower: +12 (+2 eff.) Mental crit. chance: +5% Curse of Corpses It can be used to activate talent Psychic Lobotomy (costing 4 power out of 10/10) : Effective talent level: 3.9 Power cost: 4 out of 10/10. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Inflicts 771.70 mind damage and cripples the target's higher mental functions, reducing cunning by 34 and confusing (41% power) the target for 5 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +5% arcane / +11% physical Changes damage: +9% fire / +11% physical Blindness immunity: +5% Poison immunity: +5% Cut immunity: +10% Silence immunity: +10% Curse of Madness A pointy cloth hat, very wizardly... |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +7 Fatigue: +3% Changes resistances: +12% fire / +15% darkness / +12% temporal Changes resistances penetration: +10% arcane Physical save: +15 (+1 eff.) Mental save: +15 (+2 eff.) Confusion immunity: +35% Only die when reaching: -80.00 life Infravision radius: +3 Curse of Corpses A cap made of leather. |
![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Changes resistances: +3% physical / +9% light / +3% fire Changes damage: +16% arcane / +3% light Grants telepathy: Dragon Mental save: +20 (+2 eff.) Pinning immunity: +5% Life regen: +5.30 Mana each turn: +2.70 Mana when hit: +3.00 Maximum mana: +218.00 Spellpower: +10 (+1 eff.) Damage Shield Power: +13% Curse of Shrouds It can be used to activate talent Manaflow, placing all other charms into a 17 cooldown : Effective talent level: 2.0 Power cost: 17 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 23 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% light / +10% lightning Changes damage: +10% light / +10% lightning Curse of Corpses It can be used to activate talent Call Lightning (costing 9 power out of 30/30) : Effective talent level: 1.0 Power cost: 9 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 201.09 to 603.27 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +6 (+0 eff.) Armour penetration: +2 Armour: +12 Defense: +5 (+1 eff.) Fatigue: +1% Changes stats: +2 Con Changes resistances: +3% all Changes damage: +21% lightning Physical save: +6 (+0 eff.) Life regen: +0.80 Curse of Shrouds A cap made of leather. |
![]() Requires: - Cunning 25 Powered by arcane forces 4.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +0 Defense: +13 (+2 eff.) Fatigue: +4% Changes stats: +6 Cun / +6 Wil Changes resistances: +35% fire Changes damage: +35% fire Curse of Nightmares It can be used to activate talent Meteor Rain (costing 11 power out of 50/50) : Effective talent level: 2.0 Power cost: 11 out of 50/50. Range: 5 Travel Speed: instantaneous Is: a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 346.34 fire and 276.82 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
![]() Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 20 acid Changes resistances: +6% nature / +15% acid Changes resistances penetration: +15% nature Stamina when hit: +1.10 Equilibrium when hit: +0.90 Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 4 nature Changes stats: +3 Con Changes resistances: +3% acid Changes resistances penetration: +10% acid / +20% nature Changes damage: +3% acid Curse of Nightmares A cap made of leather. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +31% mind / +24% fire Changes resistances penetration: +20% mind Changes damage: +22% mind / +6% fire Curse of Nightmares A pointy cloth hat, very wizardly... |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +8 Str / +3 Dex / +2 Wil / +4 Cun / +8 Con Changes resistances: +15% fire / +24% mind / -33% light Changes damage: +9% mind Physical save: +9 (+0 eff.) Mental save: +33 (+4 eff.) Confusion immunity: +44% Life regen: +8.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +2% Curse of Nightmares It can be used to activate talent Battle Cry, placing all other charms into a 12 cooldown : Effective talent level: 2.0 Power cost: 12 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Physical power: +10 (+1 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * 20 arcane resource burn Changes stats: +6 Str / +5 Dex / +6 Wil / +8 Cun Changes resistances: +15% physical / +5% arcane / +12% fire Physical save: +27 (+1 eff.) Maximum stamina: +15.00 Curse of Shrouds A cap made of leather. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: -3% Effects on melee hit: * 33% chance to blind Damage when hit (Melee): 22 fire Changes stats: +5 Str / +3 Cun / +4 Con Changes resistances: +31% light / +16% darkness Changes damage: +12% fire Infravision radius: +3 Curse of Corpses A cap made of leather. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +1 Wil Changes resistances: +11% light / +11% darkness Changes resistances penetration: +15% darkness Psi when hit: +0.16 Curse of Nightmares A cap made of leather. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +4 (+0 eff.) Physical crit. chance: +1.0% Physical power: +2 (+1 eff.) Armour: +2 Defense: +9 (+2 eff.) Ranged Defense: +9 (+1 eff.) Fatigue: +1% Damage when hit (Melee): 16 physical Changes stats: +2 Str Only die when reaching: -40.00 life Infravision radius: +2 Curse of Madness A cap made of leather. |
