














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Madness Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Cursed |
| Level / Exp | 40 / 55% |
| Size | medium |
| Lifes / Deaths | Killed by armoured skeleton warrior at level 2 on the 5th Mirth 122nd year of Ascendancy at 09:23 0 / 9Killed by naga myrmidon at level 16 on the 47th Dusk 122nd year of Ascendancy at 01:06 Killed by Celia at level 36 on the 10th Flare 123rd year of Ascendancy at 13:53 Killed by Grand Corruptor at level 36 on the 4th Dusk 123rd year of Ascendancy at 08:19 Killed by Velythra the skeleton magus at level 38 on the 32nd Dusk 123rd year of Ascendancy at 01:49 Killed by Betidavena the vampire at level 40 on the 35th Dusk 123rd year of Ascendancy at 02:41 Killed by Sleeping Poleba at level 40 on the 36th Dusk 123rd year of Ascendancy at 17:30 Killed by Sleeping Poleba at level 40 on the 36th Dusk 123rd year of Ascendancy at 20:43 Killed by Sleeping Poleba at level 40 on the 36th Dusk 123rd year of Ascendancy at 22:56 |
Primary Stats
| Strength | 53 (base 40) |
| Dexterity | 61 (base 45) |
| Constitution | 52 (base 45) |
| Magic | 25 (base 10) |
| Willpower | 29 (base 14) |
| Cunning | 59 (base 38) |
Resources
| Life | -332/1492 |
| Hate | 100/100 |
| Psi | 119/119 |
| Steam | 100/100 |
| Healing Factor | 1.5180083890921 |
| Regeneration | 29.221661490022 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +32% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 1 |
| Infravision | 21 |
| See Stealth | 72.111980720648 |
| See Invisible | 82.111980720649 |
| Stealth | 67 |
Offense: Mainhand
| Damage | 92 |
| Accuracy | 64 |
| Crit Chance | 45% |
| APR | 51 |
| Speed | 0.90 |
Offense: Offhand
| Damage | 23 |
| Accuracy | 64 |
| Crit Chance | 28% |
| APR | 27 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 29 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Mind
| Mindpower | 55 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +32% |
| Light | +12% |
| Blight | +22% |
| Nature | +6% |
| Mind | +12% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 61 (80.678270784467%) |
| Defense | 65 |
| Ranged Defense | 65 |
| Fatigue | 0 |
| Physical Save | 54 |
| Spell Save | 42 |
| Mental Save | 38 |
Defense: Resistances
| Blight | + 50%( 70%) |
| Physical | + 54%( 70%) |
| Cold | + 56%( 70%) |
| All | + 43%( 70%) |
| Lightning | + 60%( 70%) |
| Temporal | + 54%( 70%) |
| Darkness | + 43%( 70%) |
| Mind | + 60%( 70%) |
| Fire | + 53%( 70%) |
| Nature | + 53%( 70%) |
Defense: Immunities
| Pinning Resistance | 25% |
| Confusion Resistance | 42% |
| Fear Resistance | 32% |
| Teleport Resistance | 100% |
| Blind Resistance | 0% |
| Disarm Resistance | 100% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 57% |
Inscriptions (3/3)
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.1 steam per turn. Can be activated for an instant burst of 70 steam. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 392 life over 5 turns. Its effects scale with your Constitution stat. |
| Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 97% efficiency and cooldown mod of 51%. Its effects scale with your Magic stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Cursed / Predator | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 5/5 |
| 4/5 |
| 1/5 |
| Cursed / Endless hunt | 1.50 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Cunning / Scoundrel | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Skate (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Norgos Lair. Escort: lost tinker (level 3 of Norgos Lair)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You failed to protect the lost warrior from death by Saleyawe the large white snake. Escort: lost warrior (level 3 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You failed to protect the repented thief from death by Mayesemina the cave troll. Escort: repented thief (level 4 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved spell save by +12. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past. You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has changed the iron acorn which now serves as a cruel reminder of your past and present. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed pouch of bone giant dust. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
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! | active |
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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Boots of the Hunter (Corpses) (2 def, 12 armour) Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+3 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Physical save: +15 (+5 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+4 eff.) Pinning immunity: +25% Stun/Freeze immunity: +40% Knockback immunity: +25% Teleport immunity: +100% Maximum life: +80.00 Activating this item is instant. Curse of Corpses It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 20 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
| Light source | dwarven lantern 'Velothra' Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +9 (+3 eff.) Damage when hit (Melee): 52 fire Changes resistances: +9% cold / +18% fire Changes damage: +25% darkness Reduces incoming crit damage: 15.00% Physical save: +23 (+7 eff.) Spell save: +26 (+8 eff.) Mental save: +14 (+5 eff.) Maximum life: +100.00 Infravision radius: +10 See invisible: +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | drakeskin leather cap 'Sleetstrider' (Misfortune) (14 def, 14 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour: +14 Defense: +14 (+4 eff.) Fatigue: +5% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Effects when hit in melee: * 18% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 2 cold / 4 temporal Changes stats: +8 Cun Changes resistances: +9% temporal / +5% all Physical save: +7 (+3 eff.) Infravision radius: +11 Sight radius: +2 See stealth: +20 See invisible: +20 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Curse of Misfortune A cap made of leather. |
| On hands | hardened leather gloves 'Sparkrage' (Misfortune) (0 def, 2 armour) Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +12 (+3 eff.) Armour: +2 Effects on melee hit: * 13% chance to reduce all saves and defense by 33 Damage (Melee): 7 nature / 20 mind / 16 darkness Changes stats: +3 Dex Changes resistances: +6% nature / +12% temporal Changes resistances penetration: +5% lightning Changes damage: +6% nature Talent granted: +5 Iron Grip Mental save: -12 (-6 eff.) Disarm immunity: +100% Mindpower: +5 (+2 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% When used to modify unarmed attacks: Base power: 15.0 - 16.5 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +8 Armour Penetration: +3 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Reproach (10% chance level 3). When this weapon hits: Venomous Breath (10% chance level 3). Damage (radius 2) on crit: +7 nature Curse of Misfortune It can be used to activate talent Ruined Earth, placing all other charms into a 13 cooldown : Effective talent level: 5.4 Power cost: 13 out of 20/20. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 7 for 8 turns. Any who stand upon it are weakened, reducing the damage they inflict by 52% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | soothing steel torque of psionic shield [power 55] (13/16 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all damage taken by 55 for 5 turns Activation puts all charms on cooldown for 16 turns. When used: * Heal for 30. Torques are made by powerful psionics to store psionic powers. |
| On fingers | stralite pearl ring (Nightmares)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +5 Changes resistances: +5% all Life regen: +15.00 Maximum life: +82.00 Healing mod.: +15% Curse of Nightmares Rings make your fingers look great! |
| On fingers | stralite pearl ring (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 (+2 eff.) Armour: +5 Changes stats: +8 Str / +7 Con Changes resistances: +5% all Curse of Nightmares Rings make your fingers look great! |
| Around neck | warmaker's copper amulet of the eclipse (Nightmares)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 7 light / 7 darkness Effects when hit in melee: * 7% chance to reduce damage dealt by 27% * 6% chance to blind Changes stats: +5 Str / +5 Dex / +5 Wil Changes damage: +6% light / +7% darkness Curse of Nightmares Amulets make your neck look great! |
| In main hand | Swordbreaker (Shrouds) (25-32 power, 36 apr) Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +36 Crit. chance: +31.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+4 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+5 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. Curse of Shrouds This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
| Around waist | noble's hardened leather belt of transcendence (Misfortune) Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Cun / +5 Wil Damage against: +19% Summoned Reduced damage from: +23% Summoned Physical save: +8 (+3 eff.) Mindpower: +6 (+2 eff.) Curse of Misfortune A belt that goes around your waist. |
