












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Everything is Unique 1.5.2Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Improved player targetting 1.2.0Player's targetting improvements. Multi-Class Challenge 1.4.8Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, check your Game Options for a new tab. Frendlier Fire 1.5.5 Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Tsedaka Safer Auto Use 1.4.5A few tweaks on Xetaxheb's plugin and hopefully improved for safer play. And auto target toggle from Stuntofthelitter |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Cornac |
Class | Adventurer |
Level / Exp | 276 / 81% |
Size | big |
Lifes / Deaths | Killed by Salubrerin the mountain troll at level 64 on the 29th Dusk 122nd year of Ascendancy at 00:49 1 / 6Killed by Salubrerin the mountain troll at level 65 on the 29th Dusk 122nd year of Ascendancy at 09:29 Killed by Salubrerin the mountain troll at level 65 on the 29th Dusk 122nd year of Ascendancy at 11:42 Killed by Salubrerin the mountain troll at level 65 on the 29th Dusk 122nd year of Ascendancy at 14:37 Killed by Adoda the giant ice ant at level 67 on the 29th Dusk 122nd year of Ascendancy at 19:53 Killed by Adoda the giant ice ant at level 67 on the 29th Dusk 122nd year of Ascendancy at 23:02 |
Primary Stats
Strength | 278.16190289235 (base 100) |
Dexterity | 296.32380578469 (base 100) |
Constitution | 322.32380578469 (base 100) |
Magic | 177.16190289235 (base 100) |
Willpower | 282.3238057847 (base 100) |
Cunning | 362.32380578469 (base 100) |
Resources
Psi | 424/432 |
Equilibrium | 109 |
Vim | 26/1545 |
Life | 15810/16653 |
Positive | 492/865 |
Stamina | 1587/1720 |
Paradox | 300 |
Healing Factor | 1.4515804500461 |
Regeneration | 60.168009654411 |
Speed
Mental | +70.136645962733% |
Attack | 0% |
Movement | +157% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | -3 |
Infravision | 75 |
See Stealth | 216.41195270845 |
See Invisible | 245.73575849316 |
Offense: Mainhand
Damage | 2331 |
Accuracy | 222 |
Crit Chance | 395% |
APR | 225 |
Speed | 0.47 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 120 |
Crit Chance | 100% |
Speed | 1 |
Offense: Mind
Mindpower | 143 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
Acid | +75% |
Blight | +45% |
Arcane | +69% |
Cold | +88% |
All | +27% |
Mind | +90% |
Lightning | +78% |
Light | +75% |
Temporal | +33% |
Physical | +143% |
Darkness | +94% |
Fire | +49% |
Nature | +58% |
Offense: Damage Penetration
Physical | +117% |
Cold | +15% |
Lightning | +15% |
Light | +15% |
Temporal | +25% |
Darkness | +85% |
Arcane | +30% |
Fire | +44% |
Nature | +10% |
Defense: Base
Armour (hardiness) | 1301.4603277173 (100%) |
Defense | 130 |
Ranged Defense | 136 |
Fatigue | 0 |
Physical Save | 166 |
Spell Save | 115 |
Mental Save | 163 |
Defense: Resistances
Acid | + 84%( 84%) |
Blight | + 84%( 84%) |
Arcane | + 63%( 84%) |
Cold | + 84%( 84%) |
All | + 55%( 84%) |
Mind | + 84%( 84%) |
Lightning | + 84%( 84%) |
Light | + 72%( 84%) |
Temporal | + 64%( 84%) |
Physical | + 75%( 90%) |
Darkness | +100%(100%) |
Fire | + 84%( 84%) |
Nature | + 84%( 84%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 85% |
Poison Resistance | 93% |
Blind Resistance | 100% |
Silence Resistance | 100% |
Bleed Resistance | 93% |
Teleport Resistance | 15% |
Disarm Resistance | 100% |
Pinning Resistance | 63% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (4/4)
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 physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (47% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1292 life over 5 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1073 damage for 6 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 458 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. |
Class Talents
Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 26/5 |
| 20/5 |
Celestial / Guardian | 1.00 |
| 1/5 |
| 1/5 |
| 14/5 |
| 0/5 |
Corruption / Doom shield | 1.00 |
| 3/5 |
| 20/5 |
| 1/5 |
| 8/5 |
Technique / Munitions | 1.30 |
| 16/5 |
| 22/5 |
| 11/5 |
| 10/5 |
Wild-gift / Ooze | 1.00 |
| 24/5 |
| 1/5 |
| 1/5 |
| 27/5 |
Technique / Archery prowess | 1.30 |
| 14/5 |
| 7/5 |
| 8/5 |
| 10/5 |
Technique / Agility | 1.30 |
| 17/5 |
| 1/5 |
| 1/5 |
| 16/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Demonic pact | 1.00 |
| 6/5 |
| 5/5 |
| 1/5 |
| 6/5 |
Technique / Reflexes | 1.30 |
| 2/5 |
| 11/5 |
| 19/5 |
| 5/5 |
Chronomancy / Flux | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Technique / Archery training | 1.30 |
| 25/5 |
| 20/5 |
| 22/5 |
| 15/5 |
Technique / Marksmanship | 1.30 |
| 27/5 |
| 18/5 |
| 3/5 |
| 24/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 11/5 |
| 18/5 |
| 0/5 |
| 0/5 |
Corruption / Demonic strength | 1.00 |
| 1/5 |
| 3/5 |
| 20/5 |
| 23/5 |
Technique / Combat training | 2.00 |
| 27/5 |
| 1/5 |
| 15/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.00 |
| 3/5 |
| 18/5 |
| 1/5 |
| 27/5 |
Cursed / Cursed form | 1.00 |
| 5/5 |
| 27/5 |
| 14/5 |
| 10/5 |
Technique / Mobility | 1.20 |
| 1/5 |
| 12/5 |
| 1/5 |
| 9/5 |
Corruption / Torment | 1.00 |
| 25/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Cunning / Survival | 1.00 |
| 9/5 |
| 1/5 |
| 1/5 |
| 9/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Shield of Light |
talent | Intuitive Shots |
talent | Blood Vengeance |
talent | Incendiary Ammunition |
talent | Overkill |
talent | Mitosis |
talent | Abyssal Shield |
talent | Willful Tormenter |
talent | Rapid Shot |
talent | Hardened Core |
talent | Trained Reactions |
talent | Beyond the Flesh |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 7.2)Penalty : Fractured Sanity: -12% Mind Resistance, -16% Confusion Immunity Power 1+: Unleashed: +21% critical damage, +25% off-hand weapon damage Power 2+: -1 Luck, +13 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 9.2% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 6.2): 7%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 16% when tested. Power 1+: Removed from Reality: +7 Physical Resistance, +6 Maximum Physical Resistance Power 2+: -1 Luck, +11 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 18 air and an additional 8 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 9 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 | Reduces physical damage received by 22% and provides a 11% chance to ignore critical hits. Juggernaut |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 7.2)Penalty : Fear of Death: -8% resistance against damage from the undead. Power 1+: Power over Death: +16% damage against the undead. Power 2+: -1 Luck, +7 Strength, +7 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 8. Power 4+: Reprieve from Death: Humanoids you slay have a 45% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | Increases movement speed by 97%. Rapid Movement |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 9.2)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +18 Defense, +9 Ranged Defense Power 2+: -1 Luck, +17 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+59% chance to avoid traps). Power 4+: Unfortunate End: There is a 42% chance that the damage you deal will increase by 41% if the increase would be enough to kill your opponent. |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | The target is cursed, reducing all damage done by 20%. Curse of Impotence |
detrimental effect | On death will restore to the source up to 49 times the vim's worth. Bleak Outcome |