![]() Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +3 Str / +9 Dex / +5 Wil Changes resistances: +9% blight / +9% temporal / +11% nature / +10% darkness Mental save: +40 (+4 eff.) Blindness immunity: +10% Confusion immunity: +15% Stun/Freeze immunity: +5% Light radius: +1 Infravision radius: +4 Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +9 Fatigue: +4% Changes stats: +2 Str / +4 Mag Talent mastery: +0.20 Race / Doomelf Silence immunity: +30% Spellpower: +10 (+1 eff.) Light radius: -1 Increases the range of Haste of the Doomed by 1. Curse of Corpses An experimental helmet designed to enhance the effects of the Doomelf corruption. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Changes stats: +3 Dex Changes resistances: +9% temporal / +6% fire Changes damage: +21% physical / +10% darkness / +6% fire / +9% temporal / +11% light Mental save: +9 (+1 eff.) Curse of Misfortune A pointy cloth hat, very wizardly... |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * Slows global speed by 43% Damage when hit (Melee): 24 nature / 8 mind Changes stats: +5 Str / +6 Wil Changes resistances: +12% nature / +18% mind / +9% darkness Changes resistances penetration: +25% darkness / +30% nature Changes damage: +9% darkness / +15% nature Mental save: +15 (+2 eff.) Light radius: +2 Curse of Corpses A cap made of leather. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Con Changes damage: +12% nature Grants telepathy: Dragon Demon/Major Demon/Minor Mental save: +6 (+1 eff.) Mindpower: +6 (+1 eff.) Curse of Madness A cap made of leather. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 12 nature Changes resistances: +11% lightning / +11% temporal / +15% nature / +5% arcane Changes resistances penetration: +10% nature / +25% fire Changes damage: +12% arcane Curse of Shrouds A cap made of leather. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 40% chance to inflict 15% damage reduction Damage when hit (Melee): 12 lightning Changes stats: +4 Wil Changes resistances: +10% lightning / +11% temporal / +21% darkness Changes damage: +6% lightning Grants telepathy: Dragon Psi when hit: +0.16 Hate when firing a critical mind attack: +5.00 Curse of Shrouds A cap made of leather. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Fatigue: +1% Changes resistances penetration: +10% blight Confusion immunity: +15% Mana when firing critical spell: +4.00 Spell crit. chance: +2% Infravision radius: +2 Curse of Nightmares A cap made of leather. |
![]() Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +2 Physical power: +4 (+1 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 8 nature Changes stats: +7 Dex Changes resistances: +13% blight / +26% nature / +6% light Changes resistances penetration: +39% physical Changes damage: +12% physical Critical mult.: +9.00% Physical save: +15 (+1 eff.) Curse of Corpses A cap made of leather. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +3 Physical power: +12 (+1 eff.) Armour: +3 Fatigue: +3% Damage when hit (Melee): 20 darkness Changes stats: +11 Dex / +3 Con Critical mult.: +6.00% Curse of Misfortune A cap made of leather. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Fatigue: +3% Damage when hit (Melee): 20 mind / 16 temporal Changes resistances: +12% acid / +9% temporal Changes resistances penetration: +10% acid Changes damage: +15% acid / +12% temporal Infravision radius: +3 Curse of Corpses A cap made of leather. |
![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 39% chance to blind Changes stats: +20 Mag / +19 Con Changes resistances: +6% blight / +23% temporal / +3% cold Changes resistances penetration: +5% light Changes damage: +39% arcane / +20% temporal Physical save: +20 (+1 eff.) Mental save: +3 (+1 eff.) Blindness immunity: +15% Cut immunity: +10% Confusion immunity: +15% Activating this item is instant. Curse of Shrouds It can be used to activate talent Arcane Eye, placing all other charms into a 5 cooldown : Effective talent level: 5.0 Power cost: 5 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +13 (+2 eff.) Ranged Defense: +11 (+2 eff.) Changes resistances: +6% arcane / +21% cold Changes damage: +9% mind Spell save: +30 (+1 eff.) Cut immunity: +10% Stun/Freeze immunity: +45% Psi each turn: +0.28 Mindpower: +5 (+1 eff.) Mental crit. chance: +5% Curse of