| In off hand | Blindhue (Corpses) (16-24 power, 12 apr) Requires: - Strength 16 - Talent Steam Pool Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Base power: 16.0 - 24.0 Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +12 Crit. chance: +14.0% Attack speed: 100% Block value: +20 Damage (Melee): +8 cold Attacks use: 1.0 Steam When used to attack (with talents): Damage (Melee): +14 physical Damage (radius 1) on hit: +8 mind Damage (radius 2) on crit: +16 light When wielded/worn: Armour: +3 Defense: +4 (+1 eff.) Fatigue: +6% Changes stats: +2 Wil Changes resistances: +15% cold / +13% physical Changes damage: +12% mind / +6% light Talent granted: +1 Block Slows Projectiles: +16% Bonus block near projectiles: +45 Curse of Corpses Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Cloak | restorative cashmere cloak of the hunter (Nightmares) (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +22 (+6 eff.) Defense: +2 (+1 eff.) Fatigue: -6% Changes resistances: +14% blight / +13% nature / +30% lightning Stun/Freeze immunity: +50% Life regen: +4.00 Maximum life: +52.00 Maximum stamina: +23.00 Healing mod.: +13% Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Worm Nest (Nightmares) (0 def, 20 armour) =lvl 11=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +20 Fatigue: +1% Damage when hit (Melee): 50 physical Changes stats: +15 Mag Changes resistances: +13% all Reduce damage by fixed amount: +22 all Changes damage: +22% blight Spellpower: +15 (+8 eff.) Spell crit. chance: +8% Movement speed: +32% Curse of Nightmares It can be used to activate talent Carrion Feet (costing 10 power out of 20/20) : Effective talent level: 4.5 Power cost: 10 out of 20/20. Range: 9 Travel Speed: instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 36%. You can also activate this talent to instantly destroy more worms, letting you jump in range 9 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
Inventory
steam generator implant of the warrior (steam 10)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.0 steam per turn. Can be activated for an instant burst of 54 steam. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
This item will automatically be transmogrified when you leave the level.healing infusion (heal 49; cd 12) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 49 then cleanse 1 wound, poison, and disease 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 nature talent. |
movement infusion (speed 402%; cd 16)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 402% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level.regeneration infusion (heal 286; 13 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 286 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
acid wave rune of the duelist (damage 187; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 187.20 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the wizard (damage 97; dur 4; cd 21)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 98.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Ablative ArmourRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back SupportRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Galvanic RetributorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: HeadlampRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Healing SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Itching PowderRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic StabiliserRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mana CoilRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Mental StimulatorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss TreadRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw ProjectorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking TouchRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spike AttachmentRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: SteamgunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunder GrenadeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Unstoppable Force SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
BelawenInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +5 Dex / +4 Mag / +4 Con Changes resistances: +6% acid Changes resistances penetration: +20% acid See invisible: +6 Amulets make your neck look great! |
Brodulathakath the Blastsweeper (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 26% Changes resistances: +15% lightning / +12% acid Changes resistances penetration: +25% lightning Changes damage: +9% lightning / +18% acid Talent mastery: +0.28 Steamtech / Physics Curse of Nightmares Amulets make your neck look great! |
Choker of Dread (Shrouds)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 (+3 eff.) See invisible: +10 Curse of Shrouds It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 38 power out of 60/60. The evilness of undeath radiates from this amulet. |
Fanged Collar (Shrouds)Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: -7 (-3 eff.) Maximum life: +20.00 Try to not die... Curse of Shrouds This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Glimmermortal the copper amulet (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 6 light Changes stats: +5 Dex / +7 Cun / +4 Con Mental save: +12 (+5 eff.) Life regen: +2.00 Stamina each turn: +0.50 Hate when firing a critical mind attack: +5.00 Mindpower: +20 (+6 eff.) Movement speed: +10% Curse of Shrouds Amulets make your neck look great! |
Layunne the steel amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour penetration: +1 Armour: +2 Fatigue: -5% Changes stats: +4 Dex / +4 Cun / +5 Con Changes resistances: +13% lightning / +16% fire / +15% cold Critical mult.: +10.00% Stun/Freeze immunity: +28% Life regen: +1.00 Stamina each turn: +0.50 Movement speed: +10% Amulets make your neck look great! |
Rotwrecker the steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 61% * 20% chance to reduce strength, dexterity, and constitution by 17 Changes resistances: +6% fire Changes resistances penetration: +20% blight Changes damage: +6% blight Talent mastery: +0.17 Cursed / Rampage Amulets make your neck look great! |
The Black Core (Misfortune)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. Curse of Misfortune "Lock your soul away, and death will never reach you." |
The Far-Hand (Misfortune)Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% Curse of Misfortune It can be used to activate talent Teleport (costing 23 power out of 36/36) : Effective talent level: 5.5 Power cost: 23 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (129). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Withering Orbs (Nightmares)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 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Curse of Nightmares 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... |
copper amulet 'Sparkresolve' (Shrouds)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +7 (+2 eff.) Damage when hit (Melee): 8 lightning Changes stats: +6 Lck Changes resistances: +9% mind / +12% lightning Changes resistances penetration: +10% mind Reduce all damage from unseen attackers: 11% Curse of Shrouds Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level.gold amulet 'Murktitan' (Shrouds) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +4 Changes stats: +5 Dex Changes resistances: +18% blight / +9% temporal / +12% darkness Changes resistances penetration: +10% arcane Changes damage: +12% arcane Teleport immunity: +20% Curse of Shrouds Amulets make your neck look great! |
insulating copper amulet of the eclipse (Shrouds)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 6 light / 6 darkness Effects when hit in melee: * 5% chance to reduce damage dealt by 27% * 5% chance to blind Changes resistances: +11% fire / +12% cold Changes damage: +10% blight / +6% light / +6% darkness Curse of Shrouds Amulets make your neck look great! It was corrupted by the digestive sack. |
This item will automatically be transmogrified when you leave the level.stabilizing gold amulet of constitution (+4) (Corpses) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances: +18% temporal Pinning immunity: +25% Knockback immunity: +31% Curse of Corpses Amulets make your neck look great! |
warrior's copper amulet of willpower (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +6% physical Stamina each turn: +0.20 Amulets make your neck look great! |
Bloodcaller (Madness)Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 Curse of Madness You won the Ring of Blood trial, and this is your reward. |
Brodyzilalen the stralite ring (Corpses)Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 (+2 eff.) Fatigue: -8% Damage when hit (Melee): 6 acid Changes resistances: +9% acid / +6% blight Changes resistances penetration: +5% blight / +10% acid Maximum encumbrance: +26 Blindness immunity: +33% Spellpower: +12 (+6 eff.) Mindpower: +9 (+3 eff.) Infravision radius: +4 See stealth: +9 See invisible: +13 Curse of Corpses Rings make your fingers look great! |
Elemental Fury (Misfortune)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. Curse of Misfortune This ring shines with many colors. |
Firemistress (Misfortune)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 6 blight Changes resistances: +6% blight / +15% fire / +15% light Changes damage: +12% lightning / +12% fire / +9% blight Blindness immunity: +37% Infravision radius: +5 See stealth: +14 See invisible: +17 Curse of Misfortune Rings make your fingers look great! |
Freezeraider (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Changes resistances penetration: +15% blight / +25% cold Changes damage: +15% cold Mana each turn: +0.20 Vim when firing critical spell: +2.00 Maximum mana: +60.00 Damage Shield penetration: +30% Curse of Madness Rings make your fingers look great! |
