











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Experience Controller 1.5.5
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Possessor Bonus Class 1.5.4Donators/Buyers bonus! Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Showing Items Tier in Inventory 1.5.10This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Items Vault 1.5.0Donators/Buyers bonus! Generous Levels 1.5.5Is more generous with talents, types and stat points for each level gained. Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Forbidden Cults 1.5.9Official 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.
Select your Escorts 1.5.10Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Spell Merchants 1.5.10T.O.M.E 1.7.6 This mod adds 13 Merchants who will sell Talents, Class, Stat, Category & Prodigy points! Unlock Extra Lives, Increase Health and Mana! Imbue Unique items! Conquer 5 Custom Dungeons and defeat 16 Unique Bosses! Build your Ultimate Character!
There are 21 Class talent categories (295 talent trees) available for purchase:Alchemy, Arcane, Celestial, Chronomancy, Psionic, Possession, Corruptions, Curses, Necromancy, Wyrmic, Summoner, Wilder Gifts, Cunning, Archery, Combat Techniques, Demonologist, Doombringer, Demented, Steamtech, Annihilator & Technomancer!
Increase character stats:Pay gold to increase: Stat, Class, Category & Prodigy points. Buy extra lives, increase health, mana, stamina & steam pool/regen. Increase physical, magical and mental critical damage and resistance.
Master jeweler:Imbue jewelry, armor & weapons. Imbue yellow/orange Unique items! You can imbue them as many times, with as many different gems as you want! Includes a custom shop that sells gems and a wide variety of rare and unique jewelry.
New Dungeons:
5 Custom dungeons have been added to the world map [Blood Soaked Ruins, Infested Ruins Pine Meadow, Drake Queens Lair & Road to Derth].
New Bosses:There are 16 bosses that will spawn in the new dungeons (With custom sprites). Battle against vampires, werewolves, wererats, temporal mages and dragon queens and discover unique artifacts in your journey to glory!
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.
Merchant Locations
2. DLC is NOT required to play this addonTalents that require dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
This mod is where it's at, thanks to this amazing community giving feedback and bug reports! This was a hobby project I started to add things that I wanted in the game, and it grew due to community feedback! I want to give a Heartfelt Thank You to all who contributed with ideas, requests and bug reports. This mod wouldn't be where its at without you! If you enjoy this mod please consider giving it a like. <3 Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. Custom Difficulty 1.5.10Allows you to set the level of enemies, the frequency of rare creatures, and some other elements of difficulty independently during character creation, to make the game as easy or hard as you like. If you make the game at least as hard as a vanilla difficulty setting, you qualify for that difficulty's achievements. This mod will be incompatible with other mods that re-arrange the character creation screen. Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Low Health Popup 1.1.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: |
| Campaign | Maj'Eyal |
| Mode | Custom Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Berserker |
| Level / Exp | 50 / 8680% |
| Size | big |
| Lifes / Deaths | Killed by Aeredhenne the cave troll at level 14 on the 20th Voratun 122nd year of Ascendancy at 13:28 0 / 8Killed by Glorolle the elven blood mage at level 25 on the 25th Profit 122nd year of Ascendancy at 23:46 Killed by Glorolle the elven blood mage at level 25 on the 26th Profit 122nd year of Ascendancy at 01:08 Killed by Glorolle the elven blood mage at level 25 on the 26th Profit 122nd year of Ascendancy at 02:32 Killed by Glorolle the elven blood mage at level 25 on the 26th Profit 122nd year of Ascendancy at 04:14 Killed by Mayywen the vampire lord at level 42 on the 6th Iron 123rd year of Ascendancy at 02:24 Killed by Glod at level 50 on the 8th Steel 123rd year of Ascendancy at 08:41 Killed by Islyssra the corrupted protosentient globula at level 50 on the 14th Voratun 123rd year of Ascendancy at 02:25 |
Primary Stats
| Strength | 166 (base 60) |
| Dexterity | 108 (base 60) |
| Constitution | 97 (base 60) |
| Magic | 66 (base 32) |
| Willpower | 89 (base 58) |
| Cunning | 78 (base 60) |
Resources
| Mana | 759/759 |
| Equilibrium | 0 |
| Vim | 93/266 |
| Life | 2098/2124 |
| Stamina | 354/354 |
| Psi | 169/169 |
| Healing Factor | 1.4887640449438 |
| Regeneration | 16.14736181138 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 9 |
| See Stealth | 73.614295048715 |
| See Invisible | 81.614295048715 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 286 |
| Accuracy | 83 |
| Crit Chance | 137% |
| APR | 45 |
| Speed | 1.11 |
Offense: Spell
| Spellpower | 57 |
| Crit Chance | 62% |
| Speed | 1 |
Offense: Mind
| Mindpower | 80 |
| Crit Chance | 51% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +20% |
| Arcane | +34% |
| Cold | +16% |
| All | +2% |
| Darkness | +23% |
| Light | +24% |
| Lightning | +29% |
| Mind | +8% |
| Fire | +40% |
| Nature | +8% |
Offense: Damage Penetration
| Blight | +50% |
| Acid | +10% |
| Light | +10% |
Defense: Base
| Armour (hardiness) | 116.26287967516 (100%) |
| Defense | 68 |
| Ranged Defense | 69 |
| Fatigue | 0 |
| Physical Save | 84 |
| Spell Save | 88 |
| Mental Save | 71 |
Defense: Resistances
| Acid | + 70%( 70%) |
| Blight | + 36%( 70%) |
| Arcane | + 31%( 70%) |
| Cold | + 70%( 70%) |
| All | + 27%( 70%) |
| Mind | + 21%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 47%( 70%) |
| Temporal | + 33%( 70%) |
| Physical | + 31%( 75%) |
| Darkness | + 47%( 79%) |
| Fire | + 70%( 70%) |
| Nature | + 33%( 70%) |
Defense: Immunities
| Silence Resistance | 45% |
| Confusion Resistance | 32% |
| Stun Resistance | 68% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 0% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 20% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 418 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 624 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 260 and cleanse 1 wound and 1 poison effect. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 29% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Berserker's strength | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Technique / Bloodthirst | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Malleable body | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Technique / Magical combat | 1.00 |
| 2/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Two-handed assault | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Spell / Earth | 1.00 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Psionic / Psi-fighting | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Corruption / Vile life | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 0.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Stone alchemy | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Stone Skin |
| talent | Berserker Rage |
| talent | Arcane Combat |
| talent | Chant of Resistance |
| talent | Daunting Presence |
| talent | Augmentation |
| talent | Precise Strikes |
| talent | Through The Crowd |
| talent | Arcane Feed |
| talent | Elemental Discord |
| talent | Beyond the Flesh |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 3.0)Penalty : Fractured Sanity: -8% Mind Resistance, -11% Confusion Immunity Power 1+: Unleashed: +9% critical damage, +14% off-hand weapon damage Power 2+: -1 Luck, +5 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 18.7% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 3.0)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 9%) for 4 turns. Power 1+: Nightwalker: +12 Darkness Resistance, +9% Max Darkness Resistance, +8 See Invisible Power 2+: -1 Luck, +5 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
| detrimental effect | Zone-wide effect: +10% critical chance, +20% critical damage, -20% nature and blight resistance. Sinister Aura |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 4.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +8 Defense, +4 Ranged Defense Power 2+: -1 Luck, +7 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps). Power 4+: Unfortunate End: There is a 30% chance that the damage you deal will increase by 30% if the increase would be enough to kill your opponent. |
| beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+10% resist all). Shroud of Passing |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 2.0)Penalty : Fear of Death: -4% resistance against damage from the undead. Power 1+: Power over Death: +6% damage against the undead. Power 2+: -1 Luck, +2 Strength, +2 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 5.0): 7%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 22% when tested. Power 1+: Removed from Reality: +6 Physical Resistance, +5 Maximum Physical Resistance Power 2+: -1 Luck, +9 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 16 air and an additional 7 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 7%) of triggering a radius 7 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
| beneficial effect | The target's skin reacts to damage, granting 40 armour. Stoneskin |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Dreadfell. Escort: lone alchemist (level 1 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | done |
You abandoned lost warrior to death. Escort: lost warrior (level 1 of Heart of the Gloom) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Heart of the Gloom. Escort: lost warrior (level 2 of Heart of the Gloom)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved Strength by +2. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved Dexterity by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 5 of Dreadfell. Escort: temporal explorer (level 5 of Dreadfell)As a reward you gained talent category Chronomancy / Chronomancy (at mastery 0.80). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: worried loremaster (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Constitution by +2. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2178. | 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. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | 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 precision. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed bloated horror heart. * You've found the needed bear paw. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * You've found the needed vial of squid ink. * You've found the needed hummerhorn wing. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed wretchling eyeball. * You've found the needed minotaur nose. | 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! | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | 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
| Psionic focus | Golden Three-Edged Sword 'The Truth' (Shrouds) (49-78.4 power, 9 apr)12.0 T3 greatsword 1H weapon [Unique] Psionic Power 49.0 - 78.4 Physical Uses 117% Wil, 50% Mag Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +9 Crit +9.0% Atk.spd 100% Melee+ +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target Curse of Shrouds The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
| Quiver | quiver of dragonbone arrows 'Tempestclash' (21/21, 74.5-104.3 power, 20 apr)3.0 T5 arrow ammo [Random Unique] Nature/Master/Psionic Power 74.5 - 104.3 Physical Uses 70% Wil, 42% Cun, 50% Mag Acc+ +0.2% crit / acc Apr +20 Crit +10.0% Capacity 21 Ranged+ +44 fire +75 physical On Crit.r2 +23 fire On Hit: * Slows global speed by 40% * 40 arcane resource burn * 40% chance to daze at end of turn * 10% chance to knock the target back While equipped: ---------- misc Reload +3 Arrows are used with bows to pierce your foes to death. |
| Light source | Ivelle the Kindleclamor2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% mind On Hit (Melee): * 20 arcane resource burn * Slows global speed by 30% ----- def ----- Resists +9% cold +6% fire ---------- misc Light +2 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. |
| On head | Shockstake the elven-silk wizard hat (Misfortune) (3 def, 0 armour)2.0 T5 head armor [Random Unique] Arcane While equipped: Stats +16 Mag +7 Wil +9 Con dps ---------- Spell.pwr +6 (+2 eff.) Dmg.mod +6% lightning +6% fire +20% arcane On Hit (Melee): * 30% chance to corrode armour by 30% * 36% chance to daze at end of turn ----- def ----- Defense +3 (+0 eff.) Resists +8% lightning +8% temporal +7% light +11% fire +8% nature +10% acid +7% blight +8% cold +7% darkness Curse of Misfortune Arcane Eye: (Instant) Puts all charms on 6 cooldown Level 5.0 Pwr.cost 6 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... This object's appearance was changed to Steel Helm of Garkul. |
| On feet | Dourparry of the Blightspawn (Nightmares) (0 def, 5 armour)3.0 T5 feet armor [Random Unique] Arcane/Master While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +6 (+1 eff.) Mov.spd +20% Dmg.mod +3% light +3% blight Apr +11 Melee Ret 8 light On Hit (Melee): * 20% chance to disease On Melee Ret: * 46% chance to disease * 20% chance to inflict 15% damage reduction ----- def ----- Armour +5 Fatigue +4% Resists +3% blight Silence- +45% Confus- +43% Stun/Frz- +38% ---------- misc Light +2 Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | Armorek the steel ring (Madness)0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +9% blight +13% fire Res.pen +25% blight +10% acid On Hit (Melee): * 20% chance to disease * 30% chance to corrode armour by 30% ----- def ----- Resists +12% acid +26% fire Curse of Madness Rings can have magical properties. |
| On fingers | Wheel of Fate (Nightmares)0.1 T2 ring jewelry [Unique] Arcane While equipped: Stats +5 Con dps ---------- Dmg.mod +6% blight +14% cold +6% nature Melee Ret 8 nature On Hit (Melee): * Slows global speed by 15% * 20% chance to disease ----- def ----- Resists +3% blight +28% cold Phys.save +10 (+2 eff.) HP.reg +1.70 Stun/Frz- +30% Can be unequipped or rerolled. Curse of Nightmares 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. Uses 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? |
| Around neck | Gleamscar0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +15 Lck dps ---------- Res.pen +25% blight +10% light Acc +17 (+4 eff.) On Hit (Melee): * 24% chance to disease * Slows global speed by 36% * 36% chance to blind ----- def ----- Defense +16 (+4 eff.) Resists +21% light Unseen.red 16% ---------- misc Light +2 Amulets can have magical properties. |
| In main hand | Dethblyd (Corpses) (70-112 power, 18 apr)3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 70.0 - 112.0 Physical Uses 118% Wil, 60% Mag Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +18 Crit +20.0% Atk.spd 100% HP.leech +5% On Hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. While equipped: Stats +10 Str +8 Mag +5 Con dps ---------- Dmg.mod +2% all ----- def ----- Resists +2% all ---------- misc Cooldown Draining Assault -1 Abduction -1 Detonating Charge -1 Masteries +0.10 Corruption/Torture +0.20 Corruption/Brutality +0.20 Corruption/Wrath Curse of Corpses 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. |
| On hands | Blackblight of the Blightspawn (Nightmares) (0 def, 2 armour)1.5 T3 hands armor [Random Unique] Arcane/Master While equipped: Stats +4 Dex +6 Mag +8 Wil dps ---------- Melee+ 13 darkness 10 arcane Dmg.mod +21% darkness +12% arcane Acc +12 (+3 eff.) On Melee Ret: * 37% chance to disease * 31% chance to inflict 15% damage reduction ----- def ----- Armour +2 Resists +8% darkness +6% arcane Curse of Nightmares Disperse Magic: Puts all charms on 12 cooldown Level 3.0 Pwr.cost 12 out of 20/20. Range 10 Travel.spd instantaneous Is a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