beneficial effect | Increases attack speed by 38%, grants infinite ammo, and causes all marking shots to have a 100% increased chance to mark. Trueshot |
beneficial effect | The target's spellpower has been increased by 30. Spellsurge |
detrimental effect | The target's physical resistance has been reduced by -90%. Weakened Defenses |
detrimental effect | All damage done by the target will also hurt it for 48%. Martyrdom |
detrimental effect | The target glows in the light, reducing its stealth and invisibility power by 600, defense by 201 and looses all evasion bonus from being unseen. Illumination |
beneficial effect | The target's combat attack is improved by 309. Attack |
beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 47%. Strength and Willpower are increased by 15. Poisons and diseases have a 33% chance of being neutralized each turn. Cursed Form |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 8.2)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 11%) for 4 turns. Power 1+: Nightwalker: +33 Darkness Resistance, +16% Max Darkness Resistance, +18 See Invisible Power 2+: -1 Luck, +15 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 36% 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 36% for 3 turns. |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the injured seer from death by Islawen the grave wight. Escort: injured seer (level 2 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost anorithil (level 2 of Ruins of Kor'Pul)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You failed to protect the lost anorithil from death by Veledayawen the large white snake. Escort: lost anorithil (level 3 of Dreadfell) | failed |
You failed to protect the lost anorithil from death by Voroma the giant yellow ant. Escort: lost anorithil (level 4 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by Salubrerin the mountain troll. Escort: lost sun paladin (level 1 of Old Forest) | failed |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire) | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved talent Foresight (+1 level(s)). | done |
You abandoned temporal explorer to death. Escort: temporal explorer (level 7 of Dreadfell) | failed |
A compliation of all your achievements earnt. Heroic AchievementsYou are 99% of the way to your next Rank. You have killed: 77 Uniques 20 Bosses 11 Elite Bosses 15 Veterans 12 Heroics 7 Legends 8 Destroyers 19 Epics 3 Elders 4 Ancients 2 Immortals 0 Demigods | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | active |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * 'Needed: one honey tree root. Keep a firm grip on it. These things will dig themselves right back into the ground if you drop them.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed naga tongue. * You've found the needed ice ant stinger. | 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 were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within8 lumberjacks have died. | done |
Equipment
Psionic focus | ![]() Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Power: 172% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Attack speed: 167% Firing range: +10 On weapon hit: * 40% chance to gain 10% of a turn (3/turn limit) Travel speed: +400% Damage (Ranged): +50 lightning When wielded/worn: Accuracy: +30 (+2 eff.) Physical crit. chance: +19.0% Changes stats: +1 Mag Changes resistances penetration: +43% physical / +5% temporal Changes damage: +42% lightning Talent granted: +5 Corrosive Slashes Critical mult.: +25.00% Mana each turn: +0.04 Vim when firing critical spell: +3.00 Maximum mana: +40.00 Spell crit. chance: +1% Damage Shield penetration: +129% Curse of Madness Slings are used to hurl stones or metal shots at your foes. This item has been sent to the Item's Vault. |
Quiver | ![]() Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 4 Power: 241% Range: 1.2x Uses stats: 40% Wil, 50% Mag, 170% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Armour Penetration: +25 Crit. chance: +40.5% Capacity: 57 Turns elapse between self-loadings: 2 On weapon hit: * 40% chance to inflict 15% damage reduction * 10% chance to stun, blind, pin, or confuse the target On weapon crit: * splashes the target with acid * cripple the target Travel speed: +200% Damage (Ranged): +15 acid / +13 physical / +17 light / +17 temporal / +16 mind Burst (radius 1) on hit: +8 darkness / +16 mind Burst (radius 2) on crit: +12 mind / +8 darkness Damage against: +25% Undead Curse of Madness Shots are used with slings to pummel your foes to death. |
On hands | ![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +35 (+3 eff.) Armour penetration: +15 Physical crit. chance: +40.0% Armour: +30 Damage (Melee): 13 lightning / 14 physical / 15 mind / 42 nature Changes stats: +34 Str / +17 Dex / +25 Wil / +23 Cun / +34 Con Changes resistances: +9% lightning / +28% nature / +11% darkness / +10% mind Changes resistances penetration: +5% nature Changes damage: +9% lightning / +11% physical / +17% mind / +31% nature Talent mastery: +1.00 Technique / Grappling Talent cooldown: Double Strike (-2 turns) Critical mult.: +45.00% Physical save: +100 (+11 eff.) Spell save: +26 (+4 eff.) Mental save: +72 (+8 eff.) Disarm immunity: +385% Life regen: +12.00 Stamina each turn: +2.60 Psi each turn: +0.77 Psi when hit: +0.16 Maximum life: +224.00 Maximum hate: +2.00 Maximum vim: +40.00 Spell crit. chance: +40% Mental crit. chance: +42% Infravision radius: +3 Curse of Madness It can be used to activate talent Track, placing all other charms into a 14 cooldown : Effective talent level: 2.0 Power cost: 14 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 65 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Light source | ![]() Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+1 eff.) Defense: +15 (+2 eff.) Damage when hit (Melee): 4 temporal Changes stats: +7 Wil / +43 Cun / +6 Con Changes resistances: +12% acid / +6% temporal / +15% darkness / +15% blight / +9% mind Changes resistances penetration: +10% fire / +10% temporal Changes damage: +12% acid / +6% temporal / +15% light Damage affinity(heal): +5% light Critical mult.: +20.00% Physical save: +20 (+2 eff.) Spell save: +20 (+3 eff.) Mental save: +46 (+5 eff.) Blindness immunity: +49% Confusion immunity: +30% Life regen: +3.80 Mindpower: +10 (+1 eff.) Mental crit. chance: +7% Light radius: -12 Infravision radius: +35 See stealth: +48 See invisible: +47 Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Curse of Shrouds It can be used to activate talent Track, placing all other charms into a 36 cooldown : Effective talent level: 3.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 78 for 6 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +9 (+0 eff.) Armour penetration: +14 Armour: +7 Defense: +9 (+1 eff.) Fatigue: +3% Effects when hit in melee: * 16% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 blight Changes stats: +11 Str / +24 Dex / +8 Wil / +17 Cun Changes resistances: +11% acid / +11% temporal / +19% darkness / +16% cold / +22% fire / +37% mind / +21% lightning Changes damage: +12% light Allows you to breathe in: water Critical mult.: +5.00% Spell save: +6 (+1 eff.) Mental save: +33 (+4 eff.) Confusion immunity: +38% Mana each turn: +0.04 Spellpower on spell critical (stacks up to 3 times): +10 Maximum vim: +20.00 Mindpower: +5 (+0 eff.) Light radius: +2 Infravision radius: +9 Damage Shield penetration: +40% Curse of Corpses A cap made of leather. |