Shrouds A pointy cloth hat, very wizardly... |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +4 Fatigue: +4% Damage when hit (Melee): 16 darkness Changes stats: +4 Cun / +4 Dex Changes resistances: +5% arcane / +6% temporal Changes resistances penetration: +25% temporal / +15% arcane / +20% darkness Changes damage: +6% darkness / +12% temporal Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +4 Dex / +1 Mag Changes resistances: +10% acid / +12% darkness / +6% fire / +8% lightning / +8% cold Changes resistances penetration: +5% arcane Changes damage: +9% arcane / +12% blight Allows you to breathe in: water Maximum mana: +20.00 Infravision radius: +4 Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() fearwoven elven-silk wizard hat (Nightmares) (3 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +19% darkness / +20% physical Changes damage: +17% darkness / +20% physical Maximum hate: +15.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Curse of Nightmares A pointy cloth hat, very wizardly... |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: -3% Changes stats: +6 Mag / +6 Wil / +8 Con Changes resistances: +9% darkness Changes damage: +14% blight / +11% arcane / +6% lightning Grants telepathy: Demon/Minor Demon/Major Spell crit. chance: +3% Light radius: +3 Curse of Nightmares A cap made of leather. |
![]() Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +11 Armour: +3 Fatigue: +3% Effects on melee hit: * 15% chance to blind Changes stats: +5 Cun / +11 Dex Changes resistances: +3% acid Changes resistances penetration: +20% light Changes damage: +3% acid Curse of Shrouds A cap made of leather. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% fire / +5% cold Curse of Corpses A cap made of leather. |
![]() Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +9 (+1 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +6 Str / +6 Wil Changes resistances: +14% lightning / +12% physical / +6% acid / +8% temporal Changes damage: +12% acid / +21% darkness Physical save: +14 (+1 eff.) Stamina when hit: +2.60 Equilibrium when hit: +2.90 Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+2 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% cold / +20% fire / +20% acid Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Fire Breath (-3 turns) Corrosive Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% Curse of Corpses This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
![]() Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Fatigue: +6% Changes resistances: +9% fire / +6% physical Changes resistances penetration: +15% acid / +25% fire Changes damage: +15% acid / +6% fire Physical save: +13 (+1 eff.) Curse of Shrouds A suit of armour made of leather. |
![]() nimble reinforced leather armour of natural resilience (Misfortune) (15 def, 7 armour) Requires: - Strength 18 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +15 (+3 eff.) Ranged Defense: +14 (+2 eff.) Fatigue: +8% Changes stats: +5 Dex Changes resistances: +18% nature / +18% blight Reduced damage from: +13% Unnatural Movement speed: +20% Curse of Misfortune A suit of armour made of leather. |
![]() Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+1 eff.) Fatigue: +20% Changes resistances: +16% lightning / +6% nature Changes damage: +3% nature Grants telepathy: Demon/Minor Demon/Major Light radius: +3 Curse of Corpses A suit of armour made of metal plates. |
![]() Requires: - Strength 52 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +50 Armour Hardiness: +15% Fatigue: +35% Changes stats: +15 Con Physical save: +45 (+2 eff.) Knockback immunity: +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% Curse of Madness It can be used to slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns, costing 11 power out of 25/25. This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
![]() Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +35 Defense: +25 (+4 eff.) Fatigue: +15% Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +20% darkness / +15% blight / +25% fire / +20% cold Talent masteries: +0.20 Corruption / Doom covenant +0.20 Corruption / Infernal combat +0.20 Corruption / Oppression +0.20 Corruption / Wrath Physical save: +15 (+1 eff.) Spell save: +25 (+1 eff.) Confusion immunity: +100% Fear immunity: +100% Light radius: -2 Infravision radius: +3 Shadow Power: +10 Grants physical power equal to your Shadow Power. Activating this item is instant. Curse of Nightmares It can be used to activate talent Link of Pain (costing 7 power out of 15/15) : Effective talent level: 3.0 Power cost: 7 out of 15/15. Range: 7 Travel Speed: instantaneous Is: a spell Description: Using demonic forces you create a link of pain from a source creature to a victim for 6 turns. Each time the source creature takes damage the victim takes 70% of the damage. If the victim dies from the effect you gain a burst of energy, reducing all remaining cooldowns by 1. "Wreckage all about you. Is there anything left inside?" |