| Around waist | Eclipselash of the Blightspawn (Shrouds)1.0 T5 belt armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Dex +6 Cun +10 Lck dps ---------- Spell.pwr +10 (+3 eff.) Mind.pwr +8 (+1 eff.) Dmg.mod +21% lightning On Hit (Melee): * Slows global speed by 30% * 15% chance to daze at end of turn On Melee Ret: * 49% chance to disease * 20% chance to inflict 15% damage reduction ----- def ----- Resists +9% lightning Phys.save +15 (+3 eff.) Mind.save +15 (+4 eff.) Stealth +15 ---------- misc T.Disarm +28 Infravis +5 Curse of Shrouds A belt that goes around your waist. |
| Cloak | Airpulverizer the elven-silk cloak (Madness) (18 def, 0 armour)2.0 T5 cloak armor [Random Unique] Master While equipped: Stats +4 Str +6 Dex +5 Cun +4 Con dps ---------- Acc +10 (+2 eff.) Apr +9 On Hit (Melee): * 30% chance to blind * 30% chance to daze at end of turn ----- def ----- Defense +18 (+4 eff.) Resists +12% lightning Phys.save +14 (+3 eff.) ---------- misc Light +3 Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Scale Mail of Kroltar (Nightmares) (10 def, 18 armour)14.0 T5 heavy armor [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+2 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Curse of Nightmares Devouring Flame: Level 3.0 Pwr.cost 30 out of 80/80. Range 10 Travel.spd instantaneous Is a nature gift a mind power Description: Spit a cloud of flames, doing 63.86 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Inventory
healing infusion (heal 50)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the duelist (heal 279)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 279 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the duelist (heal 283)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 283 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion (+5 for 8 turns, die at -304)0.1 T3 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 5 for 8 turns. While Heroism is active, you will only die when reaching -304 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the titan (+20 for 12 turns, die at -785)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 20 for 12 turns. While Heroism is active, you will only die when reaching -785 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the titan (+20 for 11 turns, die at -682)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 20 for 11 turns. While Heroism is active, you will only die when reaching -682 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the titan (+20 for 10 turns, die at -712)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 20 for 10 turns. While Heroism is active, you will only die when reaching -712 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the warrior (+29 for 8 turns, die at -1334)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 29 for 8 turns. While Heroism is active, you will only die when reaching -1334 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the wizard (+15 for 11 turns, die at -600)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 15 for 11 turns. While Heroism is active, you will only die when reaching -600 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the wizard (+16 for 7 turns, die at -583)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 16 for 7 turns. While Heroism is active, you will only die when reaching -583 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (586% speed; 6 turns)0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 586% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (710% speed; 8 turns)0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 710% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the duelist (862% speed; 6 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 862% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the duelist (951% speed; 7 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 951% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the duelist (1036% speed; 7 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 1036% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the warrior (1040% speed; 6 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 1040% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion (heal 170 over 5 turns)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 170 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion (heal 146 over 5 turns)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 146 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the duelist (heal 656 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 656 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the duelist (heal 699 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 699 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 644 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 644 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 361 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 361 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 673 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 673 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the titan (heal 654 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 654 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the titan (heal 624 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 624 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 735 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 735 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 1054 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 1054 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 436 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 436 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion (rad 9; power 21; turns 5; dispels darkness)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 9 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 21) for 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the warrior (rad 6; power 84; turns 5; dispels darkness)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 42). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 84) for 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 27%; cure physical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 27% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 36%; cure mental, physical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 36% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 32%; cure magical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 32% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the titan (resist 23%; cure physical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 23% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the titan (resist 22%; cure magical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 22% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the warrior (resist 28%; cure mental)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 28% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the warrior (resist 36%; cure mental)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 36% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the warrior (resist 30%; cure magical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 30% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of Reflection (absorb and reflect 430 for 5 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 430 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Rune of the Rift (506.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 516.12 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
biting gale rune of the wizard (193 cold damage; freeze 3 turns with power 54)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 192.79 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 54 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune (power 10 for 6 turns)0.1 T3 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to become invisible (power 10) for 6 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune of the duelist (power 17 for 7 turns)0.1 T3 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to become invisible (power 17) for 7 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune of the titan (power 19 for 9 turns)0.1 T3 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to become invisible (power 19) for 9 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the warrior (1437% regen over 10 turns; 72 instant mana)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1437% for 10 turns and instantly restoring 72 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the duelist (absorb 667 for 3 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 667 damage for 3 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the titan (absorb 644 for 4 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 644 damage for 4 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the titan (absorb 437 for 5 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 437 damage for 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the titan (absorb 560 for 6 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 560 damage for 6 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the titan (absorb 510 for 5 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 510 damage for 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 777 for 5 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 777 damage for 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 847 for 5 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 847 damage for 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 807 for 6 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 807 damage for 6 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 764 for 4 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 764 damage for 4 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the sneak (range 142)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 142 with a minimum range of 15. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the titan (range 170)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 170 with a minimum range of 15. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the warrior (range 198)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 198 with a minimum range of 15. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune (radius 8; dur 27; see animal)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to get a vision of the area surrounding you (8 radius) and to allow you to see invisible and stealthed creatures (power 20) for 27 turns. Your mind will become more receptive for 27 turns, allowing you to sense any animal around. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune of the warrior (radius 13; dur 21; see demon)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to get a vision of the area surrounding you (13 radius) and to allow you to see invisible and stealthed creatures (power 35) for 21 turns. Your mind will become more receptive for 21 turns, allowing you to sense any demon around. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Bregolar the Eclipsenull0.1 T1 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +1 Wil dps ---------- Crit.mult +10.00% Phys.pwr +6 (+1 eff.) Mind.pwr +2 (+0 eff.) Phys.spd +10% Dmg.mod +6% physical Res.pen +10% blight On Hit (Melee): * 30% chance to inflict 15% damage reduction * 30% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +14% lightning Blind- +16% Stun/Frz- +26% ---------- misc Infravis +4 Sight +2 See.Invis +7 Amulets can have magical properties. |
Ce'Nowen0.1 T3 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +24% acid +9% temporal Res.pen +10% acid On Hit (Melee): * 31% chance to corrode armour by 30% ----- def ----- Armour +6 Defense +9 (+2 eff.) Resists +12% blight Res.Cap +5% all Phys.save +16 (+4 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% Amulets can have magical properties. |
Duathelmalice of the Blightspawn0.1 T4 amulet jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.crit +6% Phys.pwr +9 (+1 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +13 (+2 eff.) S.pwr/crit +10 Phys.spd +10% Dmg.mod +26% light +7% temporal +8% darkness +16% physical Res.pen +10% arcane Phasing +20% On Melee Ret: * 36% chance to disease * 27% chance to inflict 15% damage reduction ----- def ----- Mind.save +9 (+3 eff.) Confus- +21% ---------- misc Max.mana +40.00 Amulets can have magical properties. |
Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +4 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Affinity +15% nature HP.reg +0.20 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 24 out of 40/40. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 369 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Flashblight0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +5 Dex +5 Con dps ---------- Phys.crit +4.0% Phys.pwr +6 (+1 eff.) Acc +6 (+1 eff.) Apr +5 On Hit (Melee): * 34% chance to daze at end of turn ----- def ----- Resists +26% fire +26% cold Heal.mod +20% Amulets can have magical properties. |
Korildir the voratun amulet0.1 T5 amulet jewelry [Random Unique] Nature/Disrupt/Master While equipped: ----- def ----- Armour +6 Defense +9 (+2 eff.) Rng.Def +9 (+2 eff.) Resists +1% physical +27% blight +24% fire +30% nature +34% cold Phys.save +34 (+7 eff.) Spell.save +20 (+4 eff.) Mind.save +34 (+9 eff.) Poison- +50% Disease- +50% Disarm- +10% Amulets can have magical properties. |
Lisenor the gold amulet0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +2 Cun dps ---------- Crit.mult +10.00% Dmg.mod +9% temporal Melee Ret 8 temporal ----- def ----- Resists +6% mind +11% physical Heal/summ +40 ---------- misc Stam/turn +0.80 Hate/m.crit +2.00 Max.hate +8.00 Telepathy Demon/Minor Demon/Major Amulets can have magical properties. |
Nightrip0.1 T3 amulet jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Wil +2 Mag dps ---------- Phys.crit +2.0% Spell.crit +3% Spell.pwr +3 (+1 eff.) Mind.pwr +8 (+1 eff.) Dmg.mod +6% light +4% temporal +6% darkness +6% physical Res.pen +5% darkness ----- def ----- Defense +9 (+2 eff.) Rng.Def +9 (+2 eff.) Phys.save +12 (+3 eff.) Spell.save +13 (+3 eff.) Mind.save +21 (+6 eff.) Confus- +13% ---------- misc Stam/turn +0.60 Amulets can have magical properties. |
Shard of Insanity0.1 T3 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +8 (+1 eff.) Melee+ 5% confusion Dmg.mod +25% mind Res.pen +20% mind Melee Ret 5% confusion ----- def ----- Resists -10% mind Mind.save +35 (+9 eff.) Confus- -100% Inner Demons: Level 4.0 Pwr.cost 18 out of 30/30. Range 7 Travel.spd instantaneous Is a mind power Description: Brings the target's inner demons to the surface. Each turn, for 10 turns, there's a 24% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Yvyth0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +5 Con dps ---------- Dmg.mod +12% blight Res.pen +20% arcane Melee Ret 20 arcane 12 blight ----- def ----- Resists +5% arcane Amulets can have magical properties. |
gold amulet 'Wretchraze'0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +12% acid Melee Ret 8 nature ----- def ----- Resists +10% lightning +16% temporal +6% acid Pinning- +20% Stun/Frz- +20% Knockbk- +28% ---------- misc Masteries +0.17 Technique/Combat techniques Amulets can have magical properties. |
voratun amulet 'Barktreason'0.1 T5 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +5 Con dps ---------- Crit.mult +19.00% Melee+ 13 light 13 darkness Dmg.mod +13% light +13% darkness Acc +9 (+2 eff.) Apr +15 Melee Ret 4 nature On Melee Ret: * 15% chance to blind * 13% chance to inflict 15% damage reduction ----- def ----- Armour +2 Defense +9 (+2 eff.) Rng.Def +9 (+2 eff.) Resists +6% light +3% lightning Phys.save +14 (+3 eff.) Spell.save +30 (+6 eff.) Max.HP +80.00 HP.reg +2.80 Amulets can have magical properties. |