Inertial Twine (Madness)Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+4 eff.) Knockback immunity: +100% Curse of Madness This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Nightsong (Corpses)Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+5 eff.) Maximum stamina: +25.00 Curse of Corpses It can be used to activate talent Shadowstep (costing 31 power out of 50/50) : Effective talent level: 3.5 Power cost: 31 out of 50/50. Range: 8 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 180% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Purewrest the copper ring (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Damage when hit (Melee): 4 darkness Changes stats: +3 Str Changes resistances: +18% nature / +6% blight Changes resistances penetration: +15% nature Curse of Nightmares Rings make your fingers look great! |
Radhifang the gold ring (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 26% Damage when hit (Melee): 6 acid Changes stats: +3 Cun / +6 Wil Stun/Freeze immunity: +28% Life regen: +5.00 Maximum hate: +6.00 Curse of Shrouds Rings make your fingers look great! |
Ravenburst the stralite ring (Nightmares)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 27% Changes stats: +6 Mag / +13 Wil / +7 Cun Changes resistances: +6% lightning / +6% darkness Changes resistances penetration: +5% darkness Changes damage: +6% lightning / +6% darkness Blindness immunity: +44% Spellpower: +10 (+5 eff.) Mindpower: +10 (+4 eff.) Infravision radius: +5 See stealth: +19 See invisible: +21 Curse of Nightmares Rings make your fingers look great! |
The Black Ring (Nightmares)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+2 eff.) Spell crit. chance: +3% Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). Curse of Nightmares "An innocuous bauble. Until you look through the hole." |
Vargh Redemption (Shrouds)Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 Curse of Shrouds It can be used to summon a radius 3 tidal wave that expands slowly over 7 turns, dealing 11.56 cold and 11.56 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 38 power out of 60/60. This azure ring seems to be always moist to the touch. |
Wheel of Fate (Misfortune)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Curse of Misfortune It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Yvyldama the Hellswasp (Misfortune)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour penetration: +3 Physical crit. chance: +6.0% Changes stats: +6 Wil Changes resistances: +32% nature / +12% fire Changes damage: +16% nature / +9% fire Critical mult.: +15.00% Maximum vim: +30.00 Curse of Misfortune Rings make your fingers look great! |
copper citrine ring (Misfortune)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Life regen: +7.00 Maximum life: +41.00 Light radius: +4 Infravision radius: +4 Healing mod.: +10% Curse of Misfortune Rings make your fingers look great! |
copper citrine ring (Nightmares)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +4 Cun / +5 Dex Changes resistances: +13% acid / +14% fire / +11% lightning / +11% cold Light radius: +4 Infravision radius: +4 Curse of Nightmares Rings make your fingers look great! |
copper ring 'Kohek' (Nightmares)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil / +5 Con Changes resistances: +22% lightning / +6% light Changes damage: +11% lightning Light radius: +3 Infravision radius: +3 Curse of Nightmares Rings make your fingers look great! |
copper ring 'Uloromilar' (Corpses)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour penetration: +2 Defense: +10 (+3 eff.) Damage when hit (Melee): 10 mind Changes stats: +3 Con Changes resistances: +12% mind Changes damage: +12% mind Mental save: +12 (+5 eff.) Curse of Corpses Rings make your fingers look great! |
copper ring 'Xalelaith' (Nightmares)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Wil Changes resistances: +22% acid / +3% light / +9% blight Changes resistances penetration: +20% acid Changes damage: +11% acid Mental save: +3 (+2 eff.) Equilibrium when hit: +0.12 Curse of Nightmares Rings make your fingers look great! |
copper ring of misery (Shrouds)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 11% chance to reduce all saves and defense by 33 Damage (Melee): 8 physical Effects on ranged hit: * 11% chance to reduce all saves and defense by 33 Damage (Ranged): 10 physical Changes stats: +2 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +5.00 Curse of Shrouds It can be used to activate talent Bleeding Edge, placing all other charms into a 13 cooldown : Effective talent level: 5.5 Power cost: 13 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 325% weapon damage over 7 turns, and all healing will be reduced by 70%. Rings make your fingers look great! |
gladiator's stralite ring of life (Corpses)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 (+3 eff.) Changes stats: +6 Str / +5 Con Life regen: +14.00 Maximum life: +48.00 Healing mod.: +18% Curse of Corpses Rings make your fingers look great! |
gold emerald ring (Nightmares)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +3 Damage (Melee): 20 light Damage (Ranged): 17 light Changes stats: +4 Mag Changes resistances: +3% all Changes damage: +13% light Curse of Nightmares Rings make your fingers look great! |
mule's gold ring of corrosion (+30%) (Misfortune)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -6% Changes resistances: +30% acid Changes damage: +15% acid Maximum encumbrance: +25 Curse of Misfortune Rings make your fingers look great! |
steel aquamarine ring (Corpses)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +12% acid / +15% lightning / +13% cold / +13% fire / +2% all Curse of Corpses Rings make your fingers look great! |
steel aquamarine ring (Madness)Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +2 Effects on melee hit: * 14% chance to reduce all saves and defense by 33 * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 14 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 33 Damage (Ranged): 10 physical Changes stats: +3 Cun / +3 Con Changes resistances: +2% all Changes resistances penetration: +15% temporal Changes damage: +6% lightning / +6% temporal Physical save: +6 (+2 eff.) Life regen: +7.00 Hate when firing a critical mind attack: +2.00 Maximum life: +40.00 Maximum hate: +9.00 Healing mod.: +12% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Madness It can be used to activate talent Bleeding Edge, placing all other charms into a 13 cooldown : Effective talent level: 4.5 Power cost: 13 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 313% weapon damage over 7 turns, and all healing will be reduced by 65%. Rings make your fingers look great! |
steel aquamarine ring (Misfortune)Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +2 Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 17 Changes stats: +5 Mag / +5 Wil Changes resistances: +6% blight / +3% temporal / +2% all Changes damage: +3% blight Mental save: +8 (+3 eff.) Confusion immunity: +21% Stun/Freeze immunity: +30% Life regen: +4.00 Spellpower: +8 (+4 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Misfortune Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.steel ring 'Filthbraid' (Nightmares) Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +12 (+3 eff.) Effects on melee hit: * 20% chance to slow global speed by 61% Changes stats: +10 Cun / +5 Str Changes resistances: +5% arcane / +9% temporal Changes resistances penetration: +25% nature Changes damage: +9% nature Reduces incoming crit damage: 15.00% Curse of Nightmares Rings make your fingers look great! |
stralite ring 'Voruta' (Shrouds)Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Changes stats: +6 Dex / +5 Wil / +5 Cun Changes resistances: +3% temporal / +28% cold Changes damage: +18% temporal / +14% cold Mindpower: +8 (+3 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Shrouds Rings make your fingers look great! |
Stormfront (Misfortune) (30-45 power, 15 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 30.0 - 45.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * inflicts either shocked or wet, chosen at random Damage (Melee): +15 lightning / +15 cold When wielded/worn: Changes damage: +12% lightning / +12% cold Curse of Misfortune The blade glows faintly blue, and reflects a sky full of stormy clouds. |
This item will automatically be transmogrified when you leave the level.acidic dwarven-steel battleaxe of phasing (Madness) (30-45 power, 12 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 30.5 - 45.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +12 Crit. chance: +6.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 81 damage over 5 turns and reducing armor and accuracy by 11 Damage Shield penetration (this weapon only): +17% Curse of Madness Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.flaming voratun battleaxe of crippling (Misfortune) (58-87 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 58.0 - 87.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 1) on hit: +19 fire When wielded/worn: Physical crit. chance: +13.0% Curse of Misfortune Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.truestriking voratun battleaxe (Nightmares) (55-82 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 55.0 - 82.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +23 (+6 eff.) Armour penetration: +16 Changes resistances penetration: +12% physical Curse of Nightmares Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.voratun battleaxe of ruin (Corpses) (58-87 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 58.5 - 87.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Armour penetration: +20 Physical crit. chance: +7.0% Critical mult.: +23.00% Curse of Corpses Massive two-handed battleaxes. |