![]() voratun plate armour of Eyal (Shrouds) (9 def, 16 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+2 eff.) Fatigue: +26% Life regen: +3.60 Maximum life: +97.00 Healing mod.: +30% Curse of Shrouds A suit of armour made of metal plates. |
![]() Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Power: 160% Range: 1.2x Uses stats: 140% Wil, 50% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.0% Block value: +40 On weapon hit: * 40% chance to cause random gloom * 40% chance to corrode armour by 30% Burst (radius 2) on crit: +12 fire / +22 light / +22 darkness When wielded/worn: Armour: +2 Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +8% Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances: +6% acid / +12% fire / +9% light / +9% darkness Changes resistances penetration: +25% fire Changes damage: +9% mind Talent granted: +2 Block Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Curse of Nightmares Handheld deflection devices. |
![]() Requires: - Strength 20 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Power: 181% Range: 1.2x Uses stats: 140% Wil, 50% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +120 When wielded/worn: Armour: +2 Defense: +8 (+2 eff.) Ranged Defense: +8 (+1 eff.) Fatigue: +6% Changes stats: +5 Wil Changes resistances: +25% blight / +25% darkness Talent granted: +3 Block Special effect on block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Curse of Nightmares Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
![]() Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 209% Range: 1.2x Uses stats: 140% Wil, 50% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +208 On weapon hit: * 40 arcane resource burn On weapon crit: * smash the target with your shield crippling them Damage (Melee): +29 cold When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+1 eff.) Armour: +3 Defense: +12 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Damage when hit (Melee): 19 ice Changes stats: +6 Wil Changes resistances: +3% acid / +20% cold / +3% nature / +9% fire Changes damage: +9% darkness Talent granted: +5 Block Spell save: +34 (+2 eff.) Maximum life: +87.00 Curse of Shrouds Handheld deflection devices. |
![]() Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 205% Range: 1.2x Uses stats: 140% Wil, 50% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +194 Damage (Melee): +19 cold / +40 nature / +12 light When wielded/worn: Armour: +3 Defense: +12 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Damage (Melee): 10 cold Damage when hit (Melee): 19 ice / 38 nature / 20 mind Changes stats: +5 Cun Changes resistances: +39% nature / +37% blight Changes resistances penetration: +10% arcane Talent granted: +5 Block Mana when firing critical spell: +4.00 Maximum life: +215.00 Spell crit. chance: +2% Mindpower: +8 (+1 eff.) Curse of Madness Handheld deflection devices. |
![]() Requires: - Strength 40 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 191% Range: 1.2x Uses stats: 140% Wil, 70% Mag Damage type: Temporal Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +325 When this weapon hits: Turn Back the Clock (25% chance level 3). When wielded/worn: Armour: +4 Defense: +8 (+2 eff.) Ranged Defense: +10 (+1 eff.) Fatigue: +0% Changes resistances: +30% temporal Reduce damage by fixed amount: +20 all Talent granted: +5 Block Spell save: +20 (+1 eff.) Spellpower: +12 (+1 eff.) Slows Projectiles: +50% Curse of Corpses Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
![]() Requires: - Strength 28 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 192% Range: 1.2x Uses stats: 140% Wil, 50% Mag Damage type: Darkness Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +200 When wielded/worn: Armour: +9 Defense: +12 (+2 eff.) Ranged Defense: +15 (+2 eff.) Fatigue: +28% Damage when hit (Melee): 10 darkness Changes resistances: +2% all Talent masteries: +0.20 Technique / Shield defense +0.20 Technique / Shield offense +0.20 Corruption / Doom shield Talent granted: +5 Block Shadow Power: +5 Increases all resists by 0.4% for each point of your Shadow Power. Curse of Corpses "With this, no one will ever harm you again." |
![]() Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Power: 184% Range: 1.2x Uses stats: 140% Wil, 50% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +238 Damage (Melee): +20 darkness / +32 acid When wielded/worn: Armour: +13 Defense: +10 (+2 eff.) Ranged Defense: +10 (+1 eff.) Fatigue: +14% Changes stats: +7 Con Changes resistances: +12% blight / +15% darkness Changes resistances penetration: +33% darkness / +15% acid Changes damage: +9% darkness Talent granted: +4 Block Physical save: +13 (+1 eff.) Curse of Shrouds Handheld deflection devices. |