warrior's copper amulet of healing0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +6% physical Heal.mod +11% Cut- +50% ---------- misc Stam/turn +0.30 Heal: Puts all charms on 21 cooldown Level 2.0 Pwr.cost 21 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 397 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Aerewyn the voratun ring (Shrouds)0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +10 Dex +7 Mag +17 Cun dps ---------- Spell.pwr +15 (+5 eff.) Dmg.mod +15% mind Res.pen +5% acid +25% mind Acc +27 (+6 eff.) Apr +15 Melee Ret 20 mind On Hit (Melee): * 15% chance to corrode armour by 30% ----- def ----- Defense +15 (+3 eff.) Curse of Shrouds Disengage: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
Bloodcaller (Nightmares)0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-1 eff.) HP.leech%% +15% HP.leech +30% Curse of Nightmares You won the Ring of Blood trial, and this is your reward. |
Eclipsekarma of the Blightspawn (Shrouds)0.1 T5 ring jewelry [Random Unique] Master While equipped: Stats +9 Dex -3 Con dps ---------- Dmg.mod +15% acid Res.pen +5% acid Acc +17 (+4 eff.) Apr +17 Melee Ret 8 nature 8 temporal On Hit (Melee): * 40% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +13 (+3 eff.) Spell.save +16 (+3 eff.) HP.reg +3.70 Stun/Frz- +38% ---------- misc Max.stam +31.00 Curse of Shrouds Disengage: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
Gloomreaper of the Blightspawn (Shrouds)0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +9 Str +15 Dex +5 Wil -6 Con dps ---------- Mind.crit +2% Phys.pwr +15 (+2 eff.) Melee+ 49 light Ranged+ 46 light Res.pen +10% nature On Hit (Melee): * 31% chance to blind On Hit (Ranged): * 21% chance to blind ----- def ----- Resists +6% temporal Max.HP +44.00 Heal/summ +10 Disarm- +41% Pinning- +38% Knockbk- +50% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Equi/ret +0.16 Curse of Shrouds Rings can have magical properties. |
Goryrand (Misfortune)0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Crit.mult +25.00% Dmg.mod +12% nature ----- def ----- Resists +24% nature Mind.save +9 (+3 eff.) Die.at -40.00 life Blind- +10% Disease- +10% Stun/Frz- +10% ---------- misc Equi/ret +0.12 Max.hate +8.00 Curse of Misfortune Rings can have magical properties. |
Inertial Twine (Nightmares)0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+3 eff.) Knockbk- +100% Curse of Nightmares This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Layorarin the steel ring (Madness)0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +5 Wil dps ---------- Crit.mult +9.00% Acc +4 (+1 eff.) Apr +4 Melee Ret 16 physical ----- def ----- Armour +6 Mind.save +9 (+3 eff.) Max.HP +59.00 HP.reg +1.00 Heal.mod +16% ---------- misc Stam/turn +0.80 Curse of Madness Rings can have magical properties. |
Turyrig the gold ring (Corpses)0.1 T3 ring jewelry [Rare] Arcane While equipped: dps ---------- Spell.crit +7% Phys.pwr +11 (+2 eff.) Spell.pwr +11 (+4 eff.) Mind.pwr +10 (+2 eff.) Res.pen +15% acid Phasing +40% On Hit (Melee): * 34% chance to corrode armour by 30% ----- def ----- Resists +12% blight ---------- misc Vim/s.crit +5.00 Curse of Corpses Rings can have magical properties. |
Yvubeth (Nightmares)0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Dex ----- def ----- Armour +4 Resists +24% lightning HP.reg +4.00 Disease- +15% Stun/Frz- +32% Def/telep +10 Res/telep +10% Dur/telep +10% Curse of Nightmares Rings can have magical properties. |
Zeroddatir (Shrouds)0.1 T2 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +12% arcane +10% darkness ----- def ----- Resists +3% temporal +12% arcane +20% darkness Mind.save +4 (+1 eff.) ---------- misc Max.psi +30.00 Curse of Shrouds Rings can have magical properties. |
marksman's copper ring of lightning (+22%) (Shrouds)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +11% lightning Acc +6 (+1 eff.) ----- def ----- Resists +22% lightning Curse of Shrouds Rings can have magical properties. |
steel ring 'Blazespike' (Corpses)0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +3 Dex dps ---------- Phys.crit +4.0% Crit.mult +6.00% Dmg.mod +14% lightning +9% fire ----- def ----- Armour +6 Resists +28% lightning Heal.mod +15% ---------- misc Stam/turn +1.00 Curse of Corpses Rings can have magical properties. |
stralite ring 'Xerubrewe' (Shrouds)0.1 T4 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +8 Mag +7 Wil +12 Cun dps ---------- Spell.pwr +11 (+4 eff.) Mind.pwr +10 (+2 eff.) S.pwr/crit +8 Dmg.mod +9% arcane ----- def ----- HP.reg +1.70 Stun/Frz- +37% ---------- misc Max.vim +20.00 Curse of Shrouds Rings can have magical properties. |
Pitchravage of the Blightspawn (Shrouds) (57-85.5 power, 4 apr)3.0 T5 battleaxe 2H weapon [Random Unique] Arcane/Nature/Master Power 57.0 - 85.5 Physical Uses 112% Wil, 50% Mag Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +10.0% Atk.spd 111% Melee+ +27 temporal +20 nature On Hit: * 28% chance to inflict 15% damage reduction * 20% chance to curse the target While equipped: Stats +7 Dex +2 Mag +5 Cun -5 Con dps ---------- Acc +16 (+3 eff.) ----- def ----- Resists +3% light +6% cold Spell.save +30 (+6 eff.) Heal.mod +5% ---------- misc Infravis +3 See.Invis +9 Curse of Shrouds Massive two-handed battleaxes. |
Sootkiss the voratun battleaxe (Nightmares) (54.5-81.75 power, 4 apr)3.0 T5 battleaxe 2H weapon [Random Unique] Arcane/Master/Psionic Power 54.5 - 81.8 Physical Uses 112% Wil, 50% Mag Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% Melee+ +4 acid On Hit: * 47% chance to disease * Random elemental explosion * 25% chance to put talents on cooldown While equipped: Stats +10 Con dps ---------- Phys.pwr +20 (+3 eff.) Dmg.mod +6% blight Res.pen +24% acid +21% physical +20% darkness +10% temporal +24% cold +24% fire +15% mind +12% lightning ----- def ----- Disarm- +49% Curse of Nightmares Massive two-handed battleaxes. |
voratun battleaxe 'Ce'Nyta' (Madness) (57-85.5 power, 4 apr)3.0 T5 battleaxe 2H weapon [Random Unique] Arcane/Psionic Power 57.0 - 85.5 Physical Uses 112% Wil, 50% Mag Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% Melee+ +26 lightning On Hit: * 20% chance to torment the target * Random elemental explosion * 25% chance for lightning to arc to a second target While equipped: Stats +2 Dex dps ---------- Phys.crit +1.0% Crit.mult +5.00% Phys.pwr +8 (+1 eff.) Dmg.mod +9% physical Res.pen +16% acid +16% darkness +24% cold +21% fire +19% mind +19% lightning On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Def/telep +10 Res/telep +10% Dur/telep +10% Curse of Madness Massive two-handed battleaxes. |
Icy Kill (Nightmares) (35-45.5 power, 10 apr)1.0 T4 dagger 1H weapon [Unique] Nature/Psionic Power 35.0 - 45.5 Physical Uses 67% Wil, 27% Cun, 50% Mag Acc+ +0.5% APR / acc Apr +10 Crit +15.0% Atk.spd 100% Melee+ +30 cold On Crit: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +25% cold ----- def ----- Ice.pen +50% ---------- misc Hate/kill +4.00 Curse of Nightmares As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
Mercy (Madness) (35-45.5 power, 9 apr)1.0 T4 dagger 1H weapon [Unique] Psionic Power 35.0 - 45.5 Physical Uses 67% Wil, 33% Cun, 50% Mag Acc+ +0.5% APR / acc Apr +9 Crit +15.0% Atk.spd 100% On Hit: * deals physical damage equal to 3% of the target's missing health While equipped: Stats +6 Str +6 Dex dps ---------- Crit.mult +20.00% Curse of Madness This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
Moon (Madness) (30-39 power, 30 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Power 30.0 - 39.0 Physical Uses 67% Wil, 50% Mag, 27% Cun Acc+ +0.5% APR / acc Apr +30 Crit +10.0% Atk.spd 100% Melee+ +20 darkness While equipped: dps ---------- Dmg.mod +10% darkness ---------- misc Light -1 Curse of Madness A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Shantiz the Stormblade (Corpses) (15-19.5 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Nature Power 15.0 - 19.5 Physical Uses 40% Wil, 50% Mag, 60% Cun Acc+ +0.5% APR / acc Apr +20 Crit +10.0% Atk.spd 100% On 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. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap Curse of Corpses This surreal dagger crackles with the intensity of a vicious storm. |
Spellblaze Shard (Corpses) (20-26 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 67% Wil, 50% Mag, 27% Cun Acc+ +0.5% APR / acc Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +10 blight +10 fire burn On Crit.r2 +20 infective blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire Curse of Corpses This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Spelldrinker (Misfortune) (27-35.1 power, 8 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Power 27.0 - 35.1 Physical Uses 67% Wil, 33% Cun, 55% Mag Acc+ +0.5% APR / acc Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+3 eff.) Curse of Misfortune 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. |
Star (Madness) (25-32.5 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Power 25.0 - 32.5 Physical Uses 67% Wil, 50% Mag, 27% Cun Acc+ +0.5% APR / acc Apr +20 Crit +20.0% Atk.spd 100% Melee+ +20 light While equipped: dps ---------- Dmg.mod +10% light ---------- misc Light +1 Curse of Madness Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Swordbreaker (Misfortune) (25-32.5 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 40% Wil, 50% Mag, 80% Cun Acc+ +0.5% APR / acc Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+3 eff.) Phys.save +15 (+3 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. Curse of Misfortune 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. |
Umbral Razor (Madness) (25-32.5 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 67% Wil, 60% Mag, 27% Cun Acc+ +0.5% APR / acc Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Curse of Madness Invoke Darkness: Level 2.0 Pwr.cost 5 out of 10/10. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of darkness, doing 149.42 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
acidic stralite dagger (Shrouds) (30-39 power, 9 apr)1.0 T4 dagger 1H weapon [Ego] Arcane Power 30.0 - 39.0 Physical Uses 67% Wil, 50% Mag, 27% Cun Acc+ +0.5% APR / acc Apr +9 Crit +8.0% Atk.spd 100% Melee+ +6 acid On Crit: * splashes the target with acid Curse of Shrouds Sharp, short and deadly. |
truestriking stralite dagger of phasing (Misfortune) (31.5-40.95 power, 20 apr)1.0 T4 dagger 1H weapon [Ego+] Arcane/Master Power 31.5 - 41.0 Physical Uses 67% Wil, 50% Mag, 27% Cun Acc+ +0.5% APR / acc Apr +20 Crit +8.0% Atk.spd 100% Phasing +30% While equipped: dps ---------- Res.pen +8% physical Acc +11 (+2 eff.) Apr +11 Curse of Misfortune Sharp, short and deadly. |
voratun dagger 'Flashripper' (Misfortune) (50.5-65.65 power, 9 apr)1.0 T5 dagger 1H weapon [Random Unique] Master Power 50.5 - 65.7 Physical Uses 67% Wil, 27% Cun, 50% Mag Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 111% On Crit.r2 +12 fire While equipped: Stats +1 Str +4 Dex dps ---------- Phys.crit +12.0% Crit.mult +12.00% Dmg.mod +6% arcane Acc +8 (+2 eff.) Apr +11 ----- def ----- Spell.save +10 (+2 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Mana/s.crit +1.00 Curse of Misfortune Sharp, short and deadly. |
Beluraneg (Misfortune) (30.5-45.75 power, 2 apr)5.0 T2 greatmaul 2H weapon [Random Unique] Arcane Power 30.5 - 45.8 Physical Uses 112% Wil, 50% Mag Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% Melee+ +10 acid +7 lightning On Hit.r1 +10 fire On Hit: * 25% chance for lightning to arc to a second target On Crit: * splashes the target with acid While equipped: dps ---------- Res.pen +15% acid On Hit (Melee): * 15% chance to corrode armour by 30% ----- def ----- Resists +3% acid Curse of Misfortune Massive two-handed mauls. |
Dream Malleus (Nightmares) (56-84 power, 5 apr)5.0 T4 greatmaul 2H weapon [Unique] Disrupt/Master/Psionic Power 56.0 - 84.0 Physical Uses 152% Wil, 50% Mag Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +5 Atk.spd 100% Melee+ +17 mind On Hit: * 14% chance to cause random gloom * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: Stats +3 Wil +7 Cun +3 Con dps ---------- Mind.crit +5% Mind.pwr +15 (+3 eff.) Dmg.mod +10% mind +10% physical ----- def ----- Resists +10% acid +13% fire +10% cold +12% lightning Spell.save +7 (+2 eff.) ---------- misc Stam/turn +0.60 Psi/turn +0.10 Talents +3 Dream Smith's Hammer +3 Hammer Toss Cooldown Hammer Toss -2 Curse of Nightmares A large shimmering maul that seems to produce a ringing in your ears. It is both as malleable as thought and as hard as the strongest steel. |
Galarach the voratun greatmaul (Shrouds) (70-105 power, 4 apr)5.0 T5 greatmaul 2H weapon [Random Unique] Nature/Master Power 70.0 - 105.0 Physical Uses 112% Wil, 50% Mag Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 100% Melee+ +28 nature +27 temporal While equipped: Stats +13 Str +1 Mag +3 Con dps ---------- Dmg.mod +9% blight +40% physical Res.pen +21% physical Acc +21 (+4 eff.) Apr +20 On Hit (Melee): * 30% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% blight ---------- misc Stam/ret +3.00 Infravis +3 Curse of Shrouds Massive two-handed mauls. |
Tirakai's Maul (Nightmares) (32-41.6 power, 6 apr)5.0 T2 greatmaul 2H weapon [Unique] Arcane Power 32.0 - 41.6 Physical Uses 112% Wil, 60% Mag Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +8.0% Atk.spd 100% While equipped: No gem Curse of Nightmares Imbue the hammer with a gem of your choice. Uses 6 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
thunderous voratun greatmaul of massacre (Nightmares) (85-127.5 power, 4 apr)5.0 T5 greatmaul 2H weapon [Ego+] Nature/Master Power 85.0 - 127.5 Physical Uses 112% Wil, 50% Mag Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 100% On Hit: * 49% chance to daze at end of turn While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +6 Con dps ---------- Res.pen +13% lightning Curse of Nightmares Massive two-handed mauls. |
voratun greatmaul 'Gloretta' (Madness) (65.5-98.25 power, 4 apr)5.0 T5 greatmaul 2H weapon [Random Unique] Arcane/Nature/Psionic Power 65.5 - 98.3 Physical Uses 112% Wil, 50% Mag Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 100% Melee+ +28 temporal +17 darkness +27 nature Against +23% Living On Hit: * Random elemental explosion While equipped: dps ---------- Dmg.mod +6% acid Res.pen +21% acid +23% fire +23% lightning +20% cold ----- def ----- Armour +2 Defense +3 (+0 eff.) Rng.Def +3 (+0 eff.) Resists +6% blight +6% nature +3% light Blind- +5% Knockbk- +5% Curse of Madness Massive two-handed mauls. |
voratun greatmaul 'Rhiharagund' (Nightmares) (80-120 power, 4 apr)5.0 T5 greatmaul 2H weapon [Random Unique] Nature/Master Power 80.0 - 120.0 Physical Uses 112% Wil, 50% Mag Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 100% Melee+ +12 blight On Crit.r2 +23 fire While equipped: dps ---------- Phys.crit +19.0% Crit.mult +26.00% All.spd +7% Res.pen +20% arcane +16% fire Phasing +30% Apr +21 ----- def ----- Spell.save +9 (+2 eff.) ---------- misc Mana/s.crit +4.00 Curse of Nightmares Massive two-handed mauls. |
Borosk's Hate (Misfortune) (60-96 power, 22 apr)3.0 T5 greatsword 2H weapon [Unique] Master Power 60.0 - 96.0 Physical Uses 112% Wil, 50% Mag Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +22 Crit +10.0% Atk.spd 100% On Hit: * 25% chance to strike the target again. While equipped: Stats +10 Str +5 Dex +15 Con ---------- misc Masteries +0.20 Technique/Two-handed assault Curse of Misfortune This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
Colaryem (Shrouds) (48-76.8 power, 12 apr)3.0 T3 greatsword 2H weapon [Unique] Arcane Power 48.0 - 76.8 Physical Uses 118% Wil, 50% Mag Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +12 Crit +11.0% Atk.spd 50% While equipped: Stats +7 Dex dps ---------- Mov.spd +10% Dmg.mod +7% lightning ----- def ----- Fatigue -12% Resists +7% lightning ---------- misc Max.enc +50 Avoid Pressure Traps Attack speed improves with your strength and size category. Curse of Shrouds This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