On feet | ![]() Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +9 Defense: +10 (+1 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: -11% Effects on melee hit: * Slows global speed by 34% Changes stats: +4 Str / +6 Mag / +6 Wil / +3 Con Changes resistances: +3% mind / +3% light Changes resistances penetration: +5% nature Physical save: +21 (+2 eff.) Spell save: +37 (+6 eff.) Mental save: +15 (+2 eff.) Blindness immunity: +5% Silence immunity: +56% Confusion immunity: +49% Stun/Freeze immunity: +33% Stamina each turn: +1.80 Mana each turn: +0.60 Maximum life: +116.00 Maximum mana: +56.00 Spell crit. chance: +5% Movement speed: +20% Curse of Nightmares It can be used to activate talent Rush, placing all other charms into a 23 cooldown : Effective talent level: 2.0 Power cost: 23 out of 25/25. Range: 7 Travel Speed: 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. A pair of boots made of leather. |
Tool | ![]() Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +16 (+1 eff.) Armour penetration: +18 Physical power: +16 (+2 eff.) Armour: +12 Defense: +21 (+3 eff.) Fatigue: -8% Effects on melee hit: * 15% chance to blind Changes stats: +13 Str / +4 Dex / +7 Cun / +3 Con Changes resistances: +24% physical / +27% darkness / +15% blight / +16% fire / +8% arcane Changes resistances penetration: +10% temporal / +5% light / +10% arcane Changes damage: +12% light / +18% blight / +22% fire / +21% arcane / +21% mind Damage affinity(heal): +15% darkness Critical mult.: +16.00% Physical save: +11 (+1 eff.) Spell save: +11 (+2 eff.) Mental save: +33 (+4 eff.) Maximum life: +102.00 Maximum stamina: +24.00 Light radius: +1 Infravision radius: +19 Movement speed: +10% Defense after a teleport: +25 Resist all after a teleport: +25% New effects duration reduction after a teleport: +25% When carried: Talent granted: +1 Dig Activating this item is instant. Curse of Misfortune It can be used to activate talent Perfect Strike, placing all other charms into a 24 cooldown : Effective talent level: 4.0 Power cost: 24 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +115 (+9 eff.) Armour penetration: +67 Physical crit. chance: +2.0% Physical power: +14 (+2 eff.) Armour: +22 Defense: +66 (+9 eff.) Effects on melee hit: * 18% chance to cause random gloom * 62% chance to blind Damage (Melee): 96 light / 23 bleed Effects on ranged hit: * 20% chance to cause random gloom * 63% chance to blind Damage (Ranged): 92 light / 16 bleed Changes stats: +19 Str / +27 Dex / +16 Mag / +15 Wil / +19 Cun / +46 Con Changes resistances: +62% acid / +2% physical / +3% darkness / +39% fire / +30% cold / +36% lightning Changes damage: +16% acid Spell save: +114 (+17 eff.) Mental save: +21 (+2 eff.) Blindness immunity: +5% Silence immunity: +89% Disarm immunity: +47% Confusion immunity: +50% Pinning immunity: +43% Stun/Freeze immunity: +50% Knockback immunity: +65% Life regen: +4.50 Mana each turn: +0.80 Vim when hitting in melee: +2.00 Hate when firing a critical mind attack: +3.00 Maximum life: +140.00 Maximum stamina: +210.00 Maximum hate: +15.00 Spellpower: +29 (+4 eff.) Curse of Shrouds It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 4.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
On fingers | ![]() Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 32% chance to blind Damage (Melee): 49 light Effects on ranged hit: * 35% chance to blind Damage (Ranged): 39 light Changes resistances: +40% acid / +40% cold / +19% mind / +3% temporal Changes damage: +20% acid / +20% cold / +19% mind Spell save: +9 (+1 eff.) Blindness immunity: +65% Silence immunity: +5% Stun/Freeze immunity: +48% Teleport immunity: +15% Life regen: +4.80 Vim when hit: +1.00 Maximum hate: +10.00 Maximum psi: +20.00 Mindpower: +4 (+0 eff.) Infravision radius: +6 See stealth: +25 See invisible: +25 Curse of Misfortune Rings can have magical properties. |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+0 eff.) Armour penetration: +22 Armour: +21 Defense: +24 (+3 eff.) Fatigue: -20% Effects on melee hit: * 15% chance to daze at end of turn Changes stats: +10 Str / +28 Dex / +20 Wil / +20 Cun / +34 Con Changes resistances: +36% lightning / +4% physical Changes resistances cap: +14% all Changes damage: +12% arcane Critical mult.: +24.00% Physical save: +142 (+15 eff.) Spell save: +21 (+3 eff.) Mental save: +28 (+3 eff.) Pinning immunity: +20% Stun/Freeze immunity: +47% Life regen: +16.10 Stamina each turn: +1.40 Maximum life: +320.00 Movement speed: +10% Curse of Corpses Amulets can have magical properties. |
In main hand | ![]() Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Power: 172% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When this weapon hits: Blood Grasp (20% chance level 5). On weapon hit: * Slows global speed by 57% * 20% chance to daze at end of turn Damage (Ranged): +49 cold Burst (radius 1) on hit: +4 light When wielded/worn: Accuracy: +45 (+3 eff.) Physical crit. chance: +37.0% Armour: +15 Changes stats: +4 Str / +4 Dex / +3 Mag / +4 Wil / +4 Cun / +3 Con Changes resistances: +3% light / +6% fire Changes resistances penetration: +15% lightning / +17% physical / +10% light / +15% cold / +5% fire Changes damage: +41% cold / +9% light / +76% physical Talents cooldown: Fragmentation Shot (-6 turns) Pin Down (-3 turns) Mana each turn: +0.00 Light radius: +4 Curse of Corpses Slings are used to hurl stones or metal shots at your foes. |
Around waist | ![]() Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +42.0% Physical power: +31 (+3 eff.) Armour: +44 Defense: +91 (+12 eff.) Changes stats: +5 Str / +10 Dex / +9 Wil / +9 Cun / +13 Con Changes resistances: +12% lightning / +10% darkness / +10% arcane / +11% light Changes resistances penetration: +20% arcane / +28% physical Changes damage: +6% mind / +29% physical Reduced damage from: +62% Summoned Critical mult.: +49.00% Stealth bonus: +33 Physical save: +102 (+11 eff.) Mental save: +62 (+7 eff.) Mana each turn: +0.32 Vim when firing critical spell: +2.00 Hate when firing a critical mind attack: +2.00 Maximum life: +184.00 Maximum psi: +40.00 Spellpower: +8 (+1 eff.) Mindpower: +31 (+3 eff.) Mental crit. chance: +23% Size category: +1 Curse of Misfortune A belt that goes around your waist. |
In off hand | ![]() Requires: - Dexterity 48 - Talent Agile Defense (level 1) Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 262% Range: 1.2x Uses stats: 212% Wil, 50% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +744 On weapon hit: * 112% chance to daze at end of turn * reduce the cooldown of your ward talent by 1 * deal bonus physical damage equal to your armor On weapon crit: * smash the target with your shield crippling them Damage (Melee): +20 lightning / +44 light / +20 cold / +40 nature Burst (radius 2) on crit: +12 light When wielded/worn: Physical crit. chance: +29.0% Physical power: +48 (+5 eff.) Armour: +72 Armour Hardiness: +10% Defense: +12 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Effects on melee hit: * 15% chance to cause random gloom Damage (Melee): 10 lightning / 10 cold Effects when hit in melee: * 20% chance to daze at end of turn * 26% chance to cause random gloom * 40% chance to blind Damage when hit (Melee): 30 lightning / 20 ice / 38 nature / 12 light Changes stats: +6 Dex / +11 Mag / +1 Wil / +3 Cun / +37 Con Changes resistances: +63% lightning / +20% light / +12% fire / +38% nature / +13% acid / +20% physical / +40% blight / +103% cold / +20% mind Reduce damage by fixed amount: +25 darkness Maximum wards: +6 lightning / +5 temporal / +6 blight / +6 fire / +5 cold Changes resistances penetration: +25% darkness Changes damage: +9% arcane Talents granted: +1 Ward +5 Block Physical save: +60 (+6 eff.) Maximum life: +204.00 Curse of Shrouds Handheld deflection devices. |