![]() Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Power: 152% Range: 1.4x Uses stats: 90% Wil, 70% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +9 Armour Penetration: +5 Crit. chance: +1.0% Capacity: 21 On weapon hit: * 40% chance to corrode armour by 30% Curse of Madness Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Power: 157% Range: 1.4x Uses stats: 90% Wil, 70% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +1.0% Capacity: 11 On weapon hit: * 10% chance to create an air burst Travel speed: +400% Damage (Ranged): +16 physical Burst (radius 2) on crit: +4 physical Curse of Madness Arrows are used with bows to pierce your foes to death. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Curse of Corpses Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+1 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str Changes resistances: +6% blight / +3% cold / +15% darkness / +3% nature When carried: Talent granted: +1 Dig Curse of Nightmares Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +5 Mag / +4 Con Grants telepathy: Demon/Minor Demon/Major Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Curse of Corpses Allows you to dig a wall, remove a tree, create ways. |
![]() crystalomancer's voratun pickaxe (Shrouds) (dig speed 24 turns) Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +6 Mag Maximum mana: +38.00 Spell crit. chance: +10% When carried: Talent granted: +1 Dig Curse of Shrouds Allows you to dig a wall, remove a tree, create ways. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str Changes resistances: +12% acid / +15% cold Poison immunity: +10% Silence immunity: +10% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% When carried: Talent granted: +1 Dig Curse of Shrouds Allows you to dig a wall, remove a tree, create ways. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour: +3 Defense: +5 (+1 eff.) Fatigue: -8% Changes stats: +3 Str / +4 Cun / +5 Con Changes resistances: +6% physical Critical mult.: +10.00% Equilibrium when hit: +0.04 Hate when firing a critical mind attack: +2.00 Light radius: +2 When carried: Talent granted: +1 Dig Curse of Shrouds Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 34 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: misc / heart It can be used to extract a tiny part of Celia's soul, costing 32 power out of 75/75. The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
![]() Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 36% Changes stats: +5 Dex / +6 Wil / +6 Cun / +5 Con Changes resistances: +21% lightning Changes damage: +10% mind Reduces incoming crit damage: 15.00% Spell save: +12 (+0 eff.) Mental save: +36 (+4 eff.) Light radius: +3 Curse of Misfortune A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 4 acid Changes stats: +1 Str / +4 Con Changes resistances penetration: +10% acid Light radius: +4 Curse of Misfortune A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 Curse of Nightmares It can be used to activate talent Fearscape Shift (costing 11 power out of 25/25) : Effective talent level: 2.0 Power cost: 11 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 630.56 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 630.56 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% Curse of Madness It can be used to call light (146 power, based on Willpower), costing 5 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +9% lightning / +9% fire / +5% arcane Changes damage: +18% nature Physical save: +34 (+2 eff.) Spell save: +34 (+2 eff.) Silence immunity: +15% Only die when reaching: -91.00 life Maximum life: +64.00 Light radius: +3 Defense after a teleport: +17 Resist all after a teleport: +17% New effects duration reduction after a teleport: +17% Curse of Shrouds A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Defense: +9 (+2 eff.) Ranged Defense: +9 (+1 eff.) Damage when hit (Melee): 22 fire Changes resistances: +18% acid / +20% fire Spell save: +6 (+0 eff.) Mental save: +9 (+1 eff.) Stun/Freeze immunity: +20% Knockback immunity: +20% Light radius: +3 Curse of Shrouds A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 Curse of Nightmares A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: +0% all / +15% temporal Reduce damage by fixed amount: +0 all Changes damage: +15% temporal Movement speed: +0% Combat speed: +0% Casting speed: +0% Mental speed: +0% Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. Curse of Nightmares It can be used to flip the hourglass (sands currently flowing towards stability), costing 9 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn Curse of Corpses A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() Powered 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 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 This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 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, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