Chargebreak the stralite dagger (Misfortune) (28-37 power, 9 apr)Requires: - Dexterity 35 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Base power: 28.5 - 37.1 Uses stats: 50% Dex, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 10% chance to slow global speed by 61% When wielded/worn: Accuracy: +23 (+6 eff.) Defense: +12 (+3 eff.) Changes stats: +15 Str / +7 Dex / +9 Mag / +7 Wil / +8 Cun / +7 Con Changes resistances penetration: +10% lightning Changes damage: +12% lightning / +7% physical / +12% nature Disarm immunity: +28% Curse of Misfortune Sharp, short and deadly. |
Shantiz the Stormblade (Misfortune) (15-19 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stat: 100% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Curse of Misfortune This surreal dagger crackles with the intensity of a vicious storm. |
This item will automatically be transmogrified when you leave the level.Shimmerparry the dwarven-steel dagger (Misfortune) (27-35 power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 27.0 - 35.1 Uses stats: 50% Dex, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (radius 2) on crit: +20 lightning When wielded/worn: Changes resistances: +15% mind Changes resistances penetration: +25% lightning / +25% mind Curse of Misfortune Sharp, short and deadly. |
Spellblaze Shard (Nightmares) (20-26 power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +20 blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire Talent granted: +1 Virulent Disease Curse of Nightmares This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Spelldrinker (Corpses) (27-35 power, 8 apr)Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 27.0 - 35.1 Uses stats: 35% Str, 20% Mag, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) 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 (+4 eff.) Curse of Corpses 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. |
voratun dagger of disruption (Corpses) (37-48 power, 9 apr)Requires: - Dexterity 48 Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage against: +12% Unnatural Curse of Corpses Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.dwarven-steel greatmaul 'Heallace' (Madness) (40-60 power, 2 apr) Requires: - Strength 24 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 40.5 - 60.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +20 darkness / +20 nature Damage (radius 1) on hit: +20 cold Damage (radius 2) on crit: +8 cold Damage against: +20% Living When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 27% Changes resistances penetration: +10% mind / +10% nature Changes damage: +9% cold Curse of Madness Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.steel greatmaul 'Winternull' (Shrouds) (28-42 power, 2 apr) Requires: - Strength 16 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 28.5 - 42.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 20% chance to reduce armor by 26% * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +20 cold When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 26% Changes resistances: +30% acid / +12% fire Changes resistances penetration: +10% acid Changes damage: +15% acid Curse of Shrouds Massive two-handed mauls. |
Dethblyd (Madness) (70-112 power, 18 apr)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. Base power: 70.0 - 112.0 Uses stats: 10% Mag, 130% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) 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 Madness 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. |
This item will automatically be transmogrified when you leave the level.penetrating dragonbone longbow of fire (Misfortune) Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 Damage (Ranged): +15 fire When wielded/worn: Changes resistances penetration: +30% physical Changes damage: +24% fire Curse of Misfortune Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.Anmalice (Corpses) (47-65 power, 20 apr) Requires: - Willpower 20 - Strength 32 Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stats: 10% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +20 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * torments the target with many mental effects On weapon kill: * reduces mental save penalty When wielded/worn: Changes damage: +8% mind Mental save: -30 (-15 eff.) Mindpower: +9 (+3 eff.) Curse of Corpses The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
This item will automatically be transmogrified when you leave the level.balanced steel longsword of enduring (Shrouds) (16-22 power, 3 apr) Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 16.0 - 22.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+2 eff.) Defense: +7 (+2 eff.) Changes stats: +7 Con / +7 Wil Disarm immunity: +27% Maximum life: +28.00 Curse of Shrouds Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.Crooked Club (Madness) (25-35 power, 4 apr) Requires: - Strength 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Base power: 25.0 - 35.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) Damage (Melee): +14 % chance of confusion / +30 physical When wielded/worn: Accuracy: +12 (+3 eff.) Curse of Madness An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
Shockkiss the dwarven-steel mace (Misfortune) (25-35 power, 4 apr)Requires: - Strength 24 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Base power: 25.5 - 35.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +7 darkness Damage (radius 2) on crit: +5 acid / +5 nature Damage against: +5% Living When wielded/worn: Armour penetration: +17 Physical crit. chance: +7.0% Effects on melee hit: * 10 arcane resource burn Changes resistances: +6% lightning / +9% temporal / +3% darkness Changes resistances penetration: +10% acid / +8% nature Critical mult.: +19.00% Curse of Misfortune Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.flaming dwarven-steel mace of evisceration (Misfortune) (27-37 power, 4 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 27.0 - 37.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon crit: * Wound the target dealing 278 physical damage across 5 turns and reducing healing by 50% Damage (radius 1) on hit: +7 fire When wielded/worn: Physical crit. chance: +9.0% Physical power: +7 (+2 eff.) Curse of Misfortune Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.Grinikhad the Shinemaster (Nightmares) (9-9 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.0 - 9.9 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% Damage (radius 2) on crit: +16 blight When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 17 Changes resistances: +15% blight Changes resistances penetration: +15% blight Changes damage: +12% blight / +14% mind / +12% light Talent granted: +1 Attune Mindstar Psi when firing a critical mind attack: +4.00 Mindpower: +10 (+4 eff.) Mental crit. chance: +7% Light radius: +2 Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.Blizzardworm the yew magestaff (Madness) (20-24 power, 4 apr, fire element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +7 Defense: +7 (+2 eff.) Changes stats: +3 Con Changes resistances: +24% cold Maximum wards: +2 fire Changes damage: +20% fire Talents granted: +3 Ward +1 Command Staff Reduces incoming crit damage: 15.00% Psi when hit: +0.24 Maximum psi: +50.00 Spellpower: +9 (+5 eff.) Spell crit. chance: +3% Mental crit. chance: +3% Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
Staff of Arcane Supremacy (Nightmares) (20-24 power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. It is part of a set of items. A true understanding of the arcane is needed to release its full power. Base power: 20.0 - 24.0 Uses stat: 150% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% arcane Talent mastery: +0.20 Spell / Arcane Talent cooldown: Manathrust (-1 turn) Spellpower: +20 (+10 eff.) Curse of Nightmares It can be used to activate talent Arcane Supremacy (costing 13 power out of 20/20) : Effective talent level: 4.5 Power cost: 13 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Removes up to 4 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
Telos's Staff (Top Half) (Madness) (35-42 power, 0 apr, arcane element)Requires: - Magic 35 Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It is part of a set of items. Base power: 35.0 - 42.0 Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes damage: +35% arcane Talent granted: +1 Command Staff Mental save: +8 (+3 eff.) Spellpower: +30 (+14 eff.) Spell crit. chance: +15% Curse of Madness The top part of Telos' broken staff. |
This item will automatically be transmogrified when you leave the level.infernal dragonbone magestaff of power (Madness) (30-36 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. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 24 fire Changes damage: +30% fire Talent granted: +1 Command Staff Critical mult.: +37.00% Spellpower: +34 (+15 eff.) Spell crit. chance: +5% See invisible: +14 Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.lifebinding dragonbone magestaff (Corpses) (30-36 power, 6 apr, fire element) Requires: - Magic 48 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +5 Con Changes damage: +30% fire Talent granted: +1 Command Staff Life regen: +1.30 Spellpower: +18 (+9 eff.) Spell crit. chance: +5% Healing mod.: +19% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.lifebinding yew starstaff of might (Madness) (20-24 power, 4 apr, darkness element) Requires: - Magic 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Con Changes damage: +20% darkness Talent granted: +1 Command Staff Life regen: +1.10 Spellpower: +14 (+7 eff.) Spell crit. chance: +13% Healing mod.: +17% Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