Cloak | ![]() Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +35 (+3 eff.) Armour penetration: +32 Physical crit. chance: +10.0% Physical power: +17 (+2 eff.) Armour: +36 Defense: +18 (+2 eff.) Fatigue: -14% Damage when hit (Melee): 12 mind Changes stats: +27 Str / +28 Dex / +19 Mag / +36 Wil / +38 Cun / +28 Con Changes resistances: +8% acid / +3% physical / +74% darkness / +10% lightning / +10% fire / +6% mind / +70% cold Changes resistances penetration: +60% darkness Changes damage: +67% darkness Talent mastery: +0.70 Technique / Combat training Critical mult.: +39.00% Stealth bonus: +76 Physical save: +51 (+5 eff.) Spell save: -11 (-2 eff.) Mental save: +24 (+3 eff.) Stamina each turn: +3.40 Mana each turn: -1.00 Maximum life: +244.00 Maximum mana: +147.00 Spell crit. chance: +6% Mental crit. chance: +23% Infravision radius: +3 Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Strength 20 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +32 Physical crit. chance: +47.0% Physical power: +55 (+5 eff.) Armour: +78 Defense: +141 (+19 eff.) Ranged Defense: +15 (+2 eff.) Fatigue: +8% Damage (Melee): 44 acid / 55 fire Damage (Ranged): 10 fire Damage when hit (Melee): 29 acid / 30 fire Changes stats: +29 Str / +35 Dex / +12 Mag / +27 Wil / +62 Cun Changes resistances: +60% acid / +52% physical / +20% darkness / +125% fire / +6% nature / +30% cold / +17% mind / +50% lightning Grants telepathy: All Critical mult.: +60.00% Physical save: +59 (+6 eff.) Mental save: +194 (+21 eff.) Disarm immunity: +15% Stamina each turn: +3.00 Spellpower: +24 (+3 eff.) Spell crit. chance: +10% Mindpower: +25 (+3 eff.) Mental crit. chance: +9% Light radius: +2 See invisible: +12 Movement speed: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Nightmares It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 65 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
Inventory
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (47% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 31.5 steam per turn. Can be activated for an instant burst of 157 steam. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 26. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 77%, your defense is increased by 77 and all your resistances by 77%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() teleportation rune of the duelist (range 369) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 369 with a minimum range of 15. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Armour penetration: +4 Physical power: +10 (+1 eff.) Armour: +11 Defense: +7 (+1 eff.) Fatigue: -8% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 11 light / 11 darkness Effects when hit in melee: * 11% chance to inflict 15% damage reduction * 11% chance to blind Changes stats: +7 Str / +9 Dex / +4 Mag / +4 Wil / +7 Cun / +9 Con Changes resistances: +63% fire / +59% cold Changes resistances cap: +5% all Changes resistances penetration: +10% temporal / +10% physical / +30% fire Changes damage: +17% light / +7% temporal / +18% darkness / +15% physical Talent masteries: +0.28 Chronomancy / Gravity +0.28 Celestial / Light Physical save: +16 (+1 eff.) Mental save: +10 (+1 eff.) Confusion immunity: +19% Life regen: +1.70 Stamina each turn: +1.10 Maximum life: +20.00 Spellpower: +5 (+0 eff.) Spell crit. chance: +5% Mindpower: +11 (+1 eff.) Movement speed: +10% Combat speed: +10% Curse of Misfortune Amulets can have magical properties. |
![]() Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -17% Damage when hit (Melee): 12 acid / 8 fire / 23 light Changes stats: +9 Dex / +10 Mag / +9 Cun / +7 Con Changes resistances: +6% acid / +29% fire / +3% light / +26% cold Changes resistances penetration: +15% fire Changes damage: +26% blight / +25% fire / +3% light Critical mult.: +32.00% Physical save: +22 (+2 eff.) Spell save: +19 (+3 eff.) Mental save: +22 (+3 eff.) Life regen: +5.10 Stamina each turn: +1.30 Mana each turn: +0.92 Spellpower on spell critical (stacks up to 3 times): +12 Maximum mana: +95.00 Spellpower: +25 (+3 eff.) Movement speed: +10% Curse of Madness Amulets can have magical properties. |
![]() Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+0 eff.) Armour penetration: +16 Physical power: +8 (+1 eff.) Armour: +16 Defense: +24 (+3 eff.) Fatigue: -17% Damage (Melee): 13 light / 15 darkness Effects when hit in melee: * 15% chance to blind * 15% chance to inflict 15% damage reduction Damage when hit (Melee): 30 blight Changes stats: +19 Dex / +22 Mag / +8 Wil / +18 Cun / +25 Con Changes resistances: +15% physical / +7% arcane / +18% darkness Changes resistances cap: +12% all Changes resistances penetration: +10% darkness Changes damage: +6% acid / +18% physical / +23% light / +8% temporal / +38% darkness / +8% fire / +8% cold / +8% lightning Talent masteries: +0.40 Spell / Wildfire +0.40 Spell / Fire alchemy Critical mult.: +20.00% Physical save: +72 (+8 eff.) Spell save: +23 (+4 eff.) Mental save: +40 (+5 eff.) Confusion immunity: +25% Teleport immunity: +50% Life regen: +2.50 Stamina each turn: +3.50 Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +11 (+1 eff.) Spell crit. chance: +14% Mindpower: +15 (+1 eff.) Movement speed: +20% Combat speed: +10% Curse of Shrouds It can be used to teleport you randomly (rad 64), putting all charms on cooldown for 14 turns. Amulets can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +6 (+0 eff.) Armour penetration: +12 Changes resistances: +14% lightning Critical mult.: +12.00% Stun/Freeze immunity: +26% Curse of Corpses Amulets can have magical properties. |
![]() Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Mag Changes resistances: +5% physical Stamina each turn: +0.30 Curse of Corpses Amulets can have magical properties. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 12 acid Changes resistances: +24% mind Changes resistances penetration: +5% acid Changes damage: +12% mind / +21% acid Silence immunity: +24% Disarm immunity: +23% Pinning immunity: +22% Knockback immunity: +24% Mana each turn: +0.13 Maximum life: +23.00 Curse of Misfortune Rings can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 16 acid Changes stats: +1 Con Changes resistances: +12% acid / +26% fire Changes resistances penetration: +20% mind Changes damage: +9% mind / +13% fire Spell save: +13 (+2 eff.) Life regen: +1.10 Maximum life: +55.00 Maximum stamina: +14.00 Healing mod.: +12% Curse of Corpses Rings can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +4 Wil / +3 Con Changes resistances: +22% fire Changes resistances penetration: +20% darkness Changes damage: +11% fire Maximum encumbrance: +24 Physical save: +6 (+0 eff.) Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +2 (+0 eff.) Spell crit. chance: +1% Curse of Nightmares Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +24 (+2 eff.) Armour penetration: +12 Physical power: +22 (+2 eff.) Defense: +13 (+2 eff.) Effects on melee hit: * 23% chance to blind * 24% chance to disease * 30% chance to inflict 15% damage reduction Damage (Melee): 38 light Effects on ranged hit: * 25% chance to blind Damage (Ranged): 36 light Damage when hit (Melee): 8 blight Changes stats: +14 Str / +8 Dex / +6 Mag / +13 Cun / +15 Con Changes resistances: +32% blight / +6% lightning Changes damage: +50% blight / +15% lightning Blindness immunity: +36% Stun/Freeze immunity: +34% Life regen: +3.10 Vim when hitting in melee: +0.00 Spellpower: +10 (+1 eff.) Infravision radius: +5 See stealth: +14 See invisible: +16 Curse of Corpses It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.4 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 154% 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. |