![]() 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, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Curse of Nightmares Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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, costing 86 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 1249.02 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 11 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
![]() Powered 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), costing 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. |
![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 8 mind Changes stats: +3 Wil Changes resistances: +6% nature Changes resistances penetration: +10% light Talent cooldown: Silence (-1 turn) Talents granted: +4 Telekinetic Blast +5 Silence Maximum hate: +10.00 Mental crit. chance: +1% Light radius: +3 Curse of Madness It can be used to absorb and nullify at most 5 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 5 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 4 nature Changes resistances: +9% mind / +3% nature Changes resistances penetration: +25% nature Changes damage: +9% mind Curse of Corpses It can be used to teleport randomly (rad 21), putting all charms on cooldown for 13 turns. When used: 100% chance to regenerate 2 hate. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes resistances: +6% arcane Talent granted: +3 Telekinetic Blast Reduces incoming crit damage: 18.00% Mental save: +12 (+2 eff.) Blindness immunity: +55% Disease immunity: +15% Pinning immunity: +15% Curse of Nightmares It can be used to fire a blast of psionic energies in a range 9 beam dealing 121.50 to 243.00 mind damage, putting all charms on cooldown for 3 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +9% blight Changes resistances penetration: +25% blight / +10% mind Changes damage: +6% blight / +12% mind Talent cooldown: Silence (-1 turn) Talent granted: +3 Silence Curse of Madness It can be used to absorb and nullify at most 2 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 5 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Damage when hit (Melee): 20 temporal Changes stats: +3 Cun Changes resistances penetration: +15% arcane Mental save: +30 (+3 eff.) Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum hate: +6.00 Curse of Shrouds It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 51 for 7 turns, putting all charms on cooldown for 9 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Changes resistances: +18% nature Physical save: +43 (+2 eff.) Mental save: +9 (+1 eff.) Confusion immunity: +20% Pinning immunity: +25% Teleport immunity: +25% Mindpower: +6 (+1 eff.) Curse of Shrouds It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 131 for 7 turns, putting all charms on cooldown for 9 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 34% Changes stats: +2 Str / +4 Dex / +2 Cun Changes resistances: +15% nature Maximum wards: +3 physical / +3 mind / +4 darkness Grants telepathy: Dragon Talent granted: +1 Ward Spell save: +6 (+0 eff.) Maximum mana: +80.00 Light radius: +3 Infravision radius: +3 Curse of Corpses It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 93 for 7 turns, putting all charms on cooldown for 9 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Accuracy: +6 (+0 eff.) Physical crit. chance: +5.0% Defense: +9 (+2 eff.) Ranged Defense: +9 (+1 eff.) Effects on melee hit: * 43% chance to blind Changes stats: +7 Str Changes resistances: +9% light Changes resistances penetration: +25% physical Changes damage: +15% physical Life regen: +0.40 Light radius: +3 Curse of Madness It can be used to absorb and nullify at most 5 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 5 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Changes stats: +9 Wil Changes resistances penetration: +15% nature / +20% lightning Talent granted: +5 Telekinetic Blast Critical mult.: +25.00% Maximum hate: +12.00 Maximum psi: +30.00 Mindpower: +14 (+2 eff.) Curse of Shrouds It can be used to fire a blast of psionic energies in a range 9 beam dealing 203.58 to 407.16 mind damage, putting all charms on cooldown for 3 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes resistances: +6% blight Talent cooldown: Silence (-2 turns) Talent granted: +10 Silence Spell save: +6 (+0 eff.) Blindness immunity: +15% Stun/Freeze immunity: +10% Maximum hate: +8.00 Mental crit. chance: +4% Curse of Nightmares It can be used to teleport randomly (rad 57), putting all charms on cooldown for 13 turns. When used: 100% chance to regenerate 10 hate. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Armour penetration: +5 Changes stats: +6 Str / +4 Dex / +2 Con Changes resistances: +12% mind Changes resistances penetration: +15% mind / +20% physical Talent cooldown: Rushing Claws (-1 turn) Talent granted: +4 Rushing Claws Physical save: +9 (+0 eff.) Maximum life: +30.00 Healing mod.: +10% Curse of Madness It can be used to heal a target within range 9 (based on Willpower) for 162, putting all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Damage when hit (Melee): 12 fire Changes resistances: +9% blight / +15% fire / +15% light Changes resistances penetration: +25% blight / +30% light Changes damage: +24% fire Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle Light radius: +3 Curse of Shrouds It can be used to harden the skin for 7 turns increasing armour by 64 and armour hardiness by 60%, putting all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Damage when hit (Melee): 24 arcane Changes resistances: +21% darkness Changes resistances penetration: +30% light Disease immunity: +15% Pinning immunity: +25% Knockback immunity: +25% Mana each turn: +0.16 Maximum mana: +120.00 Curse of Corpses It can be used to harden the skin for 7 turns increasing armour by 69 and armour hardiness by 60%, putting all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances: +9% temporal Maximum wards: +4 acid / +4 nature / +3 light Changes resistances penetration: +10% darkness Changes damage: +9% acid Talent granted: +1 Ward Reduces incoming crit damage: 15.00% Spell save: +6 (+0 eff.) Disease immunity: +20% Knockback immunity: +20% Curse of Madness It can be used to remove up to 2 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 5 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+0 eff.) Life regen: +0.15 Healing mod.: +10% Curse of Misfortune This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+1 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. Curse of Shrouds It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 5 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +4 Dex / +3 Wil / +11 Con Maximum wards: +5 acid / +4 nature / +5 light Talent granted: +1 Ward Reduces incoming crit damage: 17.00% Light radius: +3 Infravision radius: +3 See invisible: +9 Curse of Corpses It can be used to harden the skin for 7 turns increasing armour by 64 and armour hardiness by 60%, putting all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Physical power: +8 (+1 eff.) Armour: +6 Changes resistances: +27% acid / +18% temporal / +6% lightning Changes damage: +18% physical Spell save: +6 (+0 eff.) Maximum life: +30.00 Curse of Misfortune It can be used to heal a target within range 9 (based on Willpower) for 262, putting all charms on cooldown for 9 turns. When used: 100% chance to regenerate 17 equilibrium. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +2 Cun / +8 Con Changes resistances penetration: +20% fire Grants telepathy: Dragon Talents cooldown: Invoke Tentacle (+5 turn) Lay Web (-1 turn) Talents granted: +1 Invoke Tentacle +5 Lay Web Stamina each turn: +0.40 Equilibrium when hit: +0.08 Curse of Nightmares It can be used to harden the skin for 7 turns increasing armour by 90 and armour hardiness by 70%, putting all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes resistances: +9% mind / +12% acid Maximum wards: +4 acid / +3 nature / +4 light Talent cooldown: Rushing Claws (-1 turn) Talents granted: +3 Rushing Claws +1 Ward Mental save: +20 (+2 eff.) Knockback immunity: +5% Teleport immunity: +10% Curse of Shrouds It can be used to remove up to 6 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 6 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Fatigue: -10% Effects on melee hit: * 15% chance to blind Changes stats: +3 Str / +3 Dex Grants telepathy: Humanoid/Orc All Talent cooldown: Volcano (-2 turns) Talent granted: +4 Volcano Light radius: +3 See invisible: +15 Curse of Nightmares It can be used to disarm traps (66 bonus disarm power, based on Magic) along a range 4 line, putting all charms on cooldown for 7 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to corrode armour by 30% Changes resistances: +3% darkness / +9% acid Curse of Shrouds It can be used to reveal the area around you, dispelling darkness (radius 9, power 76 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 3 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+1 eff.) Light radius: +2 Curse of Misfortune It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 325 light damage (based on your Magic and Strength) to your foes within radius 5 each turn, costing 15 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Damage when hit (Melee): 8 nature Changes resistances: +6% nature / +6% darkness Changes damage: +9% nature Curse of Madness It can be used to disarm traps (19 bonus disarm power, based on Magic) along a range 4 line, putting all charms on cooldown for 7 turns. When used: 100% chance to regenerate 1 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+1 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+1 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Janqua the Ogre Adventurer level 38