Genocide (Madness) (42-67.2 power, 4 apr)3.0 T3 greatsword 2H weapon [Unique] Nature/Master Power 42.0 - 67.2 Physical Uses 112% Wil, 50% Mag Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +18.0% Atk.spd 100% Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con ----- def ----- D.Red.from +15% Orc HP.reg +0.50 ---------- misc Stam/turn +1.00 Telepathy Humanoid/Orc Curse of Madness Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
Obsidianflash of the Blightspawn (Corpses) (75.5-120.8 power, 4 apr)3.0 T5 greatsword 2H weapon [Random Unique] Arcane/Master Power 75.5 - 120.8 Acid Uses 112% Wil, 50% Mag Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% Melee+ +42 cold While equipped: Stats +9 Str +9 Mag -9 Con dps ---------- Dmg.mod +19% physical Acc +20 (+4 eff.) Melee Ret 4 acid On Hit (Melee): * 15% chance to corrode armour by 30% ----- def ----- Resists +6% acid +6% fire +9% light +6% darkness ---------- misc Stam/ret +3.00 Curse of Corpses Massive two-handed swords. |
Shadowflash of the Blightspawn (Corpses) (59.5-95.2 power, 4 apr)3.0 T5 greatsword 2H weapon [Random Unique] Nature/Master Power 59.5 - 95.2 Physical Uses 112% Wil, 50% Mag Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% Melee+ +21 temporal +8 blight +28 nature On Hit.r1 +8 acid On Hit: * 40% chance to inflict 15% damage reduction * 40% chance to corrode armour by 30% While equipped: Stats -18 Cun +18 Wil dps ---------- Res.pen +17% acid Acc +19 (+4 eff.) On Hit (Melee): * 30% chance to corrode armour by 30% * 15% chance to inflict 15% damage reduction ----- def ----- Defense +20 (+5 eff.) HP.reg +4.00 Disarm- +62% Curse of Corpses Massive two-handed swords. |
Spectral Blade (Corpses) (24-38.4 power, 25 apr)0.1 T2 greatsword 2H weapon [Unique] Arcane/Master Power 24.0 - 38.4 Physical Uses 112% Wil, 50% Mag Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +25 Crit +3.0% Atk.spd 111% Melee+ +10 arcane On Crit.r2 +30 arcane silence While equipped: dps ---------- Spell.pwr +5 (+2 eff.) ---------- misc Mana/turn +0.50 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed Curse of Corpses This sword appears weightless, and nearly invisible. |
arcing voratun greatsword of massacre (Corpses) (77.5-124 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego] Arcane/Master Power 77.5 - 124.0 Physical Uses 112% Wil, 50% Mag Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% Melee+ +20 lightning On Hit: * 25% chance for lightning to arc to a second target Curse of Corpses Massive two-handed swords. |
fire opal greatsword (63.5-101.6 power, 4 apr)3.0 T5 greatsword 2H weapon [Random Unique] Master/Psionic Power 63.5 - 101.6 Physical Uses 112% Wil, 50% Mag Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% Melee+ +21 darkness +12 physical Against +19% Living On Hit: * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: Stats +2 Dex dps ---------- Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all +9% physical Res.pen +10% darkness +12% physical Acc +22 (+5 eff.) Apr +19 ---------- misc Max.stam +15.00 Curse of Corpses Massive two-handed swords. |
slime-covered voratun greatsword of projection (Corpses) (62.5-100 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego+] Disrupt/Psionic Power 62.5 - 100.0 Physical Uses 112% Wil, 50% Mag Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% On Hit: * Slows global speed by 17% * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Curse of Corpses Massive two-handed swords. |
voratun greatsword of corruption (Madness) (61-97.6 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego+] Arcane Power 61.0 - 97.6 Physical Uses 112% Wil, 50% Mag Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% On Hit: * 24% chance to inflict 15% damage reduction * 20% chance to curse the target Curse of Madness Massive two-handed swords. |
Merkul's Second Eye (Shrouds)4.0 T3 longbow 2H weapon Reqs Shoot [Unique] Arcane Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Acc+ +0.2% crit / acc Atk.spd 125% Range +9 Proj.spd +400% On Hit: 100% Arcane Eye 4 While equipped: dps ---------- Ranged+ 25 arcane ---------- misc Light +2 Curse of Shrouds This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
Acera (Misfortune) (33-46.2 power, 4 apr)3.0 T3 longsword 1H weapon [Unique] Arcane/Master Power 33.0 - 46.2 Physical Uses 100% Wil, 50% Mag Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +10.0% Atk.spd 100% Melee+ +12 acid On Crit.r2 +40 corrosive acid While equipped: dps ---------- Phys.crit +10.0% Spell.crit +10% Dmg.mod +15% acid Res.pen +10% physical ----- def ----- Resists +15% acid Curse of Misfortune Corrosive Worm: Level 4.0 Pwr.cost 18 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 30% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 40 acid damage in a 4 radius ball. This damage will increase by 29% of all damage taken while infected. The damage dealt by the effect will increase with spellpower. This warped, blackened sword drips acid from its countless pores. |
Sword of Potential Futures (Shrouds) (28-39.2 power, 10 apr)3.0 T3 longsword 1H weapon [Unique] Arcane In the past there was a dagger with it. Power 28.0 - 39.2 Physical Uses 88% Wil, 70% Mag Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +10 Crit +8.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+2 eff.) Dmg.mod +5% temporal ----- def ----- Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Curse of Shrouds Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
Wintertide (Corpses) (39-54.6 power, 10 apr)3.0 T5 longsword 1H weapon [Unique] Arcane Power 39.0 - 54.6 Physical Uses 100% Wil, 50% Mag Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +10 Crit +10.0% Atk.spd 100% Melee+ +25 ice On Hit: * Create a Winter Storm that gradually expands (from radius 1 to radius 4), dealing 131.95 cold damage (based on Strength) to your enemies each turn and slowing their ability to act by 20%. Subsequent melee strikes will relocate the storm on top of your target and increase its duration. While equipped: dps ---------- Dmg.mod +20% cold Melee Ret 40 ice ----- def ----- Resists +25% cold Ice.pen +35% No Winter Storm Active Curse of Corpses Precipitate ice walls (lasting 10 turns) within your Winter Storm's area. Uses 18 power out of 40/40 The air seems to freeze around the blade of this sword, draining all heat from the area. It is said the Conclave created this weapon for their warmaster during the dark times of the first allure war. |
flaming voratun longsword (Shrouds) (42-58.8 power, 6 apr)3.0 T5 longsword 1H weapon [Ego] Arcane Power 42.0 - 58.8 Physical Uses 100% Wil, 50% Mag Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +13 fire Curse of Shrouds Sharp, long, and deadly. |
voratun longsword 'Woewish' (Misfortune) (54.5-76.3 power, 6 apr)3.0 T5 longsword 1H weapon [Random Unique] Nature/Disrupt/Master Power 54.5 - 76.3 Physical Uses 100% Wil, 50% Mag Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +20 temporal +20 nature On Hit: * Slows global speed by 20% While equipped: dps ---------- Res.pen +5% darkness On Hit (Melee): * 21 arcane resource burn ----- def ----- Resists +3% blight +6% acid +3% darkness +3% mind Spell.save +6 (+1 eff.) Curse of Misfortune Sharp, long, and deadly. |
Nature's Vengeance (Shrouds) (40-56 power, 4 apr)3.0 T3 mace 1H weapon [Unique] Nature/Disrupt Power 40.0 - 56.0 Physical Uses 100% Wil, 50% Mag Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +9.0% Atk.spd 100% Melee+ +10 silence +18 nature While equipped: dps ---------- Acc +6 (+1 eff.) Curse of Shrouds Rush: Level 3.9 Pwr.cost 9 out of 25/25. Range 9 Travel.spd instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. This thick-set mace was used by the Spellhunter Vorlan, who crafted it from the wood of an ancient oak that was uprooted during the Spellblaze. Many were the wizards and witches felled by this weapon, brought to justice for the crimes they committed against nature. |
stralite mace 'Nightsting' (Nightmares) (47.5-66.5 power, 5 apr)3.0 T4 mace 1H weapon [Rare] Master Power 47.5 - 66.5 Physical Uses 100% Wil, 50% Mag Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +5 Crit +2.5% Atk.spd 100% While equipped: Stats +2 Str +3 Mag dps ---------- On Hit (Melee): * Slows global speed by 34% ----- def ----- Resists +9% darkness Crit.dmg- 17.00% ---------- misc Infravis +2 See.Invis +6 Telepathy Dragon Curse of Nightmares Blunt and deadly. |
voratun mace of erosion (Misfortune) (44-61.6 power, 6 apr)3.0 T5 mace 1H weapon [Ego] Nature Power 44.0 - 61.6 Physical Uses 100% Wil, 50% Mag Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% Melee+ +18 nature +10 temporal Curse of Misfortune Blunt and deadly. |
Amethyst of Sanctuary (Nightmares) (15-16.5 power, 26 apr, mind damage)3.0 T4 mindstar 1H weapon [Unique] Nature/Psionic Power 15.0 - 16.5 Mind Uses 85% Wil, 50% Mag, 22% Cun Mastery Psiblades Acc uses Wil Apr +26 Crit +6.0% Atk.spd 100% While equipped: Stats +8 Wil dps ---------- Mind.crit +7% Mind.pwr +14 (+3 eff.) ----- def ----- Resists +15% mind Mind.save +25 (+7 eff.) ---------- misc Max.psi +20.00 Masteries +0.10 Psionic/Focus +0.20 Psionic/Absorption Curse of Nightmares Resonance Field: Level 3.0 Pwr.cost 15 out of 25/25. Range melee/personal Travel.spd instantaneous Is a mind power Description: Activate to create a resonance field that will absorb 50% of all damage you take (399 max absorption). The field will not interfere with Feedback gain. The max absorption value will scale with your Mindpower, and the effect lasts up to ten turns. This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
Bloomsoul (Corpses) (8-8.8 power, 13 apr, nature damage)3.0 T2 mindstar 1H weapon [Unique] Nature Power 8.0 - 8.8 Nature Uses 65% Wil, 50% Mag, 10% Cun Mastery Psiblades Acc uses Wil Apr +13 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) ----- def ----- HP.reg +2.00 Heal.mod +20% ---------- misc Masteries +0.20 Wild-gift/Fungus Curse of Corpses Bloom Heal: (Instant) Level 1.0 Pwr.cost 36 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 52 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
Eye of Winter (Corpses) (8-8.8 power, 18 apr, cold damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Cold Uses 75% Wil, 50% Mag, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) Dmg.mod +10% cold Res.pen +10% cold ----- def ----- Armour +10 Resists -10% fire On Mind Hit: 10% Winter's Fury 2 Curse of Corpses This mindstar glows with a dim cool light, but seems somehow incomplete. |
Eye of the Wyrm (Nightmares) (16-17.6 power, 24 apr, physical damage)3.0 T4 mindstar 1H weapon [Unique] Nature The natural wyrm seeks an element. Power 16.0 - 17.6 Physical Uses 92% Wil, 50% Mag, 10% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +2.5% Atk.spd 100% Dmg.conv 18% acid 18% cold 18% fire 18% lightning While equipped: dps ---------- Phys.crit +4.0% Mind.crit +4% Phys.pwr +8 (+1 eff.) Mind.pwr +8 (+1 eff.) Dmg.mod +8% lightning +8% physical +8% fire +8% cold +8% acid ----- def ----- Resists +8% acid +8% physical +8% fire +8% cold +8% lightning ---------- misc Masteries +0.10 Wild-gift/Venom drake aspect +0.10 Wild-gift/Cold drake aspect +0.10 Wild-gift/Fire drake aspect +0.10 Wild-gift/Storm drake aspect +0.10 Wild-gift/Sand drake aspect The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. Curse of Nightmares Corrosive Breath: Level 4.0 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You breathe acid in a frontal cone of radius 8. Any target caught in the area will take 397.85 acid damage. Enemies caught in the acid have a 45% chance of their weapons becoming useless for three turns. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. The Disarm chance is based on your Mindpower. Each point in acid drake talents also increases your acid resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
Great Caller (Misfortune) (10-11 power, 18 apr, nature damage)3.0 T3 mindstar 1H weapon [Unique] Nature Power 10.0 - 11.0 Nature Uses 75% Wil, 50% Mag, 50% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +6% Mind.pwr +12 (+2 eff.) Dmg.mod +8% cold +8% fire +8% physical ----- def ----- Heal/summ +30 ---------- misc Max.summ +2 Masteries +0.10 Wild-gift/Summoning (utility) +0.10 Wild-gift/Summoning (augmentation) +0.10 Wild-gift/Summoning (melee) +0.10 Wild-gift/Summoning (distance) +0.10 Wild-gift/Summoning (advanced) Curse of Misfortune Rage: Level 4.0 Pwr.cost 10 out of 16/16. Range 10 Travel.spd instantaneous Is a nature gift a mind power Description: Induces a killing rage in one of your summons, increasing all its stats by 22 for 10 turns. This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
Kinetic Focus (Misfortune) (6-6.6 power, 18 apr, physical damage)3.0 T2 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 6.0 - 6.6 Physical Uses 75% Wil, 50% Mag, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) Dmg.mod +10% physical Res.pen +6% physical ----- def ----- Resists +10% physical Phys.save +6 (+2 eff.) ---------- misc Psi/m.crit +1.00 Talents +1 Psionic Maelstrom Masteries +0.10 Psionic/Kinetic mastery Curse of Misfortune Kinetic energies are focussed in the core of this mindstar. |
Thermal Focus (Madness) (14-15.4 power, 32 apr, fire damage)3.0 T4 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 14.0 - 15.4 Fire Uses 85% Wil, 50% Mag, 25% Cun Mastery Psiblades Acc uses Wil Apr +32 Crit +5.0% Atk.spd 100% Dmg.conv 50% cold While equipped: dps ---------- Mind.crit +8% Mind.pwr +16 (+3 eff.) Dmg.mod +20% fire +20% cold Res.pen +12% fire +12% cold ----- def ----- Resists +20% fire +20% cold Spell.save +12 (+3 eff.) ---------- misc Psi/turn +1.00 Talents +1 Psionic Maelstrom Masteries +0.20 Psionic/Thermal mastery Curse of Madness Thermal energies are focussed in the core of this mindstar. |
Bokurin (Shrouds)4.0 T3 sling 1H weapon Reqs Shoot [Random Unique] Arcane/Master Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Acc+ +0.1% dam / acc Atk.spd 143% Range +8 Proj.spd +200% On Hit: 10% Shoot 1 While equipped: Stats +5 Cun dps ---------- Res.pen +16% physical ---------- misc Mana/s.crit +3.00 Max.mana +40.00 Telepathy Demon/Minor Demon/Major Curse of Shrouds Slings are used to hurl stones or metal shots at your foes. |
Hare-Skin Sling (Shrouds)4.0 T3 sling 1H weapon Reqs Shoot [Unique] Nature Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Acc+ +0.1% dam / acc Atk.spd 125% Range +10 While equipped: Stats +10 Lck dps ---------- Phys.crit +5.0% Mov.spd +20% ----- def ----- Defense +10 (+2 eff.) ---------- misc Masteries +0.20 Cunning/Survival Curse of Shrouds Inertial Shot: Level 3.0 Pwr.cost 5 out of 8/8. Range melee/personal Travel.spd instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
steady hardened leather sling of nature (Madness)4.0 T3 sling 1H weapon Reqs Shoot [Ego+] Nature/Master Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Acc+ +0.1% dam / acc Atk.spd 125% Range +8 Ranged+ +7 nature While equipped: dps ---------- Phys.crit +3.0% Res.pen +7% nature Acc +8 (+2 eff.) ----- def ----- Resists +4% all Curse of Madness Slings are used to hurl stones or metal shots at your foes. |
Crystal Shard (Corpses) (16-19.2 power, 4 apr, physical element)5.0 T2 staff 2H weapon [Unique] Arcane Power 16.0 - 19.2 Arcane Uses 180% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% Dmg.conv 50% blight While equipped: dps ---------- Spell.crit +4% Spell.pwr +14 (+4 eff.) Dmg.mod +18% arcane +18% blight ----- def ----- Resists +10% arcane +10% blight Affinity +20% arcane Curse of Corpses Create 2 living shards of crystal to serve you for 10 turns. Uses 27 power out of 45/45 This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