![]() Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +15 (+1 eff.) Physical power: +15 (+2 eff.) Armour: +6 Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Changes stats: +9 Dex / +7 Mag / +5 Wil / +15 Cun Changes resistances: +3% temporal / +24% nature / +3% mind Changes damage: +12% nature / +10% all Spell save: +18 (+3 eff.) Cut immunity: +15% Confusion immunity: +5% Pinning immunity: +20% Stun/Freeze immunity: +15% Spellpower: +22 (+3 eff.) Mindpower: +23 (+2 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Curse of Nightmares Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Spell save: +4 (+1 eff.) Curse of Shrouds Rings can have magical properties. |
![]() Toxinviper (Corpses) (219% power, 2 apr) Requires: - Strength 16 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 219% Range: 1.5x Uses stats: 246% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 111% On weapon hit: * 28% chance to cause random gloom * Slows global speed by 40% * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 20% chance to torment the target * Random elemental explosion On weapon crit: * cripple the target * wounds the target for 7 turns: 41 bleeding, 93% reduced healing Damage (Melee): +4 arcane / +13 light / +16 cold / +19 mind / +16 darkness Burst (radius 1) on hit: +8 nature / +26 fire Burst (radius 2) on crit: +4 fire Damage against: +21% Undead / +16% Living When wielded/worn: Accuracy: +91 (+7 eff.) Armour penetration: +65 Physical crit. chance: +91.0% Physical power: +26 (+3 eff.) Defense: +26 (+4 eff.) Changes stats: +13 Str / +6 Dex / +3 Mag / +9 Wil / +5 Cun Changes resistances: +3% nature / +10% arcane / +9% all Changes resistances penetration: +32% lightning / +26% darkness / +32% fire / +13% nature / +32% acid / +39% physical / +32% cold / +26% mind / +15% arcane Changes damage: +21% arcane / +39% physical Grants telepathy: Humanoid/Orc Critical mult.: +38.00% Disarm immunity: +90% Stamina when hit: +4.00 Curse of Corpses Massive two-handed battleaxes. |
![]() Vorutira (Shrouds) (235% power, 2 apr) Requires: - Strength 16 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 236% Range: 1.5x Uses stats: 246% Wil, 50% Mag Damage type: Temporal Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 111% On weapon hit: * 14% chance to inflict 15% damage reduction * 23% chance to cause random gloom * Random elemental explosion * 20% chance to torment the target * Projects up to 6 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 25% chance to put talents on cooldown * 20% chance to curse the target On weapon crit: * wounds the target for 7 turns: 41 bleeding, 93% reduced healing * cripple the target Damage (Melee): +42 insidious poison / +14 light / +8 acid / +19 mind Damage against: +21% Undead When wielded/worn: Accuracy: +51 (+4 eff.) Armour penetration: +52 Physical crit. chance: +90.0% Physical power: +50 (+5 eff.) Defense: +32 (+4 eff.) Ranged Defense: +6 (+1 eff.) Effects on melee hit: * 45% chance to corrode armour by 30% Changes stats: +6 Dex / +6 Wil / +6 Cun / +11 Con Changes resistances: +9% lightning / +6% fire / +12% mind Changes resistances penetration: +16% acid / +62% physical / +26% darkness / +16% lightning / +16% cold / +26% mind / +16% fire Changes damage: +3% mind / +26% physical Critical mult.: +20.00% Poison immunity: +20% Silence immunity: +10% Disarm immunity: +134% Knockback immunity: +35% Psi when hit: +0.16 Maximum hate: +4.00 Maximum psi: +20.00 Curse of Shrouds Massive two-handed mauls. |
![]() chilling dwarven-steel greatmaul of massacre (Misfortune) (218% power, 2 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 219% Range: 1.5x Uses stats: 246% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +28 cold Curse of Misfortune Massive two-handed mauls. |
![]() manaburning dwarven-steel greatmaul of evisceration (Shrouds) (208% power, 2 apr) Requires: - Strength 24 Infused by arcane disrupting forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 209% Range: 1.5x Uses stats: 246% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 23 arcane resource burn On weapon crit: * wounds the target for 7 turns: 41 bleeding, 93% reduced healing When wielded/worn: Physical crit. chance: +16.0% Physical power: +16 (+2 eff.) Curse of Shrouds Massive two-handed mauls. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 250% Range: 1.6x Uses stats: 246% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 40% * 25% chance for lightning to arc to a second target * Random elemental explosion Damage (Melee): +28 lightning Burst (radius 1) on hit: +27 fire When wielded/worn: Accuracy: +39 (+3 eff.) Armour penetration: +62 Armour: +6 Defense: +3 (+0 eff.) Ranged Defense: +3 (+1 eff.) Damage when hit (Melee): 12 nature / 8 mind Changes stats: +1 Con Changes resistances penetration: +45% acid / +62% physical / +47% cold / +44% fire / +44% lightning Changes damage: +25% physical Physical save: +10 (+1 eff.) Stamina each turn: +0.80 Maximum life: +20.00 Curse of Corpses Massive two-handed swords. |
![]() plaguebringer's dwarven-steel longsword of corruption (Madness) (190% power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 191% Range: 1.4x Uses stats: 212% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 3). On weapon hit: * 14% chance to inflict 15% damage reduction * 14% chance to disease * 20% chance to curse the target Damage (Melee): +14 blight When wielded/worn: Disease immunity: +25% Curse of Madness Sharp, long, and deadly. |
![]() quick dwarven-steel longsword of nature (Madness) (193% power, 4 apr) Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 193% Range: 1.4x Uses stats: 212% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 111% When wielded/worn: Accuracy: +11 (+1 eff.) Changes stats: +3 Dex Changes resistances: +7% all Changes resistances penetration: +11% nature Curse of Madness Sharp, long, and deadly. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 220% Range: 1.4x Uses stats: 212% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 19% chance to inflict 15% damage reduction * 38% chance to disease * 26% chance to cause random gloom * 25% chance for lightning to arc to a second target * Random elemental explosion * 20% chance to curse the target On weapon crit: * wounds the target for 7 turns: 41 bleeding, 93% reduced healing * cripple the target * wounds the target for 7 turns: 41 bleeding, 93% reduced healing * splashes the target with acid Damage (Melee): +40 lightning / +17 light / +20 acid / +40 blight / +30 cold / +16 mind / +17 darkness Burst (radius 1) on hit: +8 nature Damage against: +30% Undead / +20% Living When wielded/worn: Accuracy: +15 (+1 eff.) Armour penetration: +62 Physical crit. chance: +102.0% Physical power: +58 (+6 eff.) Armour: +8 Defense: +14 (+2 eff.) Damage when hit (Melee): 4 nature Changes stats: +7 Wil / +6 Cun / +13 Con Changes resistances: +6% nature / +4% physical Changes resistances penetration: +51% acid / +44% physical / +51% cold / +49% lightning / +48% fire Changes damage: +21% arcane / +15% physical Critical mult.: +57.00% Spell save: +20 (+3 eff.) Disease immunity: +77% Cut immunity: +15% Disarm immunity: +120% Teleport immunity: +10% Healing mod.: +20% Curse of Shrouds Sharp, long, and deadly. |