43rd Haze 122nd year of Ascendancy at 16:21 see stats
By Janqua the Ogre Adventurer level 38
35th Haze 122nd year of Ascendancy at 03:16 see stats
By Janqua the Ogre Adventurer level 30
3rd Dusk 122nd year of Ascendancy at 15:32 see stats
By Janqua the Ogre Adventurer level 33
5th Dusk 122nd year of Ascendancy at 13:41 see stats
By Janqua the Ogre Adventurer level 48
53rd Dusk 123rd year of Ascendancy at 16:42 see stats
By Janqua the Ogre Adventurer level 50
58th Dusk 123rd year of Ascendancy at 15:24 see stats
By Janqua the Ogre Adventurer level 42
8th Pyre 123rd year of Ascendancy at 13:00 see stats
By Janqua the Ogre Adventurer level 41
78th Regrowth 123rd year of Ascendancy at 13:37 see stats
By Janqua the Ogre Adventurer level 9
76th Pyre 122nd year of Ascendancy at 18:58 see stats
By Janqua the Ogre Adventurer level 30
3rd Dusk 122nd year of Ascendancy at 19:21 see stats
By Janqua the Ogre Adventurer level 45
62nd Pyre 123rd year of Ascendancy at 09:04 see stats
By Janqua the Ogre Adventurer level 38
35th Haze 122nd year of Ascendancy at 03:12 see stats
By Janqua the Ogre Adventurer level 50
58th Dusk 123rd year of Ascendancy at 15:34 see stats
By Janqua the Ogre Adventurer level 10
77th Pyre 122nd year of Ascendancy at 10:02 see stats
By Janqua the Ogre Adventurer level 20
1st Dusk 122nd year of Ascendancy at 21:22 see stats
By Janqua the Ogre Adventurer level 30
3rd Dusk 122nd year of Ascendancy at 15:30 see stats
By Janqua the Ogre Adventurer level 40
77th Regrowth 123rd year of Ascendancy at 19:23 see stats
By Janqua the Ogre Adventurer level 50
57th Dusk 123rd year of Ascendancy at 21:52 see stats
By Janqua the Ogre Adventurer level 32
4th Dusk 122nd year of Ascendancy at 01:52 see stats
By Janqua the Ogre Adventurer level 35
48th Dusk 122nd year of Ascendancy at 21:35 see stats
By Janqua the Ogre Adventurer level 50
73rd Haze 123rd year of Ascendancy at 16:59 see stats
By Janqua the Ogre Adventurer level 39
77th Regrowth 123rd year of Ascendancy at 19:23 see stats
By Janqua the Ogre Adventurer level 29
3rd Dusk 122nd year of Ascendancy at 12:05 see stats
By Janqua the Ogre Adventurer level 14
7th Mirth 122nd year of Ascendancy at 07:04 see stats
By Janqua the Ogre Adventurer level 41
78th Regrowth 123rd year of Ascendancy at 14:41 see stats
By Janqua the Ogre Adventurer level 38
35th Haze 122nd year of Ascendancy at 03:16 see stats
By Janqua the Ogre Adventurer level 11
5th Mirth 122nd year of Ascendancy at 01:15 see stats
By Janqua the Ogre Adventurer level 38
35th Haze 122nd year of Ascendancy at 03:16 see stats
By Janqua the Ogre Adventurer level 44
62nd Pyre 123rd year of Ascendancy at 04:35 see stats
By Janqua the Ogre Adventurer level 30
3rd Dusk 122nd year of Ascendancy at 18:59 see stats
By Janqua the Ogre Adventurer level 50
75th Haze 123rd year of Ascendancy at 21:51 see stats
By Janqua the Ogre Adventurer level 4
74th Pyre 122nd year of Ascendancy at 15:52 see stats
By Janqua the Ogre Adventurer level 2
74th Pyre 122nd year of Ascendancy at 11:00 see stats
By Janqua the Ogre Adventurer level 29
3rd Dusk 122nd year of Ascendancy at 06:17 see stats
By Janqua the Ogre Adventurer level 50
1st Wintertide 124th year of Ascendancy at 10:46 see stats
Log
Janqua strikes the dreamforge!
Janqua strikes the dreamforge!
Janqua begins breaking dreams!
There is no portal to activate here.
There is no portal to activate here.
Janqua deactivates Antimagic Shield.
Janqua deactivates Elemental Harmony.
Janqua deactivates Lacerating Strikes.
Janqua deactivates Exploit Weakness.
Janqua deactivates Shield Wall.
Janqua deactivates Mental Tyranny.
Janqua deactivates Apply Poison.
Janqua deactivates Berserker.
Janqua deactivates Gloom.
Janqua deactivates Beyond the Flesh.
Janqua deactivates Volatile Poison.
Janqua deactivates Crippling Poison.
Janqua deactivates Wild Growth.
Janqua deactivates Daunting Presence.
Janqua deactivates Precise Strikes.
Janqua deactivates Forge Shield.
Janqua deactivates Dreamforge.
Janqua deactivates Blade Flurry.
Janqua deactivates Skate.
Janqua deactivates Augmentation.