Gravitational Staff (Madness) (30-36 power, 8 apr, physical element)5.0 T3 staff 2H weapon [Unique] Arcane Power 30.0 - 36.0 Gravity pin Uses 180% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +8 Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +25 (+7 eff.) Dmg.mod +20% physical +10% temporal ----- def ----- Resists +15% physical ---------- misc Masteries +0.10 Chronomancy/Gravity +0.10 Chronomancy/Matter +0.10 Spell/Earth Curse of Madness Gravity Spike: Level 3.0 Pwr.cost 9 out of 14/14. Range 6 Travel.spd instantaneous Is a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell's center and inflicts 95.32 physical (gravity) damage. Each target moved beyond the first increases the damage by 11.91 (up to a maximum of 47.66 bonus damage). Targets take reduced damage the further they are from the epicenter (20% less per tile). The damage dealt will scale with your Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. |
Kor's Fall (Misfortune) (10-12 power, 0 apr, darkness element)5.0 T1 staff 2H weapon [Unique] Arcane Power 10.0 - 12.0 Physical Uses 160% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +0 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+3 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Curse of Misfortune Bone Spear: Level 3.0 Pwr.cost 4 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 125.59 physical damage to all targets in line, and inflicting bleeding for another 62.79 damage over 5 turns. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
Plague-Fire Sceptre (Corpses) (24-28.8 power, 4 apr, physical element)5.0 T3 staff 2H weapon [Unique] Arcane Power 24.0 - 28.8 Fire Uses 200% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +27 (+8 eff.) Dmg.mod +20% blight +20% fire Plaguefire detonates when its victim dies, spreading to other enemies up to two times. Curse of Corpses Fire a bolt of plaguefire, dealing damage over time based on your magic stat. Uses 9 power out of 15/15 The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more. |
Staff of Arcane Supremacy (Corpses) (20-24 power, 4 apr, physical element)5.0 T3 staff 2H weapon [Unique] Arcane A true understanding of the arcane is needed to release its full power. Power 20.0 - 24.0 Arcane Uses 200% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.pwr +20 (+6 eff.) Dmg.mod +20% arcane ---------- misc Cooldown Manathrust -1 Masteries +0.20 Spell/Arcane Curse of Corpses Arcane Supremacy: Level 3.0 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Is a spell Description: Removes up to 3 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. |
Staff of Bones (Madness) (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Unique] Arcane Power 20.0 - 24.0 Darkness Uses 200% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +20 (+6 eff.) Dmg.mod +20% acid +20% cold +20% darkness +20% blight ---------- misc Talents +1 Command Staff Masteries +0.10 Spell/Necrotic minions +0.10 Spell/Shades +0.10 Corruption/Bone +0.10 Spell/Nightfall +0.10 Spell/Necrosis +0.10 Spell/Advanced necrotic minions It seems willing and able to talk to you (use Command Staff). Curse of Madness A staff made out of the bones of fallen foes. Disgustingly powerful. |
Staff of Destruction (Corpses) (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon [Unique] Arcane Power 20.0 - 24.0 Fire Uses 200% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +10 (+3 eff.) Dmg.mod +20% lightning +20% fire +20% arcane +20% cold ---------- misc Talents +1 Command Staff On Spell Hit: 10% Impending Doom 1 Curse of Corpses This unique-looking staff is carved with runes of destruction. |
lifebinding dragonbone vilestaff (Nightmares) (30-36 power, 6 apr, fire element)5.0 T5 staff 2H weapon [Ego+] Nature Power 30.0 - 36.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +6 Con dps ---------- Spell.crit +5% Spell.pwr +22 (+6 eff.) Dmg.mod +30% fire ----- def ----- HP.reg +1.30 Heal.mod +24% ---------- misc Talents +1 Command Staff Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
potent yew magestaff of blasting (Madness) (25-30 power, 4 apr, arcane element)5.0 T3 staff 2H weapon [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +11% Spell.pwr +20 (+6 eff.) Dmg.mod +25% arcane ---------- misc Talents +1 Command Staff Curse of Madness Unleash an elemental blastwave, dealing 110.86 to 133.03 arcane damage in a radius 4 around the user Puts all charms on 6 cooldown Staves designed for wielders of magic, by the greats of the art. |
shimmering dragonbone starstaff of might (Madness) (30-36 power, 6 apr, temporal element)5.0 T5 staff 2H weapon [Ego] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +18% Spell.pwr +15 (+5 eff.) Dmg.mod +30% temporal ---------- misc Mana/turn +0.28 Max.mana +83.00 Talents +1 Command Staff Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
shimmering elven-wood vilestaff of protection (Corpses) (25-30 power, 5 apr, darkness element)5.0 T4 staff 2H weapon [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+4 eff.) Dmg.mod +25% darkness ----- def ----- Resists +12% darkness ---------- misc Mana/turn +0.31 Max.mana +54.00 Talents +1 Command Staff Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
Blood-Letter (Misfortune) (33-46.2 power, 4.5 apr)3.0 T3 waraxe 1H weapon [Unique] Nature/Master Power 33.0 - 46.2 Physical Uses 100% Wil, 50% Mag Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +7.0% Atk.spd 100% Dmg.conv 50% ice On Hit: 15% Ice Breath 2 While equipped: dps ---------- Res.pen +20% cold ----- def ----- Armour +20 Ice.pen +25% Curse of Misfortune A hand axe carved out of the most frozen parts of the northern wasteland. |
Emyta the Scumpride (Madness) (38.5-53.9 power, 6 apr)3.0 T5 waraxe 1H weapon [Random Unique] Arcane/Master Power 38.5 - 53.9 Physical Uses 100% Wil, 50% Mag Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% On Hit.r1 +20 fire On Crit.r2 +12 nature While equipped: Stats +9 Str +1 Dex dps ---------- S.pwr/crit +4 Dmg.mod +14% physical +3% arcane +9% nature Res.pen +14% physical Acc +28 (+6 eff.) Apr +13 ----- def ----- Fatigue -6% Crit.dmg- 10.00% ---------- misc Stam/ret +2.30 Curse of Madness One-handed war axes. |
Lustrequench the voratun waraxe (Corpses) (40-56 power, 6 apr)3.0 T5 waraxe 1H weapon [Rare] Psionic Power 40.0 - 56.0 Physical Uses 100% Wil, 50% Mag Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% On Hit.r1 +20 light On Hit: * 20% chance to torment the target While equipped: Stats +1 Con dps ---------- Phys.crit +2.0% Crit.mult +9.00% Res.pen +12% mind +13% darkness Apr +2 ----- def ----- Die.at -40.00 life HP.reg +0.40 Disease- +30% ---------- misc Light +2 Curse of Corpses One-handed war axes. |
stralite waraxe 'Shinemark' (Corpses) (29-40.6 power, 17 apr)3.0 T4 waraxe 1H weapon [Rare] Arcane Power 29.0 - 40.6 Physical Uses 100% Wil, 50% Mag Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +17 Crit +6.5% Atk.spd 100% Phasing +34% Melee+ +12 blight On Hit: * 46% chance to disease * 46% chance to corrode armour by 30% While equipped: dps ---------- Dmg.mod +9% light On Hit (Melee): * 34% chance to blind ----- def ----- Resists +6% light +9% acid ---------- misc Light +3 Curse of Corpses One-handed war axes. |
voratun waraxe 'Xerath' (Misfortune) (41-57.4 power, 6 apr)3.0 T5 waraxe 1H weapon [Rare] Arcane Power 41.0 - 57.4 Arcane Uses 100% Wil, 50% Mag Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% Melee+ +12 acid On Hit.r1 +8 temporal On Hit: * Random elemental explosion While equipped: dps ---------- Dmg.mod +12% acid +18% temporal Res.pen +17% acid +14% fire +17% lightning +17% cold Melee Ret 16 arcane On Hit (Melee): * 32% chance to corrode armour by 30% * 30% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +9% acid Curse of Misfortune One-handed war axes. |
voratun waraxe (Madness) (39.5-55.3 power, 6 apr)3.0 T5 waraxe 1H weapon [Normal] Power 39.5 - 55.3 Physical Uses 100% Wil, 50% Mag Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% Curse of Madness One-handed war axes. |
Stormlash (Corpses) (17-18.7 power, 7 apr)3.0 T1 whip 1H weapon [Unique] Arcane Power 17.0 - 18.7 Physical Uses 40% Wil, 50% Mag, 60% Cun Mastery Exotic Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +7 Crit +5.0% Atk.spd 125% Dmg.conv 50% dazing lightning While equipped: dps ---------- Dmg.mod +10% lightning Acc +7 (+2 eff.) Curse of Corpses Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 38.27 to 114.81 lightning damage (based on Magic and Dexterity). Uses 6 power out of 10/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
Aradur the Blazerend (Madness)1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% darkness Melee Ret 4 darkness On Hit (Melee): * 30% chance to daze at end of turn * 30% chance to inflict 15% damage reduction ----- def ----- Resists +9% lightning HP.reg +0.60 Heal.mod +11% Curse of Madness A belt that goes around your waist. |
Blindbliss the hardened leather belt (Shrouds)1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +8 (+1 eff.) Dmg.mod +24% light +15% arcane On Hit (Melee): * 31% chance to blind * 31% chance to daze at end of turn ----- def ----- Resists +9% light Spell.save +11 (+2 eff.) ---------- misc Light +2 Size +1 Curse of Shrouds A belt that goes around your waist. |
Emyriada the Furnaceoath (Misfortune)1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% lightning Res.pen +20% fire Melee Ret 16 lightning 8 fire On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Resists +8% lightning +10% temporal +18% fire Curse of Misfortune A belt that goes around your waist. |
Girdle of the Calm Waters (Nightmares)1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% Curse of Nightmares A belt rumoured to have been worn by the Conclave healers. |
Jaw of Rogroth (Corpses)1.0 T3 belt armor [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+2 eff.) ---------- misc Vim/kill +4.00 Max.souls +3.00 Curse of Corpses Deal darkness damage equal to your 350% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium). Uses 15 power out of 24/24 Rogroth's mouth happened to be about the same size as your waist. Interesting. |
Lightning Catcher (Misfortune)1.0 T5 belt armor [Unique] Psionic While equipped: ----- def ----- Fatigue +5% Resists +30% lightning Stun/Frz- +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. Curse of Misfortune A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
Mighty Girdle (Nightmares)1.0 T2 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 Curse of Nightmares This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Pitchqueller the rough leather belt (Corpses)1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Str +1 Dex +2 Mag +7 Wil dps ---------- On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- HP.reg +0.70 Heal.mod +10% Curse of Corpses A belt that goes around your waist. |
Porutha (Nightmares)1.0 T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +1 Str ----- def ----- Armour +7 Defense +29 (+7 eff.) Fatigue -8% Phys.save +13 (+3 eff.) Stealth +15 Pinning- +10% ---------- misc Max.enc +47 Light +3 Telepathy Humanoid/Orc Curse of Nightmares A belt that goes around your waist. |
Umbrastreak the rough leather belt (Madness)1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +3 (+0 eff.) Dmg.mod +6% acid On Hit (Melee): * 30% chance to corrode armour by 30% * 30% chance to inflict 15% damage reduction ----- def ----- Resists +15% acid Phys.save +6 (+2 eff.) Curse of Madness A belt that goes around your waist. |
Unlightpierce of the Blightspawn (Nightmares)1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +2 Str +10 Dex +5 Cun dps ---------- Phys.crit +10.0% Mind.crit +14% On Hit (Melee): * 20 arcane resource burn On Melee Ret: * 43% chance to disease * 50% chance to inflict 15% damage reduction ----- def ----- Resists +6% blight +6% temporal +9% darkness D.Red.from +39% Summoned Max.HP +63.00 Curse of Nightmares A belt that goes around your waist. |
drakeskin leather belt 'Woepython' (Shrouds)1.0 T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.crit +5% Phys.pwr +12 (+2 eff.) Dmg.mod +3% fire +3% light +15% darkness On Hit (Melee): * 30% chance to blind ----- def ----- Armour +12 Defense +15 (+3 eff.) Resists +9% darkness Phys.save +25 (+5 eff.) Spell.save +14 (+3 eff.) ---------- misc Size +1 Curse of Shrouds A belt that goes around your waist. |
Blazeraze (Shrouds) (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% mind Res.pen +10% mind Melee Ret 12 lightning ----- def ----- Defense +1 (+0 eff.) Resists +12% lightning Max.HP +30.00 Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Gleamoozer the linen cloak (Misfortune) (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +2 Dex dps ---------- Acc +3 (+1 eff.) Apr +4 On Hit (Melee): * 30% chance to blind ----- def ----- Defense +1 (+0 eff.) Resists +3% nature +3% cold Spell.save +6 (+1 eff.) ---------- misc Light +2 Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glimmersweeper the linen cloak (Madness) (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Defense +7 (+1 eff.) Resists +6% lightning +5% arcane +9% light Phys.save +6 (+2 eff.) Spell.save +12 (+3 eff.) Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Goryroddasta the linen cloak (Corpses) (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Resists +1% physical +3% light +3% temporal Phys.save +3 (+1 eff.) Max.HP +30.00 Poison- +15% Silence- +20% Def/telep +5 Res/telep +5% Dur/telep +5% 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. |
Morbusbait (Nightmares) (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +1 Mag +2 Wil dps ---------- Dmg.mod +9% light Res.pen +15% light On Hit (Melee): * Slows global speed by 30% ----- def ----- Defense +1 (+0 eff.) Resists +6% nature Spell.save +5 (+1 eff.) ---------- misc Max.mana +42.00 Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Serpentine Cloak (Shrouds) (10 def, 0 armour)2.0 T3 cloak armor [Unique] Nature While equipped: Stats +6 Cun +5 Con dps ---------- Res.pen +15% nature ----- def ----- Defense +10 (+2 eff.) ---------- misc Masteries +0.10 Cunning/Stealth Curse of Shrouds Phase Door: Level 2.0 Pwr.cost 18 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Teleports you randomly within a small range of up to 11 grids. At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 4). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. The range will increase with your Spellpower. Cunning and malice seem to emanate from this cloak. |
Siluda the Shadegasher (Shrouds) (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +4 Dex +4 Con dps ---------- Crit.mult +9.00% Dmg.mod +6% arcane +9% physical Res.pen +15% darkness Acc +10 (+2 eff.) Melee Ret 12 physical ----- def ----- Defense +2 (+0 eff.) Spell.save -22 (-4 eff.) Max.HP +100.00 Heal.mod +20% ---------- misc Stam/turn +1.10 Mana/turn -0.40 Masteries +0.40 Technique/Combat training Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Stormsweeper (Shrouds) (6 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% acid +6% lightning On Hit (Melee): * 15% chance to corrode armour by 30% * 30% chance to daze at end of turn ----- def ----- Defense +6 (+1 eff.) Resists +6% acid Phys.save +5 (+1 eff.) Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Xerokira the elven-silk cloak (Madness) (3 def, 4 armour)2.0 T5 cloak armor [Random Unique] Nature While equipped: dps ---------- Res.pen +10% acid ----- def ----- Armour +4 Defense +3 (+0 eff.) Resists +9% acid +9% fire +20% blight +9% cold +11% nature +10% lightning Mind.save +9 (+3 eff.) Max.HP +55.00 HP.reg +2.70 Heal.mod +30% Blind- +15% Poison- +10% Cut- +15% Confus- +15% Stun/Frz- +15% Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Arawen' (Misfortune) (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +5 Dex +3 Con dps ---------- Phys.crit +4.0% Crit.mult +9.00% Phys.pwr +3 (+0 eff.) S.pwr/crit +6 Res.pen +25% arcane On Hit (Melee): * 30% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +2 (+0 eff.) Fatigue -5% Resists +6% temporal Phys.save +20 (+4 eff.) ---------- misc Max.stam +10.00 Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Pussting' (Madness) (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Mag +3 Con dps ---------- On Hit (Melee): * Slows global speed by 30% ----- def ----- Defense +1 (+0 eff.) Fatigue -6% ---------- misc See.Invis +12 Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Crimson Robe (Misfortune) (12 def, 0 armour)2.0 T5 cloth armor [Unique] Psionic While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +9% Mind.pwr +20 (+4 eff.) Melee+ 35 mind 10% gloom effects Res.pen +20% all Melee Ret 35 mind 10% gloom effects ----- def ----- Defense +12 (+3 eff.) ---------- misc Psi/turn +0.20 Hate/m.crit +4.00 Psi/m.crit +4.00 Hate/kill +2.00 Masteries +0.20 Psionic/Focus +0.10 Psionic/Solipsism +0.20 Cursed/Slaughter +0.20 Cursed/Punishments On Mind Hit: 8% Agony 2 On Mind Hit: 8% Hateful Whisper 2 Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Curse of Misfortune This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Evermoss Robe (Madness) (12 def, 0 armour)2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+2 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+3 eff.) Resists +25% nature Phys.save +15 (+3 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.10 Wild-gift/Moss Curse of Madness This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