Overclocked Radius (Misfortune) (28-42 power, 19 apr)Requires: - Strength 24 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 3 Base power: 28.0 - 42.0 Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +19 Crit. chance: +9.0% Attack speed: 125% Block value: +50 On weapon hit: * increase paradox by a random amount On weapon crit: * increase paradox by a drastic amount with a chance to do an anomaly (0% chance). If anomaly triggers, halve paradox. Attacks use: 1.0 Steam When wielded/worn: Armour: +7 Defense: +10 (+3 eff.) Fatigue: +9% Damage affinity(heal): +30% temporal Talents granted: +2 Block +1 Paradox Pool Attack speed increases with paradox, up to 250% at 1000 paradox. Curse of Misfortune Faced with the petty quandaries of 'conventional physics', some mad tinker must have coated this sawblade with a fine sheathe of dilated time to maximize its speed. There were ...side effects. |
Xotha the dwarven-steel steamsaw (Madness) (19-29 power, 3 apr)Requires: - Strength 24 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 19.5 - 29.2 Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Block value: +46 Damage (radius 1) on hit: +12 mind Attacks use: 1.0 Steam When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +4 Defense: +36 (+9 eff.) Fatigue: +8% Changes stats: +3 Dex Changes resistances: +16% physical Changes damage: +6% physical Talent granted: +2 Block Psi when hit: +0.20 Curse of Madness Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Blood-Letter (Misfortune) (33-46 power, 4.5 apr)Requires: - Dexterity 24 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 3 Base power: 33.0 - 46.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Ice Breath (15% chance level 2). Damage conversion: 50% ice When wielded/worn: Armour: +20 Changes resistances penetration: +20% cold Ice block penetration: +25% Curse of Misfortune A hand axe carved out of the most frozen parts of the northern wasteland. |
This item will automatically be transmogrified when you leave the level.Growburst the voratun waraxe (Corpses) (38-53 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 38.5 - 53.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 61% * 25% chance for lightning to strike from the target to a second target dealing 49 damage Damage (Melee): +15 light Damage against: +21% Undead When wielded/worn: Accuracy: +20 (+5 eff.) Armour penetration: +11 Changes resistances: +3% acid Changes resistances penetration: +25% nature / +15% all Curse of Corpses One-handed war axes. |
This item will automatically be transmogrified when you leave the level.Sunpiercer (Corpses) (20-28 power, 4 apr) Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 20.5 - 28.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage Shield penetration (this weapon only): +30% Damage (Melee): +14 darkness / +12 blight Damage (radius 2) on crit: +12 fire Damage against: +14% Living When wielded/worn: Damage when hit (Melee): 10 blight Changes resistances: +18% fire Changes resistances penetration: +25% blight Spell crit. chance: +8% Curse of Corpses One-handed war axes. |
This item will automatically be transmogrified when you leave the level.flaming steel waraxe of the mystic (Misfortune) (15-21 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 15.0 - 21.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% Damage (radius 1) on hit: +9 fire When wielded/worn: Changes stats: +3 Mag / +3 Wil Spellpower: +7 (+4 eff.) Curse of Misfortune One-handed war axes. |
Hydra's Bite (Corpses) (56-61 power, 7 apr)Requires: - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 4 It must be held with both hands. Base power: 56.0 - 61.6 Uses stats: 40% Dex, 90% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +7 Crit. chance: +14.0% Attack speed: 125% When this weapon hits: Lightning Breath (10% chance level 3). When this weapon hits: Poison Breath (10% chance level 3). When this weapon hits: Acid Breath (10% chance level 3). On weapon hit: * hit up to two adjacent enemies When wielded/worn: Changes damage: +12% acid / +12% nature / +12% lightning Curse of Corpses This three-headed stralite flail strikes with the power of a hydra. With each attack it lashes out, hitting everyone around you. |
Noonstrike the rough leather belt (Misfortune)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Damage when hit (Melee): 8 light Changes resistances: +3% darkness Changes resistances penetration: +15% light Life regen: +0.70 Healing mod.: +13% Curse of Misfortune A belt that goes around your waist. |
Rope Belt of the Thaloren (Nightmares)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +15 (+5 eff.) Mental crit. chance: +15% Curse of Nightmares The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
noble's hardened leather belt (Nightmares)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Cun / +6 Wil Damage against: +19% Summoned Reduced damage from: +20% Summoned Curse of Nightmares A belt that goes around your waist. |
Serpentine Cloak (Nightmares) (20 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +20 (+5 eff.) Changes stats: +4 Dex / +4 Cun / +4 Wil Changes resistances penetration: +20% nature Changes damage: +20% nature Talent masteries: +0.20 Cunning / Stealth +0.50 Cunning / Poisons Poison immunity: +50% Talent on hit(mindpower): Poison Strike (10% chance level 1). Curse of Nightmares Cunning and malice seem to emanate from this cloak. |
linen cloak 'Blindward' (Corpses) (1 def, 14 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +14 Defense: +1 (+1 eff.) Changes resistances: +3% acid / +6% light Changes damage: +6% light / +6% physical Physical save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Only die when reaching: -50.00 life Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Firewalker (Corpses) (15 def, 2 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +2 Defense: +15 (+4 eff.) Damage when hit (Melee): 18 fire Changes stats: +10 Mag / +6 Cun Changes resistances: +50% fire / -10% cold / +11% all Changes resistances penetration: +20% fire Changes damage: +20% fire Spellpower: +12 (+6 eff.) Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. Curse of Corpses This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
This item will automatically be transmogrified when you leave the level.Gilichak (Madness) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Damage when hit (Melee): 6 blight Changes stats: +3 Wil Changes resistances: +11% all Changes damage: +6% arcane Critical mult.: +15.00% Spell save: +24 (+8 eff.) Maximum hate: +10.00 Spellpower: +24 (+12 eff.) Spell crit. chance: +4% Mindpower: +30 (+9 eff.) Mental crit. chance: +6% Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.dispeller's elven-silk robe of lightning (+32%) (Misfortune) (0 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +32% lightning / +9% darkness / +7% light / +9% blight / +9% fire / +9% cold / +15% all Changes damage: +16% lightning Physical save: +16 (+6 eff.) Spell save: +32 (+10 eff.) Mental save: +18 (+7 eff.) Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's cashmere robe of alchemy (Shrouds) (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +11% acid / +10% physical / +11% darkness / +12% cold / +12% fire / +13% mind / +11% all Changes damage: +5% acid / +8% physical / +8% fire / +7% cold Talent cooldown: Refit Golem (-3 turns) Physical save: +13 (+5 eff.) Spell save: +11 (+3 eff.) Mental save: +22 (+8 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.elven-silk robe of life (Corpses) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +15% blight / +15% all Life regen: +2.60 Maximum life: +67.00 Healing mod.: +19% Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Lustrejam (Madness) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +3 Dex / +1 Mag / +5 Cun Changes resistances: +9% light Stamina each turn: +0.40 Maximum stamina: +10.00 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. |
Steam Powered Boots (Corpses) (8 def, 15 armour)Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 Defense: +8 (+2 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Pinning immunity: +50% Generate 3 steam each time you walk. Curse of Corpses Boots. But with steam power! |
Wanderer's Rest (Shrouds) (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% Curse of Shrouds It can be used to activate talent Telekinetic Leap (costing 13 power out of 20/20) : Effective talent level: 4.5 Power cost: 13 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Zanohad (Corpses) (0 def, 11 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +11 Fatigue: +2% Changes stats: +2 Cun Changes resistances: +7% fire / +7% cold Reduces incoming crit damage: 10.00% Silence immunity: +10% Only die when reaching: -60.00 life Maximum psi: +20.00 Healing mod.: +15% 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. |