![]() warbringer's iron longsword of torment (Misfortune) (183% power, 2 apr) Requires: - Strength 11 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 183% Range: 1.4x Uses stats: 212% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 20% chance to torment the target When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +3 Con Changes resistances penetration: +7% physical / +7% mind / +7% darkness Disarm immunity: +15% Curse of Misfortune Sharp, long, and deadly. |
![]() Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural sand should be returned to the wyrm. This mindstar projects psionic energy if enough is absorbed. This natural mindstar summons a caller. This psionic mindstar dreams of an epiphany. This honing mindstar will focus other psionic mindstars. This natural fire should be returned to the wyrm. This mindstar absorbs psionic energy that needs to be projected. Power: 112% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to blind Burst (radius 1) on hit: +16 darkness When wielded/worn: Fatigue: -8% Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 39 physical / 27 darkness / 20 fire / 20 mind / 8 light Changes stats: +5 Mag / +7 Wil / +4 Cun Changes resistances: +72% lightning / +35% physical / +6% light / +8% blight / +82% fire / +43% mind / +65% cold Changes resistances penetration: +14% fire / +41% physical Changes damage: +50% lightning / +50% physical / +20% darkness / +12% light / +10% nature / +65% fire / +15% mind / +48% cold Grants telepathy: Dragon Talent masteries: +0.40 Psionic / Focus +0.60 Psionic / Absorption +0.40 Psionic / Projection +0.80 Psionic / Voracity +0.20 Cursed / Dark sustenance Physical save: +10 (+1 eff.) Spell save: +10 (+2 eff.) Mental save: +28 (+3 eff.) Disease immunity: +25% Equilibrium when hit: +2.50 Hate per kill: +5.00 Psi per kill: +5.00 Maximum psi: +100.00 Mindpower: +33 (+4 eff.) Mental crit. chance: +17% Light radius: +5 Global speed: +6% Curse of Nightmares It can be used to inflict 571.19 mind damage (range 10), gaining psi and hate equal to 10% of the damage done, putting all charms on cooldown for 18 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This harmonious mindstar will complement other natural mindstars. This natural frost should be returned to the wyrm. This psionic mindstar dreams of an epiphany. This honing mindstar will focus other psionic mindstars. This natural venom should be returned to the wyrm. This natural lightning should be returned to the wyrm. This psionic mindstar has an epiphany about dreams. This mindstar will resonate with other psionic mindstars. This natural sand should be returned to the wyrm. This parasitic mindstar will draw strength from other psionic mindstars. This natural mindstar summons a caller. This mindstar absorbs psionic energy that needs to be projected. Power: 114% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 blight / +8 arcane Burst (radius 2) on crit: +8 mind When wielded/worn: Armour: +17 Damage when hit (Melee): 20 acid / 20 physical / 38 ice / 15 lightning Changes stats: +4 Str / +4 Dex / +6 Mag / +18 Wil / +8 Cun / +3 Con Changes resistances: +18% acid / +30% physical / +136% cold / +10% nature / +10% blight / +94% fire / +54% mind / +117% lightning Changes resistances penetration: +20% acid / +25% physical / +20% lightning / +38% cold / +10% mind / +10% nature Changes damage: +16% acid / +30% physical / +20% lightning / +38% cold / +30% mind / +20% nature Talent masteries: +0.20 Wild-gift / Harmony +0.20 Cursed / Dark sustenance +1.00 Psionic / Voracity +0.70 Psionic / Absorption Critical mult.: +15.00% Physical save: +40 (+4 eff.) Spell save: +37 (+6 eff.) Mental save: +60 (+7 eff.) Disease immunity: +23% Life regen: +1.70 Equilibrium when hit: +10.10 Psi when hit: +2.40 Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +2 Hate when firing a critical mind attack: +6.00 Hate per kill: +5.00 Psi per kill: +5.00 Maximum mana: +40.00 Maximum hate: +25.00 Maximum psi: +86.00 Maximum vim: +10.00 Spellpower: +6 (+0 eff.) Mindpower: +32 (+4 eff.) Mental crit. chance: +16% Life leech chance: +23% Life leech: +24% Damage Shield penetration: +40% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Damage Resonance (when hit): +17% Curse of Madness It can be used to inflict 571.19 mind damage (range 10), gaining psi and hate equal to 10% of the damage done, putting all charms on cooldown for 18 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar dreams of an epiphany. This honing mindstar will focus other psionic mindstars. This natural sand should be returned to the wyrm. This natural lightning should be returned to the wyrm. This psionic mindstar has an epiphany about dreams. This mindstar projects psionic energy if enough is absorbed. This natural mindstar summons a caller. This natural fire should be returned to the wyrm. The natural wyrm seeks an element. This mindstar absorbs psionic energy that needs to be projected. Power: 115% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +4 fire Burst (radius 2) on crit: +8 lightning / +16 fire When wielded/worn: Fatigue: -6% Damage when hit (Melee): 46 lightning / 30 physical / 10 acid / 46 fire / 36 mind / 10 cold Changes stats: +8 Str / +8 Dex / +10 Mag / +12 Wil / +12 Cun / +8 Con Changes resistances: +78% lightning / +38% physical / +34% cold / +10% blight / +62% fire / +31% mind / +10% acid Changes resistances penetration: +38% lightning / +37% fire / +30% physical Changes damage: +87% lightning / +30% physical / +10% nature / +83% fire / +46% mind / +48% cold Talent masteries: +0.40 Psionic / Focus +0.40 Psionic / Projection +0.20 Psionic / Absorption +0.60 Psionic / Voracity +0.40 Cursed / Dark sustenance Reduces incoming crit damage: 10.00% Physical save: +10 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +20 (+2 eff.) Disease immunity: +25% Equilibrium when hit: +1.90 Hate per kill: +10.00 Psi per kill: +10.00 Maximum psi: +46.00 Mindpower: +76 (+9 eff.) Mental crit. chance: +20% Infravision radius: +3 Global speed: +11% Curse of Madness It can be used to inflict 628.12 mind damage (range 10), gaining psi and hate equal to 10% of the damage done, putting all charms on cooldown for 18 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar hates not to be wrathful. This harmonious mindstar will complement other natural mindstars. This honing mindstar will focus other psionic mindstars. This natural fire should be returned to the wyrm. This natural lightning should be returned to the wyrm. This psionic mindstar is wrathful to the hated. This mindstar will resonate with other psionic mindstars. This natural mindstar calls for a summoner. This parasitic mindstar will draw strength from other psionic mindstars. This natural venom should be returned to the wyrm. This mindstar absorbs psionic energy that needs to be projected. Power: 121% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +20% Burst (radius 2) on crit: +8 lightning When wielded/worn: Accuracy: +4 (+0 eff.) Armour penetration: +1 Physical power: +14 (+2 eff.) Defense: +3 (+0 eff.) Ranged Defense: +3 (+1 eff.) Damage when hit (Melee): 40 lightning / 40 fire / 20 acid Changes stats: +16 Str / +8 Dex / +10 Mag / +14 Wil / +12 Cun / +12 Con Changes resistances: +74% lightning / +10% physical / +20% acid / +9% nature / +10% blight / +61% fire / +20% mind / +25% cold Changes resistances penetration: +58% acid / +50% physical / +26% darkness / +37% lightning / +9% nature / +68% fire / +45% mind / +38% cold Changes damage: +91% acid / +65% physical / +48% darkness / +40% lightning / +20% nature / +97% fire / +70% mind / +59% cold Talent masteries: +0.20 Wild-gift / Harmony +0.20 Psionic / Absorption +0.20 Psionic / Voracity Physical save: +20 (+2 eff.) Spell save: +19 (+3 eff.) Mental save: +27 (+3 eff.) Disease immunity: +25% Life regen: +3.90 Equilibrium when hit: +11.70 Psi when hit: +3.80 Hate when firing a critical mind attack: +11.00 Psi when firing a critical mind attack: +6.00 Maximum life: +50.00 Maximum hate: +25.00 Maximum psi: +50.