The Calm (Corpses) (15 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+6 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+3 eff.) Resists +20% lightning Proj.slow +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. Curse of Corpses This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
Vestments of the Conclave (Misfortune) (0 def, 0 armour)2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Dmg.mod +10% arcane Curse of Misfortune An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
elven-silk robe 'Gleamstreak' (Misfortune) (5 def, 0 armour)2.0 T5 cloth armor [Random Unique] Arcane While equipped: Stats +1 Dex +10 Mag +4 Cun dps ---------- Spell.pwr +20 (+6 eff.) Dmg.mod +20% physical +20% temporal +20% light +20% all Res.pen +12% temporal +15% physical Melee Ret 8 darkness On Hit (Melee): * 34% chance to blind ----- def ----- Defense +5 (+1 eff.) Resists +30% light Crit.dmg- 10.00% Anom.red +16 ---------- misc See.Invis +6 Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Chamahad the pair of iron boots (Corpses) (0 def, 3 armour)3.0 T1 feet armor [Rare] Master While equipped: Stats +3 Str +3 Dex +4 Mag +6 Con ----- def ----- Armour +3 Fatigue +2% ---------- misc Telepathy Dragon Curse of Corpses Rush: Puts all charms on 15 cooldown Level 3.9 Pwr.cost 15 out of 25/25. Range 9 Travel.spd instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Coalrebel the pair of rough leather boots (Corpses) (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Mag +5 Wil +4 Con ----- def ----- Armour +1 Fatigue -4% Resists +20% darkness Phys.save +7 (+2 eff.) ---------- misc Max.enc +23 Light +3 Curse of Corpses A pair of boots made of leather. |
Halodevon the pair of voratun boots (Madness) (25 def, 5 armour)3.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +5 Cun +3 Con dps ---------- Spell.pwr +6 (+2 eff.) Res.pen +10% arcane ----- def ----- Armour +5 Defense +25 (+6 eff.) Fatigue +4% Resists +3% cold +12% nature +6% temporal Phys.save +20 (+4 eff.) Mind.save +25 (+7 eff.) Disease- +5% Pinning- +10% Stun/Frz- +5% Teleport- +10% Curse of Madness Evasion: (Instant) Puts all charms on 18 cooldown Level 2.0 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 36% chance to evade melee and ranged attacks and 29 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Hathegar (Shrouds) (0 def, 3 armour)3.0 T1 feet armor [Rare] Master While equipped: Stats +1 Con dps ---------- Phys.pwr +2 (+0 eff.) ----- def ----- Armour +3 Fatigue +2% Resists +6% mind +3% physical Heal.mod +5% ---------- misc Stam/turn +0.40 Max.stam +23.00 Curse of Shrouds Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Layirin the pair of voratun boots (Misfortune) (0 def, 5 armour)3.0 T5 feet armor [Random Unique] Master/Psionic While equipped: Stats +7 Str +8 Con dps ---------- Dmg.mod +6% mind Res.pen +20% mind ----- def ----- Armour +5 Fatigue +4% Resists +3% fire +3% cold +12% nature +6% darkness Phys.save +15 (+3 eff.) Spell.save +13 (+3 eff.) Mind.save +14 (+4 eff.) Curse of Misfortune Rush: Puts all charms on 15 cooldown Level 3.9 Pwr.cost 15 out of 25/25. Range 9 Travel.spd instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Nightwyrd of the Blightspawn (Nightmares) (9 def, 5 armour)3.0 T5 feet armor [Random Unique] Nature/Master While equipped: Stats +8 Str +6 Con dps ---------- Dmg.mod +9% blight +7% physical Res.pen +10% blight On Melee Ret: * 46% chance to disease * 42% chance to inflict 15% damage reduction ----- def ----- Armour +5 Defense +9 (+2 eff.) Rng.Def +9 (+2 eff.) Fatigue +4% HP.reg +4.20 Heal.mod +16% Heal/summ +30 ---------- misc Vim/s.crit +5.00 Size +1 Curse of Nightmares Heave: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 10/10. Range melee/personal Travel.spd instantaneous Description: A mighty kick that pushes your target away 4 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Porura (Misfortune) (0 def, 4 armour)3.0 T3 feet armor [Rare] Nature While equipped: ----- def ----- Armour +4 Fatigue +3% Resists +9% lightning +6% fire +15% light Spell.save +9 (+2 eff.) Mind.save +20 (+5 eff.) Die.at -60.00 life HP.reg +2.50 Heal.mod +21% Blind- +15% Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Stokebolt the pair of hardened leather boots (Nightmares) (0 def, 9 armour)2.0 T3 feet armor [Random Unique] Nature/Master While equipped: Stats +3 Cun +3 Con dps ---------- Res.pen +10% fire ----- def ----- Armour +9 Fatigue +3% Resists +7% acid +8% cold +5% arcane +20% fire +6% nature +9% lightning Phys.save +19 (+4 eff.) Mind.save +16 (+4 eff.) HP.reg +2.80 Heal.mod +16% Curse of Nightmares A pair of boots made of leather. This object's appearance was changed to Unbreakable Greaves. |
pair of drakeskin leather boots 'Arthudas' (Shrouds) (0 def, 11 armour)2.0 T5 feet armor [Rare] Master While equipped: Stats +15 Lck +8 Dex ----- def ----- Armour +11 Fatigue +5% Resists +9% mind Crit.dmg- 17.00% Spell.save +9 (+2 eff.) Mind.save +15 (+4 eff.) Stealth +14 Die.at -60.00 life Disarm- +25% Stun/Frz- +15% Teleport- +25% Curse of Shrouds A pair of boots made of leather. |
pair of drakeskin leather boots 'Eilinabrethra' (Corpses) (22 def, 14 armour)2.0 T5 feet armor [Random Unique] Nature/Master While equipped: Stats +4 Mag dps ---------- S.pwr/crit +8 Phasing +20% ----- def ----- Armour +14 Defense +22 (+5 eff.) Fatigue +5% Resists +29% lightning +15% temporal +11% fire +13% cold +8% acid Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.vim +20.00 Curse of Corpses Evasion: (Instant) Puts all charms on 18 cooldown Level 4.0 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 37% chance to evade melee and ranged attacks and 49 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Brodirath the drakeskin leather gloves (Madness) (0 def, 7 armour)1.0 T5 hands armor [Random Unique] Master/Psionic While equipped: Stats +5 Str +5 Dex +4 Cun dps ---------- Acc +9 (+2 eff.) ----- def ----- Armour +7 Resists +6% nature Phys.save +20 (+4 eff.) Mind.save +35 (+9 eff.) Max.HP +65.00 Poison- +10% Silence- +10% Disarm- +44% Knockbk- +10% ---------- misc Cooldown Double Strike -1 Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Crystle's Astral Bindings (Madness) (0 def, 0 armour)1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 On Spell Hit: 10% Dust to Dust 2 Curse of Madness Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Elenufang the Smearlord (Shrouds) (0 def, 1 armour)1.5 T1 hands armor [Rare] Arcane While equipped: dps ---------- Melee+ 6 darkness Dmg.mod +4% darkness Melee Ret 12 nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +1 Resists +6% darkness Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
Flamewrought (Corpses) (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Curse of Corpses Flamespit: Level 3.0 Pwr.cost 5 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 129.45 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Flashsage (Corpses) (0 def, 20 armour)1.0 T5 hands armor [Random Unique] Arcane/Master While equipped: Stats +5 Str +4 Mag +4 Wil +12 Con dps ---------- Phys.pwr +10 (+1 eff.) Melee+ 4 acid 8 fire 9 cold 7 lightning Res.pen +15% fire Melee Ret 12 fire ----- def ----- Armour +20 Hardiness +15% Resists +6% temporal +10% physical Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Gleamdash (Corpses) (0 def, 2 armour)1.5 T3 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Str +4 Dex +3 Cun dps ---------- Spell.crit +3% Spell.pwr +5 (+2 eff.) Dmg.mod +3% temporal Res.pen +5% temporal Acc +7 (+2 eff.) On Hit (Melee): * 30% chance to blind ----- def ----- Armour +2 Phys.save +18 (+4 eff.) Mind.save +7 (+2 eff.) Disarm- +38% ---------- misc Mana/turn +0.14 Cooldown Double Strike -1 Curse of Corpses Metal gloves protecting the hands up to the middle of the lower arm. |
Hand of the World-Shaper (Shrouds) (0 def, 12 armour)1.5 T5 hands armor [Unique] Arcane/Nature While equipped: Stats +6 Str +6 Mag dps ---------- Spell.crit +10% Spell.pwr +10 (+3 eff.) Dmg.mod +12% physical Res.pen +15% physical ----- def ----- Armour +12 Resists +10% physical ---------- misc Masteries +0.20 Spell/Stone +0.10 Wild-gift/Sand drake aspect +0.10 Spell/Earth Curse of Shrouds Earthquake: Level 4.0 Pwr.cost 18 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 53.86 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
Ragileg the drakeskin leather gloves (Shrouds) (0 def, 9 armour)1.0 T5 hands armor [Random Unique] Nature/Master While equipped: Stats +9 Dex +6 Cun +4 Con dps ---------- Melee+ 14 fire Dmg.mod +11% fire Acc +10 (+2 eff.) Apr +15 ----- def ----- Armour +9 Resists +9% temporal +9% fire Phys.save +21 (+5 eff.) Spell.save +9 (+2 eff.) Mind.save +8 (+2 eff.) Poison- +10% Disease- +10% Disarm- +37% Curse of Shrouds Juggernaut: (Instant) Puts all charms on 18 cooldown Level 2.6 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 25% and provides a 13% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Shockgrind the rough leather gloves (Corpses) (0 def, 1 armour)1.0 T1 hands armor [Rare] Nature While equipped: Stats +4 Mag dps ---------- Melee+ 7 acid Dmg.mod +4% acid +9% blight +9% lightning Res.pen +10% blight Phasing +50% Melee Ret 16 lightning ----- def ----- Armour +1 Resists +6% acid +6% lightning ---------- misc Vim/s.crit +2.00 Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Sludgegrip (Misfortune) (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Curse of Misfortune These gloves are coated with a thick, green liquid. |
Spellhunt Remnants (Nightmares) (1 def, 2 armour)1.5 T1 hands armor [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +1% Mind.pwr +4 (+1 eff.) ----- def ----- Armour +2 Defense +1 (+0 eff.) Spell.save +4 (+1 eff.) Curse of Nightmares Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
Stone Gauntlets of Harkor'Zun (Misfortune) (0 def, 7 armour)7.0 T3 hands armor [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% acid +5% physical Res.pen +15% acid +15% physical ----- def ----- Armour +7 Fatigue +10% Resists +20% acid +10% physical Res.Cap +10% acid +5% physical ---------- misc Cooldown Clinch -2 Curse of Misfortune 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. |
Storm Bringer's Gauntlets (Misfortune) (0 def, 3 armour)1.5 T3 hands armor [Unique] Arcane While equipped: Stats +4 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Dmg.mod +10% lightning ----- def ----- Armour +3 Resists +15% lightning Res.Cap +5% lightning Curse of Misfortune Chain Lightning: Level 3.0 Pwr.cost 10 out of 16/16. Range 10 Travel.spd instantaneous Is a spell Description: Invokes a forking beam of lightning doing 63.25 to 189.75 damage and forking to another target. It can hit up to 6 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
voratun gauntlets 'Duskbreeze' (Misfortune) (0 def, 3 armour)1.5 T5 hands armor [Random Unique] Arcane/Psionic While equipped: Stats +4 Dex dps ---------- Melee+ 14 blight 14 mind Dmg.mod +11% blight +11% mind Melee Ret 12 blight ----- def ----- Armour +3 Resists +9% blight +10% mind HP.reg +4.00 Heal.mod +5% ---------- misc Stam/turn +1.80 Max.stam +40.00 Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
Crown of Command (Misfortune) (3 def, 6 armour)3.0 T3 head armor [Unique] Master While equipped: Stats +3 Con +10 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Armour +6 Defense +3 (+0 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Technique/Field control Curse of Misfortune Indomitable: (Instant) Level 1.0 Pwr.cost 36 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Crown of Eternal Night (Corpses) (0 def, 3 armour)2.0 T3 head armor [Unique] Arcane You need to find something to bind its powers. While equipped: ----- def ----- Armour +3 Fatigue +3% Dmg.red +10 all Curse of Corpses This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
Decayed Visage (Corpses) (0 def, 0 armour)1.0 T3 head armor [Unique] Arcane/Psionic While equipped: Stats +5 Mag +8 Wil +4 Cun dps ---------- Spell.crit +3% Mind.pwr +4 (+1 eff.) Dmg.mod +5% blight +10% arcane +3% darkness Res.pen +10% arcane Melee Ret 10 vim draining blight On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) * 15% chance to inflict 15% damage reduction ----- def ----- Resists +6% blight ---------- misc Max.vim +25.00 Curse of Corpses Vimsense: Level 2.0 Pwr.cost 15 out of 45/45. Range melee/personal Travel.spd instantaneous Is a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 21%, but also make them aware of you. The resistance reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
Duathelflash of the Blightspawn (Nightmares) (0 def, 7 armour)2.0 T3 head armor [Random Unique] Master While equipped: Stats +9 Dex +3 Cun +5 Con dps ---------- Apr +6 On Hit (Melee): * 30% chance to inflict 15% damage reduction On Melee Ret: * 25% chance to disease * 26% chance to inflict 15% damage reduction ----- def ----- Armour +7 Fatigue +3% Resists +3% cold Phys.save +3 (+1 eff.) Mind.save +30 (+8 eff.) Cut- +15% Stun/Frz- +10% Curse of Nightmares A cap made of leather. |
Eye of the Forest (Madness) (8 def, 0 armour)2.0 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature ----- def ----- Defense +8 (+2 eff.) Mind.save +12 (+3 eff.) Blind- +100% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Curse of Madness Earth's Eyes: Level 2.0 Pwr.cost 21 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Gygata the Sparkmarrow (Madness) (3 def, 0 armour)2.0 T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats +2 Mag +6 Wil +6 Cun dps ---------- Mind.pwr +4 (+1 eff.) Dmg.mod +15% mind Res.pen +10% lightning +10% mind Melee Ret 4 lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Defense +3 (+0 eff.) Shield.pwr +13% Spell.save +12 (+3 eff.) HP.reg +3.90 Curse of Madness A pointy cloth hat, very wizardly... |
Hathosin the linen wizard hat (Nightmares) (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +11% blight Res.pen +15% blight On Hit (Melee): * 20% chance to disease ----- def ----- Defense +1 (+0 eff.) Resists +14% blight ---------- misc See.Invis +6 Curse of Nightmares A pointy cloth hat, very wizardly... |
Manerath the iron helm (Shrouds) (9 def, 9 armour)3.0 T1 head armor [Rare] Nature While equipped: ----- def ----- Armour +9 Defense +9 (+2 eff.) Rng.Def +9 (+2 eff.) Fatigue +5% Resists +3% fire +2% physical +3% light +5% cold Blind- +5% ---------- misc Breathe water Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Moldswift (Nightmares) (7 def, 13 armour)3.0 T5 head armor [Random Unique] Master/Psionic While equipped: Stats +8 Str +5 Wil +3 Cun dps ---------- Mind.pwr +6 (+1 eff.) ----- def ----- Armour +13 Defense +7 (+1 eff.) Fatigue +5% Resists +9% lightning +5% arcane +9% nature +6% all Phys.save +13 (+3 eff.) Spell.save +30 (+6 eff.) Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Prismbait the iron helm (Nightmares) (0 def, 3 armour)3.0 T1 head armor [Rare] Nature While equipped: Stats +3 Str +5 Wil dps ---------- On Hit (Melee): * 30% chance to blind ----- def ----- Armour +3 Fatigue +5% ---------- misc Stam/ret +0.70 Equi/ret +0.70 See.Invis +3 Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Splendourrace the dwarven-steel helm (Corpses) (0 def, 4 armour)3.0 T3 head armor [Rare] Master While equipped: Stats +5 Dex dps ---------- Res.pen +25% light Melee Ret 16 light On Hit (Melee): * 30% chance to blind ----- def ----- Armour +4 Fatigue +4% Resists +3% light +5% arcane ---------- misc Light +3 Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