This item will automatically be transmogrified when you leave the level.dreamer's pair of hardened leather boots of tirelessness (Shrouds) (0 def, 3 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +3 Cun / +4 Wil Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Stamina each turn: +0.70 Maximum stamina: +22.00 Curse of Shrouds A pair of boots made of leather. |
Glarecutter the rough leather gloves (Corpses) (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +1 Effects on melee hit: * 20 arcane resource burn Changes resistances: +5% arcane Physical save: +5 (+2 eff.) Spell save: +3 (+1 eff.) Mental save: +5 (+2 eff.) Disarm immunity: +21% When used to modify unarmed attacks: Base power: 6.5 - 7.2 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +7 Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 1). Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level.Gloves of the Firm Hand (Misfortune) (0 def, 8 armour) Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% When used to modify unarmed attacks: Base power: 19.0 - 20.9 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Clinch (20% chance level 3). When this weapon hits: Maim (10% chance level 3). When this weapon hits: Take Down (10% chance level 3). Curse of Misfortune These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Stone Gauntlets of Harkor'Zun (Madness) (0 def, 7 armour)Requires: - Heavy armour training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Fatigue: +10% Changes resistances: +20% acid / +10% physical Changes resistances cap: +10% acid / +5% physical Changes resistances penetration: +15% acid / +15% physical Changes damage: +10% acid / +5% physical Talent cooldown: Clinch (-2 turns) When used to modify unarmed attacks: Base power: 27.0 - 37.8 Uses stats: 30% Cun, 30% Dex, 60% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +5.0% Attack speed: 83% When this weapon hits: Corrosive Mist (10% chance level 1). When this weapon hits: Earthen Missiles (20% chance level 3). Damage (Melee): +10 acid Curse of Madness Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
alchemist's voratun gauntlets of the iron hand (Shrouds) (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Damage (Melee): 7 acid / 6 fire / 7 cold / 8 lightning Changes stats: +3 Str / +3 Mag / +7 Wil / +5 Con Talent mastery: +0.20 Technique / Grappling Disarm immunity: +27% When used to modify unarmed attacks: Base power: 27.0 - 37.8 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Disarm (10% chance level 5). Damage (Melee): +10 ice / +16 fire / +11 acid / +13 lightning Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
corrosive dwarven-steel gauntlets of the juggernaut (Corpses) (0 def, 2 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 5 acid Changes stats: +2 Con Changes resistances: +6% acid Changes damage: +5% acid Physical save: +13 (+5 eff.) Spell save: +5 (+1 eff.) Mental save: +5 (+2 eff.) Disarm immunity: +21% When used to modify unarmed attacks: Base power: 19.5 - 27.3 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Corrosive Breath (10% chance level 3). Damage (Melee): +9 physical Damage (radius 2) on crit: +7 acid Activating this item is instant. Curse of Corpses It can be used to activate talent Juggernaut, placing all other charms into a 19 cooldown : Effective talent level: 3.5 Power cost: 19 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 29% and provides a 15% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather gloves 'Tempestsin' (Corpses) (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +19 (+5 eff.) Armour: +2 Damage when hit (Melee): 10 lightning Changes stats: +3 Str / +4 Dex / +15 Wil Infravision radius: +3 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% When used to modify unarmed attacks: Base power: 18.0 - 19.8 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +9 Armour Penetration: +3 Crit. chance: +10.0% Attack speed: 100% Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves (Madness) (0 def, 2 armour)1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 When used to modify unarmed attacks: Base power: 16.5 - 18.2 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
stone warden's voratun gauntlets of magic (+9) (Corpses) (0 def, 15 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +15 Armour Hardiness: +12% Fatigue: +5% Changes stats: +3 Mag / +9 Con Changes resistances: +8% physical Changes damage: +7% arcane When used to modify unarmed attacks: Base power: 28.0 - 39.2 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Stone Touch (5% chance level 5). Damage (Melee): +12 arcane Damage (radius 2) on crit: +11 arcane Curse of Corpses Metal gloves protecting the hands up to the middle of the lower arm. |
Burnparry (Corpses) (0 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Str / +1 Dex / +3 Wil / +3 Cun / +4 Con Changes resistances: +9% fire Changes resistances penetration: +10% temporal Mindpower: +3 (+1 eff.) Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Ce'Nyth (Misfortune) (0 def, 7 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +7 Fatigue: +5% Changes damage: +12% physical Stamina when hit: +0.80 Equilibrium when hit: +0.90 Infravision radius: +3 Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Crown of Eternal Night (Madness) (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. You need to find something to bind its powers. When wielded/worn: Armour: +3 Fatigue: +3% Reduce damage by fixed amount: +10 all Talent mastery: +0.00(-) Cunning / Stealth Curse of Madness This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
Dragonskull Helm (Corpses) (0 def, 20 armour)Requires: - Heavy armour training - Willpower 24 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +20 Fatigue: +12% Changes resistances: +15% acid / +15% physical / +15% cold / +15% fire / +15% lightning Grants telepathy: Dragon Physical save: +12 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+5 eff.) Curse of Corpses Traces of a dragon's power still remain in this bleached and cracked skull. |
Eilinanor (Madness) (15 def, 6 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +4 Physical power: +8 (+2 eff.) Armour: +6 Defense: +15 (+4 eff.) Fatigue: +4% Changes stats: +4 Str / +5 Wil Changes resistances: +6% mind / +10% physical Changes resistances penetration: +5% mind Physical save: +16 (+6 eff.) Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Gloramida the drakeskin leather cap (Nightmares) (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +7 Str / +16 Dex Changes resistances: +13% acid / +11% fire / +10% lightning / +10% cold Psi when hit: +0.04 Hate when firing a critical mind attack: +2.00 Light radius: +3 See invisible: +15 Curse of Nightmares It can be used to activate talent Skullcracker, placing all other charms into a 13 cooldown : Effective talent level: 4.5 Power cost: 13 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 279.3 Physical damage. If the attack hits, the target is confused (40% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Lelileldil (Shrouds) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Armour: +3 Fatigue: +1% Changes stats: +3 Str / +7 Con Blindness immunity: +20% Mindpower: +15 (+5 eff.) Mental crit. chance: +2% Curse of Shrouds A cap made of leather. |
This item will automatically be transmogrified when you leave the level.Miresever the drakeskin leather hat (Shrouds) (0 def, 5 armour) Infused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 20% chance to slow global speed by 61% Changes stats: +7 Dex / +4 Wil / +2 Cun / +8 Con Changes resistances: +14% blight / +12% nature / +25% darkness Changes damage: +3% mind Equilibrium when hit: +0.08 Maximum psi: +30.00 Mindpower: +10 (+4 eff.) Infravision radius: +6 Curse of Shrouds A hat made of leather. Very stylish. |
Morningtouch (Misfortune) (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +5 Cun / +7 Wil Changes resistances penetration: +10% fire Changes damage: +6% light Critical mult.: +20.00% Maximum psi: +40.00 Mindpower: +4 (+2 eff.) Light radius: +1 Curse of Misfortune A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.Poleyanne the Cystvile (Madness) (0 def, 3 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 2 temporal Changes stats: +4 Str / +4 Con Changes resistances: +7% blight / +9% temporal / +10% darkness / +15% nature Changes resistances penetration: +5% temporal Changes damage: +6% nature Physical save: +29 (+9 eff.) Spell save: +9 (+3 eff.) Mental save: +20 (+7 eff.) Activating this item is instant. Curse of Madness It can be used to activate talent Circle of Sanctity, placing all other charms into a 19 cooldown : Effective talent level: 3.5 Power cost: 19 out of 30/30. 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 while silencing and dealing 9 light damage to everyone else who enters. The circle lasts 5 turns. A hat made of leather. Very stylish. |
This item will automatically be transmogrified when you leave the level.Relgyldir the Voidbreak (Misfortune) (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 8 darkness Changes stats: +4 Mag Changes resistances: +6% cold Changes resistances penetration: +10% darkness Changes damage: +18% darkness Life regen: +4.20 Vim when firing critical spell: +2.00 Maximum mana: +100.00 Maximum vim: +40.00 Damage Shield Power: +11% Curse of Misfortune A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.Xerinne (Shrouds) (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +15 (+4 eff.) Physical power: +10 (+3 eff.) Armour: +5 Fatigue: +3% Damage when hit (Melee): 2 physical Changes stats: +4 Str Changes resistances: +8% fire / +5% cold Physical save: +12 (+4 eff.) Only die when reaching: -60.00 life Curse of Shrouds It can be used to activate talent Skullcracker, placing all other charms into a 13 cooldown : Effective talent level: 4.5 Power cost: 13 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 279.3 Physical damage. If the attack hits, the target is confused (40% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