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +16% Global speed: +11% Healing mod.: +30% Heals friendly targets nearby when you use a nature summon: +59 Life leech chance: +23% Life leech: +25% Damage Resonance (when hit): +48% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() hateful thorny mindstar of the jelly (Shrouds) (93% power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This psionic mindstar hates not to be wrathful. Power: 93% Range: 1.1x Uses stats: 80% Wil, 50% Mag, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances penetration: +11% mind / +11% darkness Changes damage: +7% acid / +17% mind / +17% darkness Equilibrium when hit: +1.60 Mindpower: +6 (+0 eff.) Mental crit. chance: +3% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This harmonious mindstar will complement other natural mindstars. This psionic mindstar dreams of an epiphany. This honing mindstar will focus other psionic mindstars. This natural venom should be returned to the wyrm. This psionic mindstar has an epiphany about dreams. This mindstar projects psionic energy if enough is absorbed. This mindstar will resonate with other psionic mindstars. This natural mindstar calls for a summoner. This parasitic mindstar will draw strength from other psionic mindstars. This natural fire should be returned to the wyrm. This mindstar absorbs psionic energy that needs to be projected. Power: 112% Range: 1.1x Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 60% When wielded/worn: Damage when hit (Melee): 15 acid / 36 fire / 8 lightning Changes stats: +3 Dex / +12 Wil / +11 Cun / +3 Con Changes resistances: +20% acid / +8% physical / +43% lightning / +58% mind / +10% blight / +24% cold / +36% nature / +60% fire Changes resistances penetration: +30% acid / +16% physical / +30% mind / +45% fire / +49% nature / +10% cold Changes damage: +25% lightning / +25% physical / +61% acid / +50% nature / +39% cold / +35% mind / +78% fire Talent masteries: +0.70 Wild-gift / Harmony +0.20 Psionic / Projection +0.20 Psionic / Focus +0.20 Psionic / Absorption +0.30 Psionic / Voracity +0.20 Cursed / Dark sustenance Critical mult.: +22.00% Physical save: +10 (+1 eff.) Mental save: +34 (+4 eff.) Disease immunity: +24% Life regen: +5.60 Equilibrium when hit: +17.00 Psi when hit: +2.20 Hate when firing a critical mind attack: +3.00 Hate per kill: +4.00 Psi per kill: +5.00 Maximum life: +85.00 Maximum hate: +25.00 Maximum psi: +117.00 Mindpower: +16 (+2 eff.) Mental crit. chance: +14% Global speed: +11% Life leech chance: +25% Life leech: +23% Damage Resonance (when hit): +21% Curse of Misfortune It can be used to inflict 565.49 mind damage (range 10), gaining psi and hate equal to 10% of the damage done, putting all charms on cooldown for 18 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Sparkbringer the rough leather sling (Corpses) Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 1 Power: 172% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Attack speed: 250% Firing range: +10 When this weapon hits: Arcane Vortex (10% chance level 3). When this weapon hits: Shoot (40% chance level 4). Travel speed: +800% Damage (Ranged): +27 lightning / +8 acid Burst (radius 1) on hit: +4 mind When wielded/worn: Accuracy: +21 (+1 eff.) Physical crit. chance: +21.0% Physical power: +21 (+2 eff.) Changes stats: +8 Str / +2 Dex / +2 Mag / +2 Wil Changes resistances: +3% lightning / +9% mind / +6% light Changes resistances penetration: +5% blight / +30% physical / +10% arcane / +5% lightning Changes damage: +33% lightning / +76% physical / +3% light / +7% arcane / +11% acid Talents cooldown: Fragmentation Shot (-10 turns) Pin Down (-5 turns) Critical mult.: +20.00% Mana each turn: +0.08 Vim when firing critical spell: +1.00 Maximum vim: +10.00 Spellpower: +15 (+2 eff.) Damage Shield penetration: +19% Defense after a teleport: +20 New effects duration reduction after a teleport: +30% Curse of Corpses Slings are used to hurl stones or metal shots at your foes. |
![]() Requires: - Magic 48 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Power: 217% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +3.8% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +42 (+3 eff.) Physical crit. chance: +58.0% Physical power: +42 (+4 eff.) Armour: +24 Defense: +60 (+8 eff.) Effects on melee hit: * 17% chance to disease * 20% chance to blind Damage (Melee): 33 fire / 12 % chance of confusion Damage when hit (Melee): 8 light / 12 mind Changes stats: +12 Mag / +10 Wil / +14 Con Changes resistances: +6% lightning / +3% cold / +3% darkness / +26% blight Maximum wards: +3 blight Changes resistances penetration: +15% darkness / +26% blight Changes damage: +52% blight Talents granted: +10 Ward +1 Command Staff Critical mult.: +114.00% Physical save: +31 (+3 eff.) Spell save: +71 (+11 eff.) Mental save: +12 (+1 eff.) Blindness immunity: +10% Pinning immunity: +5% Teleport immunity: +20% Life regen: +3.90 Mana each turn: +0.70 Vim when firing critical spell: +6.00 Maximum mana: +304.00 Maximum vim: +40.00 Spellpower: +133 (+19 eff.) Spell crit. chance: +24% Light radius: +4 See invisible: +20 Healing mod.: +46% Damage Shield penetration: +50% Curse of Shrouds It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 27 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() earthen yew starstaff of channeling (Misfortune) (190% power, 4 apr, darkness element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 191% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +8 Armour Hardiness: +8% Changes damage: +20% darkness Talent granted: +1 Command Staff Physical save: +8 (+1 eff.) Mana each turn: +0.25 Spellpower: +20 (+2 eff.) Spell crit. chance: +3% Curse of Misfortune It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 27 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() greater yew vilestaff of invocation (Misfortune) (190% power, 4 apr, acid element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 191% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% blight / +20% fire / +20% darkness / +20% acid Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +23 (+3 eff.) Spell crit. chance: +3% Curse of Misfortune It can be used to conjure elemental energy in a radius 6 cone, dealing 474.34 to 569.21 acid damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() infernal yew starstaff of illumination (Shrouds) (190% power, 4 apr, physical element) Requires: - Magic 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 191% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +11 (+1 eff.) Effects on melee hit: * 13% chance to blind Damage (Melee): 27 fire Changes damage: +20% physical Talent granted: +1 Command Staff Critical mult.: +30.00% Spellpower: +17 (+2 eff.) Spell crit. chance: +3% Light radius: +4 See invisible: +14 Curse of Shrouds It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 296.64 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() lifebinding yew magestaff of illumination (Shrouds) (190% power, 4 apr, lightning element) Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 191% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +11 (+1 eff.) Effects on melee hit: * 14% chance to blind Changes stats: +6 Con Changes damage: +20% lightning