The Black Crown (Shrouds) (0 def, 15 armour)3.0 T4 head armor [Unique] Arcane/Master While equipped: Stats +10 Wil +10 Con ----- def ----- Armour +15 Fatigue +5% Resists +20% darkness +20% blight ---------- misc Masteries +0.20 Corruption/Demonic pact +0.20 Corruption/Demon seeds ShadowPwr +5 Increases all saves by your Shadow Power. Curse of Shrouds "For the demon who has everything." |
The Face of Fear (Corpses) (8 def, 0 armour)2.0 T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil dps ---------- Mind.pwr +16 (+3 eff.) ----- def ----- Defense +8 (+2 eff.) Fear- +60% ---------- misc Masteries +0.20 Cursed/Fears Curse of Corpses Instill Fear: Level 2.0 Pwr.cost 11 out of 45/45. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your target, causing one of several possible fears that lasts for 8 turns. There is also a 25% chance of instilling fear in any foe in a radius of 2. The target can save versus Mindpower to resist the effect, and can be affected by multiple fears. You gain 2 new fears: The Paranoid effect gives the target an 32% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. The Despair effect reduces the target's resistance to all damage by 25%. Fear effects improve with your Mindpower. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and it's hollow eye sockets seem to stare back into you. |
Un'fezan's Cap (Madness) (1 def, 0 armour)2.0 T3 head armor [Unique] Arcane/Psionic Needs something equally stylish and cool to go with it. While equipped: Stats +8 Cun +4 Wil dps ---------- Spell.pwr +8 (+3 eff.) Mind.pwr +8 (+1 eff.) ----- def ----- Defense +1 (+0 eff.) Resists +10% temporal +10% physical Anom.red +5 ---------- misc Masteries +0.20 Chronomancy/Timetravel Curse of Madness Wormhole: Level 1.0 Pwr.cost 9 out of 15/15. Range 10 Travel.spd instantaneous Is a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
bladed hardened leather cap of the depths (Corpses) (0 def, 3 armour)2.0 T3 head armor [Ego+] Nature/Master While equipped: Stats +4 Str dps ---------- Melee Ret 7 physical ----- def ----- Armour +3 Fatigue +3% Resists +10% cold ---------- misc Breathe water Curse of Corpses Skullcracker: Puts all charms on 12 cooldown Level 3.0 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 663.9 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
defender's hardened leather cap (Corpses) (6 def, 10 armour)2.0 T3 head armor [Ego+] Master While equipped: ----- def ----- Armour +10 Defense +6 (+1 eff.) Fatigue +3% Resists +5% all Phys.save +10 (+2 eff.) Curse of Corpses A cap made of leather. |
leafwalker's voratun helm of precognition (Madness) (10 def, 5 armour)3.0 T5 head armor [Ego++] Nature While equipped: Stats +10 Cun dps ---------- Acc +11 (+2 eff.) On Melee Ret: * 17% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +10 (+2 eff.) Fatigue +5% Resists +14% nature Spell.save +9 (+2 eff.) Max.HP +68.00 Heal.mod +25% Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Phoenixsting' (Misfortune) (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Dmg.mod +6% fire ----- def ----- Defense +1 (+0 eff.) Resists +6% fire +7% cold Crit.dmg- 10.00% ---------- misc See.Invis +12 Telepathy Demon/Minor Humanoid/Orc Demon/Major Curse of Misfortune A pointy cloth hat, very wizardly... |
thaloren hardened leather cap of trickery (Misfortune) (0 def, 3 armour)2.0 T3 head armor [Ego++] Master While equipped: Stats +3 Dex +4 Wil +3 Cun dps ---------- Apr +5 ----- def ----- Armour +3 Fatigue +3% Resists +8% blight Mind.save +7 (+2 eff.) Curse of Misfortune A cap made of leather. |
voratun helm 'Airswift' (Shrouds) (0 def, 5 armour)3.0 T5 head armor [Rare] Master While equipped: Stats +2 Wil +9 Con dps ---------- Crit.mult +20.00% Dmg.mod +6% lightning Res.pen +15% lightning Phasing +40% ----- def ----- Armour +5 Fatigue +5% Resists +6% mind Spell.save +19 (+4 eff.) Def/telep +16 Res/telep +16% Dur/telep +16% ---------- misc Mana/turn +0.08 Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Polada the Balancesage (Shrouds) (15 def, 29 armour)14.0 T5 heavy armor [Random Unique] Master/Psionic While equipped: Stats +5 Cun +3 Con dps ---------- Phys.pwr +2 (+0 eff.) Acc +2 (+1 eff.) On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +29 Defense +15 (+3 eff.) Fatigue +6% Resists +6% acid +2% physical +30% cold Phys.save +15 (+3 eff.) Mind.save +22 (+6 eff.) Die.at -60.00 life Curse of Shrouds A suit of armour made of mail. |
Death's Embrace (Corpses) (18 def, 18 armour)9.0 T5 light armor [Unique] Arcane While equipped: Stats +5 Dex +5 Mag +5 Cun dps ---------- Crit.mult +20.00% Spell.pwr +10 (+3 eff.) Dmg.mod +20% darkness +20% cold Melee Ret 15 darkness 15 cold ----- def ----- Armour +18 Hardiness +15% Defense +18 (+4 eff.) Resists +30% temporal +30% darkness +30% cold Stealth +10 ---------- misc Masteries +0.10 Spell/Phantasm +0.10 Spell/Shades +0.10 Cunning/Stealth Curse of Corpses Turn yourself invisible (power 34, based on Cunning and Magic) for 10 turns. Uses 30 power out of 50/50 This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
Eel-skin armour (Madness) (10 def, 1 armour)9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Armour +1 Defense +10 (+2 eff.) Fatigue +2% Poison- +30% On Nature Hit: 10% Call Lightning 2 Curse of Madness Call Lightning: Level 2.0 Pwr.cost 11 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 103.68 to 311.03 lightning damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Skin of Many (Nightmares) (12 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+3 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth Curse of Nightmares The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
Spinal Cage (Shrouds) (5 def, 8 armour)9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+1 eff.) Fatigue +3% Resists +15% physical Curse of Shrouds Bone Grab: Level 2.0 Pwr.cost 12 out of 30/30. Range 7 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 66.27 physical damage, inflicting bleeding for another 33.14 damage over 5 turns. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into an armour. |
cured leather armour of Eyal (Nightmares) (2 def, 4 armour)9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +7% Max.HP +56.00 HP.reg +2.10 Heal.mod +15% Curse of Nightmares A suit of armour made of leather. |
Searire (Madness) (4 def, 9 armour)17.0 T2 massive armor [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Wil dps ---------- Phys.pwr +2 (+0 eff.) Dmg.mod +6% fire Acc +4 (+1 eff.) Melee Ret 5 light ----- def ----- Armour +9 Defense +4 (+1 eff.) Fatigue +22% Resists +15% lightning +6% mind +12% darkness +13% blight Mind.save +13 (+4 eff.) Max.HP +20.00 ---------- misc Light +2 Curse of Madness A suit of armour made of metal plates. |
stralite plate armour of natural resilience (Misfortune) (7 def, 13 armour)17.0 T4 massive armor [Ego+] Disrupt While equipped: ----- def ----- Armour +13 Defense +7 (+1 eff.) Fatigue +26% Resists +18% nature +16% blight D.Red.from +10% Unnatural Curse of Misfortune A suit of armour made of metal plates. |
Black Mesh (Misfortune) (8 def, 2 armour, 120 block)7.0 T3 shield armor [Unique] Nature While equipped: Stats +5 Wil ----- def ----- Armour +2 Defense +8 (+2 eff.) Rng.Def +8 (+2 eff.) Fatigue +6% Resists +25% blight +25% darkness ---------- misc Talents +3 Block 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. |
Coral Spray (Madness) (8 def, 8 armour, 48 block)7.0 T1 shield armor [Unique] Nature While equipped: ----- def ----- Armour +8 Defense +8 (+2 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +2 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. Curse of Madness A chunk of jagged coral, dredged from the ocean. |
cosmic stralite shield of radiance (Nightmares) (10 def, 2 armour, 135.5 block)7.0 T4 shield armor [Ego++] Arcane While equipped: Stats +5 Mag +6 Con dps ---------- On Melee Ret: * 22% chance to blind ----- def ----- Armour +2 Defense +10 (+2 eff.) Rng.Def +10 (+2 eff.) Fatigue +14% Resists +28% light +11% darkness ---------- misc Talents +4 Block On block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Curse of Nightmares Handheld deflection devices. |
Essence of Bearness3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 60 power out of 100/100 The very essence of bearness! |
Arakira the Corpseraze (21/21, 68.5-95.9 power, 33 apr)3.0 T5 arrow ammo [Random Unique] Arcane/Master Power 68.5 - 95.9 Physical Uses 70% Wil, 42% Cun, 50% Mag Acc+ +0.2% crit / acc Apr +33 Crit +36.0% Capacity 21 Proj.spd +200% Ranged+ +17 blight +8 nature On Crit.r2 +12 nature On Hit: * Slows global speed by 40% * 24% chance to disease On Crit: * cripple the target Arrows are used with bows to pierce your foes to death. |
Hornet Stingers (20/20, 18-25.2 power, 10 apr)3.0 T2 arrow ammo [Unique] Nature Power 18.0 - 25.2 Physical Uses 70% Wil, 50% Mag, 42% Cun Acc+ +0.2% crit / acc Apr +10 Crit +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
Quiver of Domination (20/20, 24-33.6 power, 8 apr)3.0 T4 arrow ammo [Unique] Psionic Power 24.0 - 33.6 Mind Uses 90% Wil, 50% Mag, 36% Cun Acc+ +0.2% crit / acc Apr +8 Crit +2.0% Capacity 20 On Crit: * dominate the target Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain. |
Sunpassion the quiver of elm arrows (12/12, 14.5-20.3 power, 5 apr)3.0 T1 arrow ammo [Rare] Arcane Power 14.5 - 20.3 Physical Uses 70% Wil, 42% Cun, 50% Mag Acc+ +0.2% crit / acc Apr +5 Crit +1.0% Capacity 12 Ranged+ +12 light On Hit.r1 +8 arcane +18 fire On Crit.r2 +4 light On Hit: * 40% chance to blind Arrows are used with bows to pierce your foes to death. |
Woebreacher the quiver of dragonbone arrows (21/21, 52-72.8 power, 18 apr)3.0 T5 arrow ammo [Random Unique] Arcane/Master/Psionic Power 52.0 - 72.8 Blight Uses 70% Wil, 42% Cun, 50% Mag Acc+ +0.2% crit / acc Apr +18 Crit +21.0% Capacity 21 Ranged+ +30 acid +75 physical +12 darkness On Hit.r1 +12 blight On Crit.r2 +4 arcane On Hit: * 40% chance to disease * 44% chance to inflict 15% damage reduction * 10% chance to knock the target back On Crit: * splashes the target with acid * cripple the target Arrows are used with bows to pierce your foes to death. |
barbed quiver of yew arrows of the leech (22/22, 29.5-41.3 power, 10 apr)3.0 T3 arrow ammo [Ego+] Disrupt/Master Power 29.5 - 41.3 Physical Uses 70% Wil, 50% Mag, 42% Cun Acc+ +0.2% crit / acc Apr +10 Crit +2.0% Capacity 22 Ranged+ +15 bleed On Hit: * Slows global speed by 12% * leeches stamina from the target On Crit: * wounds the target for 7 turns: 28 bleeding, 79% reduced healing Arrows are used with bows to pierce your foes to death. |
3 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
1574 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
17 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
13 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
25 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+2 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
16 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Blindsin the iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Cun +1 Str dps ---------- Dmg.mod +3% light Res.pen +20% blight Acc +4 (+1 eff.) On Hit (Melee): * 15% chance to blind * 20% chance to disease ----- def ----- Resists +6% light ---------- misc Light +1 Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Dairidar (dig speed 37 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +12% acid Res.pen +5% arcane +15% acid ----- def ----- Fatigue -4% Resists +5% arcane While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Demontrencher of the Blightspawn (dig speed 5 turns)3.0 T5 digger tool [Random Unique] Master While equipped: Stats +3 Str dps ---------- Res.pen +20% fire +5% temporal Melee Ret 12 fire On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) On Melee Ret: * 37% chance to disease * 33% chance to inflict 15% damage reduction ----- def ----- Armour +4 Defense +7 (+1 eff.) Resists +3% temporal +8% physical Max.HP +36.00 ---------- misc Max.stam +28.00 Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Lustrepower (dig speed 24 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +4 Cun +2 Str dps ---------- Dmg.mod +6% temporal Res.pen +15% light Acc +8 (+2 eff.) Melee Ret 8 lightning On Hit (Melee): * 30% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +9% light +9% temporal Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Infravis +4 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 48 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "The Day It Came"2.0 T3 forbidden tome [Unique] Unknown 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? |
12 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Elylrawyn the Dazzleire2.0 T1 lite [Rare] Arcane While equipped: dps ---------- Dmg.mod +24% darkness Melee Ret 11 fire On Hit (Melee): * 30% chance to blind ----- def ----- Resists +6% light +6% fire ---------- misc Light +2 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. |
Lavareaper2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% fire Melee Ret 8 fire On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +9% acid +15% fire Phys.save +5 (+1 eff.) Heal.mod +13% ---------- misc Light +2 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. |
Nerukira the Arcmark1.0 T5 lite [Random Unique] Arcane/Master While equipped: Stats +5 Con dps ---------- Dmg.mod +13% darkness Res.pen +13% all Apr +11 Melee Ret 12 lightning 28 fire ----- def ----- Armour +4 Resists +6% blight +8% fire +15% light Affinity +5% darkness ---------- misc Stam/turn +0.40 Light +6 Infravis +5 Moonlight Ray: Puts all charms on 5 cooldown Level 4.0 Pwr.cost 5 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 193.72 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 15 out of 25/25. Range 5 Travel.spd 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 165.62 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 165.62 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. |
Sootmaim of the Blightspawn1.0 T5 lite [Random Unique] Nature/Psionic While equipped: Stats -15 Str +7 Wil +19 Con dps ---------- Phys.crit +4.0% Crit.mult +19.00% Phys.pwr +9 (+1 eff.) Dmg.mod +12% acid +3% arcane Res.pen +15% acid +5% arcane ----- def ----- Resists +14% blight +9% acid Mind.save +13 (+4 eff.) HP.reg +5.10 ---------- misc Light +4 See.Stealth +18 See.Invis +17 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Spectral Cage0.0 T3 lite [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Dmg.mod +15% cold Res.pen +10% cold ----- def ----- Resists +20% cold ---------- misc Light +5 Cooldown Chill of the Tomb -2 Release a will o' the wisp that will explode against your foes for 319 cold damage (based on your Magic). Uses 12 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (142 power, based on Willpower). Uses 6 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +1 Infravis +6 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 24 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
dwarven lantern of corpselight1.0 T5 lite [Ego+] Arcane While equipped: dps ---------- Spell.crit +6% Spell.pwr +6 (+2 eff.) ----- def ----- Resists +15% blight +15% darkness ---------- misc Light +4 Infravis +6 See.Invis +15 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 18 cooldown Level 2.0 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 46 blight damage or heals 58 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
ethereal alchemist's lamp of focus0.0 T3 lite [Ego+] Arcane/Psionic While equipped: Stats +3 Wil +5 Mag dps ---------- Spell.pwr +8 (+3 eff.) Dmg.mod +8% mind ---------- misc Light +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