cashmere wizard hat 'Nerotira' (Shrouds) (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +3 Physical crit. chance: +4.0% Armour: +8 Defense: +12 (+3 eff.) Changes resistances: +13% mind / +6% temporal Changes damage: +13% mind Curse of Shrouds A pointy cloth hat, very wizardly... |
rough leather cap 'Eiliniwe' (Misfortune) (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 20% chance to slow global speed by 61% Changes resistances: +9% blight / +31% cold Allows you to breathe in: water Critical mult.: +10.00% Mental crit. chance: +2% Curse of Misfortune A cap made of leather. |
This item will automatically be transmogrified when you leave the level.dwarven-steel mail armour of delving (Madness) (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes stats: +6 Str Changes resistances: +14% darkness / +8% physical Light radius: +1 Curse of Madness It can be used to activate talent Track, placing all other charms into a 19 cooldown : Effective talent level: 3.5 Power cost: 19 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 23 for 6 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.fortifying voratun mail armour of the deep (Shrouds) (5 def, 14 armour) Requires: - Heavy armour training - Strength 48 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +5 (+2 eff.) Fatigue: +12% Changes stats: +5 Str / +5 Con Changes resistances: +7% acid / +6% cold Allows you to breathe in: water Maximum life: +58.00 Curse of Shrouds A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.hardened stralite mail armour of acid resistance (Shrouds) (4 def, 16 armour) Requires: - Heavy armour training - Strength 38 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +16 Defense: +4 (+1 eff.) Fatigue: +12% Changes resistances: +27% acid / +9% physical / +9% cold / +9% lightning / +11% fire Curse of Shrouds A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.hardened voratun mail armour (Madness) (5 def, 18 armour) Requires: - Heavy armour training - Strength 48 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +18 Defense: +5 (+2 eff.) Fatigue: +12% Changes resistances: +9% acid / +11% physical / +10% cold / +9% lightning / +5% fire Curse of Madness A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.voratun mail armour of the deep (Madness) (5 def, 14 armour) Requires: - Heavy armour training - Strength 48 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +5 (+2 eff.) Fatigue: +12% Changes resistances: +10% acid / +10% cold Allows you to breathe in: water Curse of Madness A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.Mayatira (Corpses) (6 def, 6 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +6 (+2 eff.) Fatigue: +7% Damage when hit (Melee): 8 arcane Changes resistances: +20% lightning / +15% fire / +5% arcane / +18% acid Changes damage: +12% arcane Spell save: +9 (+3 eff.) Curse of Corpses A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.radiant hardened leather armour of fire resistance (Nightmares) (9 def, 6 armour) Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) Fatigue: +8% Changes stats: +3 Wil Changes resistances: +17% blight / +21% fire / +19% darkness Light radius: +1 Curse of Nightmares A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.Emeleba the Dawnkill (Nightmares) (0 def, 11 armour) Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Effects on melee hit: * 20% chance to reduce armor by 26% Changes resistances: +18% light / +23% fire Changes resistances penetration: +25% fire Changes damage: +12% acid Light radius: +3 Curse of Nightmares A suit of armour made of metal plates. |
Bindings of Eternal Night (Nightmares) (12 def, 12 armour)Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 4 It is part of a set of items. A complementing item would be your crowning glory. When wielded/worn: Armour: +12 Defense: +12 (+3 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Mag / +5 Wil Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +15% cold / +15% arcane / +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Curse of Nightmares Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
Black Mesh (Misfortune) (8 def, 2 armour, 40-48 power, 120 block)Requires: - Shield usage training - Strength 20 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 40.0 - 48.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +120 When wielded/worn: Armour: +2 Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +6% On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Changes stats: +5 Wil Changes resistances: +25% blight / +25% darkness Talent granted: +1 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 Misfortune 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. |
This item will automatically be transmogrified when you leave the level.Islynn the steel shield (Madness) (0 def, 4 armour, 17-20 power, 40 block) Requires: - Shield usage training - Strength 16 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 17.0 - 20.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +40 On weapon hit: * 20% chance to reduce armor by 26% When wielded/worn: Armour: +4 Fatigue: +8% Changes stats: +3 Dex / +3 Wil / +12 Cun / +5 Con Changes resistances: +21% cold Talent granted: +1 Block Light radius: +3 Infravision radius: +3 Curse of Madness Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.acidic stralite shield of fire resistance (+20%) (Misfortune) (0 def, 8 armour, 42-50 power, 141.5 block) Requires: - Shield usage training - Strength 35 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 42.0 - 50.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +141 On weapon hit: * 16% chance to reduce armor by 26% When wielded/worn: Armour: +8 Fatigue: +8% Damage (Melee): 8 acid Damage when hit (Melee): 16 acid Changes resistances: +20% fire Talent granted: +1 Block Curse of Misfortune Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.impervious stralite shield of shrapnel (Nightmares) (0 def, 16 armour, 46-55 power, 215.5 block) Requires: - Shield usage training - Strength 35 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 46.0 - 55.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +215 When wielded/worn: Armour: +16 Fatigue: +8% On shield block: * Cause enemies within radius 6 to bleed for 278 physical damage over 5 turns (1/turn) Changes stats: +4 Con Talent granted: +1 Block Physical save: +9 (+3 eff.) Curse of Nightmares Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.quiver of elm arrows of annihilation (15/15, 20-28 power, 11 apr) Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 20.0 - 28.0 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +11 Crit. chance: +6.0% Capacity: 15 Travel speed: +200% Arrows are used with bows to pierce your foes to death. |
656 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Rainpierce the voratun pickaxe (dig speed 8 turns)Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Changes stats: +3 Str / +4 Wil / +4 Cun Changes resistances penetration: +10% cold Changes damage: +9% blight / +12% fire / +12% mind Mental save: +7 (+3 eff.) Mana when firing critical spell: +2.00 Lowers spell cool-downs by: 10% Infravision radius: +5 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Yvebeth the iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +6 Changes stats: +3 Str / +4 Con Changes resistances: +3% acid Reduces incoming crit damage: 5.00% Physical save: +6 (+2 eff.) Stamina each turn: +1.00 Only die when reaching: -60.00 life When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 17 cooldown : Effective talent level: 5.5 Power cost: 17 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +106 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 16 power out of 25/25) : Effective talent level: 3.5 Power cost: 16 out of 25/25. Range: 6 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 95.47 demonfire damage to everyone within 4 spaces and leaving flames which will deal an additional 95.47 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. |
UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+4 eff.) Mindpower: +10 (+4 eff.) Light radius: +5 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). It can be used to release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 237.60 darkness damage (based on Mindpower and charge) Activation costs 7 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +2 Infravision radius: +7 It can be used to cleanse your mind of up to 3 (based on Magic) detrimental mental effects Activation costs 25 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
Xiyann the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 2 acid Changes stats: +5 Dex Changes resistances: +5% arcane Confusion immunity: +20% Only die when reaching: -20.00 life Maximum life: +60.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+4 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 13 power out of 25/25) : Effective talent level: 4.5 Power cost: 13 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 16 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
2 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 126 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. |
amazing frost salve [power 21] amazing frost salve [power 21]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (21% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 16 turns. Medical salve. |
amazing pain suppressor salve [power 269] amazing pain suppressor salve [power 269]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. Activating this item is instant. It can be used to let you fight up to -269 life and reduces all damage by 25% for 7 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 7 turns. Medical salve. |
great water salve [power 18] great water salve [power 18]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 2 mental effects and grants a water aura (18% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 16 turns. Medical salve. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
iron saw projectorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 When attach to an other item: Talent granted: +1 Project Saw Tinkers can be attached to normal items to improve them with steam power! |
powerful air recyclerPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Silence immunity: +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
stralite crystal platingPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 When attach to an other item: Changes stats: +8 Str / +8 Dex / +8 Mag / +8 Wil / +8 Cun / +8 Con Tinkers can be attached to normal items to improve them with steam power! |
stralite mental stimulatorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 When attach to an other item: Changes stats: +8 Cun Mental save: +12 (+5 eff.) Tinkers can be attached to normal items to improve them with steam power! |
voratun armour reinforcementPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Armour: +5 Armour Hardiness: +20% Fatigue: +1% Tinkers can be attached to normal items to improve them with steam power! |
voratun deflection fieldPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Defense: +10 (+3 eff.) Slows Projectiles: +25% Tinkers can be attached to normal items to improve them with steam power! |
voratun white light emitterPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Changes damage: +20% light Light radius: +5 See stealth: +10 Tinkers can be attached to normal items to improve them with steam power! |
well-made acid groovePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
It Which WrithesPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: weird / tentacle ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / -3 Wil / +3 Con Fully Charged! Activating this item is instant. It can be used to reduce the duration of all detrimental effects Activation costs 7 power out of 10/10. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Duskobeisance [power 215] (13/10 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 27% Changes resistances: +6% darkness Changes damage: +3% darkness It can be used to blast the opponent's mind dealing 240 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 10 turns. When used: * Increase all damage by 10% for 2 turns. * Increase all damage penetration by 17% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of clear mind 'Brandraptor' [power 2] (13/16 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Damage when hit (Melee): 2 fire Changes resistances: +9% lightning / +3% fire Changes resistances penetration: +10% fire Changes damage: +12% lightning It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 16 turns. When used: * Gain a 13% chance to evade weapon attacks for 2 turns. * Increase all damage by 14% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
cleansing dragonbone totem of stinging [power 488] (13/10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to sting an enemy dealing 517 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 10 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
powerful yew totem of healing [power 266] (13/10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal yourself and all friendly characters within 10 spaces for 266 Activation puts all charms on cooldown for 10 turns. When used: * Increase all damage by 22% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Iron AcornInfused by psionic forces 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 When carried: Changes resistances: +30% mind / +8% physical Maximum life: +40.00 Mindpower: +15 (+5 eff.) A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. You find having the acorn helps to anchor your mind and prepare you for the trials ahead. |
6 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 19 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom (Madness (Adventure) difficulty)
Killed a Bringer of Doom.By Ellia the Cornac Cursed level 18
71st Dusk 122nd year of Ascendancy at 05:05 see stats
Exterminator (Madness (Adventure) difficulty)
Killed 1000 creatures.By Ellia the Cornac Cursed level 24
29th Haze 122nd year of Ascendancy at 14:19 see stats
Fear me not! (Madness (Adventure) difficulty)
Survived the Fearscape!By Ellia the Cornac Cursed level 29
62nd Haze 122nd year of Ascendancy at 01:13 see stats
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By Ellia the Cornac Cursed level 10
17th Dusk 122nd year of Ascendancy at 21:23 see stats
Level 20 (Madness (Adventure) difficulty)
Got a character to level 20.By Ellia the Cornac Cursed level 20
72nd Dusk 122nd year of Ascendancy at 21:39 see stats
Level 30 (Madness (Adventure) difficulty)
Got a character to level 30.By Ellia the Cornac Cursed level 30
71st Haze 122nd year of Ascendancy at 16:30 see stats
Level 40 (Madness (Adventure) difficulty)
Got a character to level 40.By Ellia the Cornac Cursed level 40
34th Dusk 123rd year of Ascendancy at 04:39 see stats
Poisonous (Madness (Adventure) difficulty)
Sided with the assassin lord.By Ellia the Cornac Cursed level 27
56th Haze 122nd year of Ascendancy at 13:19 see stats
Size matters (Madness (Adventure) difficulty)
Did over 600 damage in one attack.By Ellia the Cornac Cursed level 37
6th Dusk 123rd year of Ascendancy at 18:26 see stats
That was close (Madness (Adventure) difficulty)
Killed your target while having only 1 life left.By Ellia the Cornac Cursed level 36
10th Flare 123rd year of Ascendancy at 13:38 see stats
The Arena (Madness (Adventure) difficulty)
Unlocked Arena mode.By Ellia the Cornac Cursed level 10
21st Dusk 122nd year of Ascendancy at 22:56 see stats
The secret city (Madness (Adventure) difficulty)
Discovered the truth about mages.By Ellia the Cornac Cursed level 10
20th Dusk 122nd year of Ascendancy at 01:33 see stats
The sky is falling! (Madness (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Ellia the Cornac Cursed level 21
13rd Haze 122nd year of Ascendancy at 11:45 see stats
Thralless (Madness (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Ellia the Cornac Cursed level 34
24th Pyre 123rd year of Ascendancy at 07:47 see stats
Treasure Hoarder (Madness (Adventure) difficulty)
Amassed 3000 gold pieces.By Ellia the Cornac Cursed level 37
6th Dusk 123rd year of Ascendancy at 10:52 see stats
Treasure Hunter (Madness (Adventure) difficulty)
Amassed 1000 gold pieces.By Ellia the Cornac Cursed level 20
73rd Dusk 122nd year of Ascendancy at 20:32 see stats
Unstoppable (Madness (Adventure) difficulty)
Returned from the dead.By Ellia the Cornac Cursed level 40
36th Dusk 123rd year of Ascendancy at 20:44 see stats
Log
Terror hits Sleeping Poleba for 59 healing, 45 healing (0 total damage) [104 healing].
Raze killed Terror!
Sleeping Poleba's mind surges with critical power!
Bleeding from Ellia hits Sleeping Poleba for 57 physical damage.
Sleeping Poleba receives 90 healing from Unnatural Body.
Raze hits Ellia for (35 flat reduction), 0 darkness, (35 flat reduction), 0 darkness (0 total damage).
Mindrot hits Ellia for (17 flat reduction), 0 mind, (37 flat reduction), 0 darkness (0 total damage).
Terror briefly catches sight of you!
Ellia hits Sleeping Poleba for 16 darkness, 21 mind (38 total damage).
Ellia receives 74 healing from Ellia's purging blight area effect.
Ellia's purging blight area effect hits Sleeping Poleba for 17 blight damage.
Ellia's purging blight area effect hits Terror for 24 blight damage.
Ellia is confused and fails to use Block.
Ellia overcomes the gloom
Sleeping Poleba moves reluctantly!
Mindrot hits Sleeping Poleba for 9 mind, 7 darkness (17 total damage).
Sleeping Poleba uses Ice Claw.
Sleeping Poleba performs a melee critical strike against Terror!
Sleeping Poleba steals life from Ellia!
Sleeping Poleba steals life from Terror!
Sleeping Poleba receives 82 healing from Ellia.
Melee retaliation hits Sleeping Poleba for 2 temporal, 32 fire, 33 physical, 1 cold (70 total damage).
Sleeping Poleba hits Ellia for (77 flat reduction), 856 cold (857 total damage).
Sleeping Poleba hits Terror for 1677 cold damage.
Sleeping Poleba receives 116 healing from Terror.
Ellia the level 40 cornac cursed was frozen to death by Sleeping Poleba on level 7 of Dreadfell.
Sleeping Poleba is no longer being stalked by Ellia.
You carry too much--you are encumbered!
Drop some of your items.





































































































































































