Fortune's Eye2.0 T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun dps ---------- Acc +12 (+3 eff.) Apr +12 ----- def ----- Defense +12 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) ---------- misc See.Stealth +12 See.Invis +12 Track: Level 2.0 Pwr.cost 11 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 32 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Crystal Heart0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 6 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Petrified Wood0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
2 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
17 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Gwai's Burninator2.0 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 602.65 fire damage (based on Magic). Uses 30 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 116% of the healing done. This effect scales with your Magic stat.. Uses 45 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 122 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (5/5)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 12, dealing 501.12 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 15 power out of 75/75 This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
Bethina the Duskbutcher (19/19, 23-27.6 power, 7 apr)3.0 T2 shot ammo [Random Unique] Arcane/Master Power 23.0 - 27.6 Physical Uses 40% Wil, 50% Mag, 92% Cun Acc+ +0.1% dam / acc Apr +7 Crit +8.5% Capacity 19 Rld cld 5 Proj.spd +200% Ranged+ +10 bleed On Hit.r1 +8 darkness On Crit.r2 +8 temporal On Crit: * wounds the target for 7 turns: 28 bleeding, 79% reduced healing Shots are used with slings to pummel your foes to death. |
Turizor the pouch of dwarven-steel shots (17/17, 33-39.6 power, 3 apr)3.0 T3 shot ammo [Rare] Arcane Power 33.0 - 39.6 Physical Uses 40% Wil, 50% Mag, 92% Cun Acc+ +0.1% dam / acc Apr +3 Crit +5.0% Capacity 17 Ranged+ +8 temporal +11 darkness +21 blight On Hit.r1 +16 temporal On Hit: * 20% chance to gain 10% of a turn (3/turn limit) * 40% chance to cause random gloom * 20% chance to curse the target Shots are used with slings to pummel your foes to death. |
pouch of voratun shots 'Glitterglory' (21/21, 61-73.2 power, 13 apr)3.0 T5 shot ammo [Random Unique] Master/Psionic Power 61.0 - 73.2 Physical Uses 40% Wil, 50% Mag, 92% Cun Acc+ +0.1% dam / acc Apr +13 Crit +13.0% Capacity 21 Proj.spd +200% Ranged+ +25 physical +12 bleed +16 light On Hit: * 40% chance to blind * 40 arcane resource burn * 10% chance to knock the target back On Crit: * wounds the target for 7 turns: 28 bleeding, 79% reduced healing Shots are used with slings to pummel your foes to death. |
Cloudworth [power 157] (4 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% acid Res.pen +5% lightning Melee Ret 8 lightning On Hit (Melee): * Slows global speed by 30% * 30% chance to daze at end of turn ----- def ----- Resists +18% nature +6% lightning Fire a blast of psionic energies in a range 9 beam dealing 80.07 to 160.14 mind damage Puts all charms on 4 cooldown Torques are made by powerful psionics to store psionic powers. |
Hellsspire the steel torque of mindblast [power 157] (4 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% nature +24% lightning Res.pen +25% lightning +10% fire Melee Ret 12 fire ----- def ----- Resists +21% fire Fire a blast of psionic energies in a range 9 beam dealing 80.07 to 160.14 mind damage Puts all charms on 4 cooldown Torques are made by powerful psionics to store psionic powers. |
Mayotta the Kilnblack [power 4] (6 cooldown)2.0 T5 torque charm [Random Unique] Psionic While equipped: dps ---------- Spell.crit +1% Crit.mult +10.00% Dmg.mod +6% blight +6% fire ----- def ----- Spell.save +6 (+1 eff.) ---------- misc Mana/turn +0.16 Wards +4 physical +8 mind +9 darkness Talents +2 Ward Absorb and nullify at most 4 detrimental mental status effects in the next 10 turns Puts all charms on 6 cooldown 100% to regenerate 11 hate. Torques are made by powerful psionics to store psionic powers. |
Yarohir the Demonriver [power 22] (18 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Res.pen +25% darkness +20% acid ----- def ----- Resists +3% darkness Teleport randomly (rad 22) Puts all charms on 18 cooldown Torques are made by powerful psionics to store psionic powers. |
iron torque of kinetic psionic shield [power 25] (12 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 25 for 7 turns Puts all charms on 12 cooldown Torques are made by powerful psionics to store psionic powers. |
iron torque of thermal psionic shield [power 25] (12 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 25 for 7 turns Puts all charms on 12 cooldown Torques are made by powerful psionics to store psionic powers. |
psionic stralite torque of thermal psionic shield [power 113] (12 cooldown)2.0 T4 torque charm [Ego] Psionic Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 113 for 7 turns Puts all charms on 12 cooldown 100% to regenerate 8 psi. Torques are made by powerful psionics to store psionic powers. |
warded voratun torque of clear mind [power 5] (6 cooldown)2.0 T5 torque charm [Ego+] Psionic While equipped: ---------- misc Wards +3 physical +5 mind +4 darkness Talents +1 Ward Absorb and nullify at most 5 detrimental mental status effects in the next 10 turns Puts all charms on 6 cooldown Torques are made by powerful psionics to store psionic powers. |
Armuhad the Airmortal [power 17] (12 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +12% mind Res.pen +5% mind Melee Ret 16 lightning ----- def ----- Resists +9% mind +12% lightning Harden the skin for 7 turns increasing armour by 17 and armour hardiness by 30% Puts all charms on 12 cooldown Natural totems are made by powerful wilders to store nature power. |
Emorida [power 79] (12 cooldown)2.0 T5 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +6% blight On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) * 21% chance to disease ----- def ----- Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Wards +5 acid +4 nature +4 light Talents +5 Lay Web +1 Ward Cooldown Lay Web -1 Harden the skin for 7 turns increasing armour by 79 and armour hardiness by 70% Puts all charms on 12 cooldown Natural totems are made by powerful wilders to store nature power. |
Persistant Will2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+2 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 15 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When they found the perpetrators, they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
ash totem of cure ailments 'Cystriver' [power 2] (6 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +9% nature Res.pen +5% darkness Melee Ret 12 nature Remove up to 2 poisons or diseases from a target within range 9 (based on Willpower) Puts all charms on 6 cooldown 100% to regenerate 3 stamina. Natural totems are made by powerful wilders to store nature power. |
dragonbone totem of cure ailments 'Gunymnir' [power 4] (6 cooldown)2.0 T5 totem charm [Random Unique] Nature While equipped: Stats +4 Mag dps ---------- Spell.pwr +6 (+2 eff.) Res.pen +10% blight Phasing +10% ----- def ----- Fatigue -6% Resists +6% mind ---------- misc Vim/s.crit +3.00 Talents +2 Invoke Tentacle +5 Lay Web Cooldown Invoke Tentacle +10 Lay Web -1 Remove up to 4 poisons or diseases from a target within range 9 (based on Willpower) Puts all charms on 6 cooldown Natural totems are made by powerful wilders to store nature power. |
warded yew totem of healing [power 135] (12 cooldown)2.0 T3 totem charm [Ego+] Nature While equipped: ---------- misc Wards +2 acid +3 nature +3 light Talents +1 Ward Heal a target within range 9 (based on Willpower) for 135 Puts all charms on 12 cooldown Natural totems are made by powerful wilders to store nature power. |
yew totem of thorny skin 'Aravea' [power 47] (12 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: Stats +4 Wil dps ---------- Mind.pwr +12 (+2 eff.) Dmg.mod +12% temporal Melee Ret 8 temporal ----- def ----- Mind.save +30 (+8 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.hate +8.00 Max.psi +20.00 Talents +1 Invoke Tentacle Cooldown Invoke Tentacle +5 Harden the skin for 7 turns increasing armour by 47 and armour hardiness by 50% Puts all charms on 12 cooldown Natural totems are made by powerful wilders to store nature power. |
19 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Lightbringer's Wand2.0 T3 wand charm [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light Melee Ret 18 light ----- def ----- Resists +12% darkness +12% light Spell.save +15 (+3 eff.) ---------- misc Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 147 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 21 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
Silabreth the Moldtickler [power 10] (4 cooldown)2.0 T2 wand charm [Random Unique] Arcane While equipped: Stats +2 Mag +1 Wil +1 Con dps ---------- Dmg.mod +6% nature ---------- misc Talents +2 Volcano Cooldown Volcano -2 Reveal the area around you, dispelling darkness (radius 10, power 71 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 4 cooldown 100% to regenerate 4 mana. 100% to regenerate 2 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Sileretha the Barkstun [power 421] (6 cooldown)2.0 T5 wand charm [Random Unique] Arcane While equipped: Stats +4 Str +3 Dex dps ---------- Dmg.mod +3% nature Res.pen +15% nature ---------- misc See.Invis +9 Talents +8 Strike Cooldown Strike -2 Fire a bolt of a random element with (base) damage 210 to 421 Puts all charms on 6 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 18 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. |
diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
17 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Glod the Dwarf Berserker level 50
8th Wealth 123rd year of Ascendancy at 05:47 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Glod the Dwarf Berserker level 50
17th Steel 123rd year of Ascendancy at 15:51 see stats
Against all odds
Killed Ukruk in the ambush.By Glod the Dwarf Berserker level 50
12nd Voratun 123rd year of Ascendancy at 18:19 see stats
Anti-Antimagic!
Destroyed the Ziguranth camp with your Rhaloren allies.By Glod the Dwarf Berserker level 50
17th Voratun 123rd year of Ascendancy at 09:56 see stats
Arachnophobia
Destroyed the spydric menace.By Glod the Dwarf Berserker level 50
2nd Loss 123rd year of Ascendancy at 10:11 see stats
Bringer of Doom
Killed a Bringer of Doom.By Glod the Dwarf Berserker level 47
28th Iron 123rd year of Ascendancy at 19:08 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By Glod the Dwarf Berserker level 50
19th Stralite 123rd year of Ascendancy at 22:52 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Glod the Dwarf Berserker level 16
29th Voratun 122nd year of Ascendancy at 20:48 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Glod the Dwarf Berserker level 50
27th Dearth 123rd year of Ascendancy at 10:43 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Glod the Dwarf Berserker level 50
4th Voratun 123rd year of Ascendancy at 21:48 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By Glod the Dwarf Berserker level 50
22nd Steel 123rd year of Ascendancy at 08:04 see stats
Exterminator
Killed 1000 creatures.By Glod the Dwarf Berserker level 42
6th Iron 123rd year of Ascendancy at 08:51 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Glod the Dwarf Berserker level 50
22nd Steel 123rd year of Ascendancy at 01:31 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Glod the Dwarf Berserker level 50
2nd Steel 123rd year of Ascendancy at 13:02 see stats
Is that how it feels to be an escort quest?!
Got saved from death in the Godfeaster by Malyu and managed to escape.By Glod the Dwarf Berserker level 46
11st Iron 123rd year of Ascendancy at 16:24 see stats
Level 10
Got a character to level 10.By Glod the Dwarf Berserker level 10
19th Voratun 122nd year of Ascendancy at 09:34 see stats
Level 20
Got a character to level 20.By Glod the Dwarf Berserker level 20
8th Profit 122nd year of Ascendancy at 17:19 see stats
Level 30
Got a character to level 30.By Glod the Dwarf Berserker level 30
13rd Shortage 122nd year of Ascendancy at 23:22 see stats
Level 40
Got a character to level 40.By Glod the Dwarf Berserker level 40
4th Iron 123rd year of Ascendancy at 18:16 see stats
Level 50
Got a character to level 50.By Glod the Dwarf Berserker level 50
1st Steel 123rd year of Ascendancy at 16:37 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Glod the Dwarf Berserker level 27
39th Profit 122nd year of Ascendancy at 15:54 see stats
Size is everything
Did over 1500 damage in one attack.By Glod the Dwarf Berserker level 50
2nd Steel 123rd year of Ascendancy at 12:32 see stats
Size matters
Did over 600 damage in one attack.By Glod the Dwarf Berserker level 21
9th Profit 122nd year of Ascendancy at 06:54 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Glod the Dwarf Berserker level 50
27th Dearth 123rd year of Ascendancy at 15:11 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Glod the Dwarf Berserker level 8
19th Voratun 122nd year of Ascendancy at 03:07 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Glod the Dwarf Berserker level 50
17th Steel 123rd year of Ascendancy at 15:51 see stats
The bigger the better!
Did over 3000 damage in one attack.By Glod the Dwarf Berserker level 50
27th Dearth 123rd year of Ascendancy at 19:07 see stats
The secret city
Discovered the truth about mages.By Glod the Dwarf Berserker level 29
8th Shortage 122nd year of Ascendancy at 05:11 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Glod the Dwarf Berserker level 48
29th Iron 123rd year of Ascendancy at 22:55 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Glod the Dwarf Berserker level 48
30th Iron 123rd year of Ascendancy at 16:24 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Glod the Dwarf Berserker level 27
31st Profit 122nd year of Ascendancy at 22:21 see stats
Unstoppable
Returned from the dead.By Glod the Dwarf Berserker level 50
14th Voratun 123rd year of Ascendancy at 02:26 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Glod the Dwarf Berserker level 50
11st Voratun 123rd year of Ascendancy at 15:21 see stats
Log
Shade of mountain troll thunderer misses Glod.
Glod instinctively hardens his skin and ignores the attack!
Glod repels an attack from Shade of mountain troll thunderer.
Shade of mountain troll thunderer is recovering from the damage!
Shade of mountain troll thunderer resists the blinding light!
Shade of mountain troll thunderer resists the terror!
Glod's Beyond the Flesh hits Shade of mountain troll thunderer for (35 parried), 177 physical, 42 light, 39 darkness, 10 darkness, 9 arcane, 17 arcane (295 total damage).
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the west (shade of mountain troll thunderer)).
You collect a new ingredient: length of troll intestine (1).
Glod steals life from Shade of mountain troll thunderer!
Glod hits Shade of mountain troll thunderer for (35 parried), 275 physical (275 total damage).
Glod killed Shade of mountain troll thunderer!
Glod picks up ( .): stralite waraxe 'Shinemark' (Corpses) (29-40.6 power, 17 apr).
Glod picks up ( .): cosmic stralite shield of radiance (Nightmares) (10 def, 2 armour, 135.5 block).
Berserker Rage's rage subsides!
Glod deactivates Arcane Combat.
Glod deactivates Chant of Resistance.
Glod deactivates Elemental Discord.
Glod deactivates Beyond the Flesh.
Glod deactivates Precise Strikes.
Glod deactivates Arcane Feed.
Glod deactivates Stone Skin.
Glod deactivates Through The Crowd.
Glod deactivates Augmentation.
Glod deactivates Berserker Rage.
Glod deactivates Daunting Presence.








































































































































































































































































