Talent granted: +1 Command Staff Life regen: +1.20 Spellpower: +17 (+2 eff.) Spell crit. chance: +3% Light radius: +4 Healing mod.: +16% Curse of Shrouds It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 220.27 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() yew magestaff of invocation (Madness) (190% power, 4 apr, arcane element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 191% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% arcane Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +17 (+2 eff.) Spell crit. chance: +3% Curse of Madness It can be used to conjure elemental energy in a radius 6 cone, dealing 474.34 to 569.21 arcane damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() gunslinger's dwarven-steel steamgun of true shot (Corpses) Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Power: 172% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 100% Firing range: +9 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +11 (+1 eff.) Physical crit. chance: +11.0% Changes damage: +17% physical Talents cooldown: Trick Shot (-2 turns) Strafe (-2 turns) Double Shots (-2 turns) Curse of Corpses Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() penetrating dwarven-steel steamgun of recursion (Madness) Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Powered by arcane forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Power: 172% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 100% Firing range: +8 When this weapon hits: Shoot (10% chance level 1). Travel speed: +600% Damage conversion: 39% temporal Attacks use: 2.0 Steam When wielded/worn: Changes resistances penetration: +17% physical Damage Shield penetration: +30% Curse of Madness Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() penetrating dwarven-steel steamgun of true shot (Corpses) Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Power: 172% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 100% Firing range: +9 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +10 (+0 eff.) Physical crit. chance: +11.0% Changes resistances penetration: +16% physical Damage Shield penetration: +40% Curse of Corpses Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() Brodoneg (Shrouds) (200% power, 7 apr) Requires: - Strength 11 - Talent Steam Pool Powered by arcane forces Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 1 Power: 200% Range: 1.5x Uses stats: 212% Wil, 50% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +1.5% Attack speed: 111% Block value: +14 When this weapon hits: Epidemic (10% chance level 1). On weapon hit: * 8% chance to disease * 20% chance to torment the target On weapon crit: * cripple the target Damage Shield penetration (this weapon only): +19% Damage (Melee): +8 blight / +8 light Burst (radius 1) on hit: +7 fire Damage against: +10% Undead Attacks use: 1.0 Steam When used to attack (with talents): Power: 183% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical On weapon hit: * reduce the cooldown of your ward talent by 1 On weapon crit: * smash the target with your shield crippling them Damage Shield penetration (this weapon only): +20% Damage (Melee): +12 acid / +12 temporal / +12 lightning When wielded/worn: Accuracy: +27 (+2 eff.) Armour penetration: +23 Physical crit. chance: +36.0% Physical power: +16 (+2 eff.) Armour: +14 Defense: +2 (+0 eff.) Fatigue: +4% Effects when hit in melee: * 11% chance to corrode armour by 30% * 12% chance to daze at end of turn Damage when hit (Melee): 11 temporal Changes stats: +2 Str / +6 Dex / +6 Con Changes resistances: +12% acid / +21% temporal / +18% fire / +35% cold / +12% physical / +12% lightning Maximum wards: +8 lightning / +8 temporal / +8 blight / +8 fire / +8 cold Changes resistances penetration: +14% physical / +7% mind / +7% darkness Changes damage: +6% mind / +7% physical Talents granted: +4 Ward +1 Block Critical mult.: +12.00% Physical save: +6 (+0 eff.) Disease immunity: +15% Stamina each turn: +1.00 Stamina when hit: +0.90 Only die when reaching: -80.00 life Healing mod.: +20% Activating this item is instant. Curse of Shrouds It can be used to activate talent Time Shield, placing all other charms into a 27 cooldown : Effective talent level: 3.0 Power cost: 27 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (567) is absorbed, or the time runs out (8 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 46%. The shield's max absorption will increase with your Spellpower. Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() Cinderreeve (Nightmares) (208% power, 19 apr) Requires: - Strength 35 - Talent Steam Pool Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 4 Power: 208% Range: 1.5x Uses stats: 212% Wil, 50% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +19 Crit. chance: +4.0% Attack speed: 100% Block value: +74 When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 17% chance to inflict 15% damage reduction * 17% chance to disease * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 20% chance to curse the target Damage (Melee): +17 blight Burst (radius 1) on hit: +17 fire Attacks use: 1.0 Steam When used to attack (with talents): Power: 180% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Block value: +102 On weapon hit: * reduce the cooldown of your ward talent by 1 On weapon crit: * smash the target with your shield crippling them Damage (Melee): +51 light / +18 lightning Burst (radius 1) on hit: +16 fire Damage against: +15% Humanoid / +10% Animal / +5% Spiderkin When wielded/worn: Accuracy: +73 (+6 eff.) Armour penetration: +78 Physical crit. chance: +34.0% Physical power: +22 (+2 eff.) Armour: +18 Defense: +34 (+5 eff.) Fatigue: +10% Effects when hit in melee: * 18% chance to daze at end of turn * 102% chance to blind Damage when hit (Melee): 16 mind Changes stats: +8 Dex / +15 Mag / +33 Con Changes resistances: +56% lightning / +54% light / +90% cold / +36% fire / +12% acid Maximum wards: +10 lightning / +10 temporal / +10 blight / +10 fire / +10 cold Changes resistances penetration: +63% physical Talents granted: +2 Ward +2 Block Critical mult.: +46.00% Physical save: +49 (+5 eff.) Mental save: +6 (+1 eff.) Disease immunity: +30% Disarm immunity: +105% Only die when reaching: -60.00 life Maximum life: +87.00 Maximum stamina: +10.00 Curse of Nightmares Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() Ragutir the Satyrwish (Corpses) (218% power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Power: 218% Range: 1.5x Uses stats: 212% Wil, 50% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 125% Block value: +110 On weapon hit: * 40% chance to daze at end of turn * 35% chance to cause random gloom * 25% chance for lightning to arc to a second target * 20% chance to torment the target * 25% chance to put talents on cooldown * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * cripple the target Damage (Melee): +31 lightning / +25 mind Burst (radius 2) on crit: +12 nature Attacks use: 1.0 Steam When used to attack (with talents): Power: 180% Range: 1.1x Uses stats: 40% Wil, 50% Mag Damage type: Physical Block value: +440 On weapon hit: * Slows global speed by 60% On weapon crit: * smash the target with your shield crippling them Damage Shield penetration (this weapon only): +20% Damage (Melee): +20 acid / +40 light / +20 fire / +12 nature When wielded/worn: Accuracy: +87 (+7 eff.) Armour penetration: +43 Physical crit. chance: +34.0% Physical power: +8 (+1 eff.) Armour: +51 Defense: +24 (+3 eff.) Fatigue: +12% Effects when hit in melee: * 16% chance to corrode armour by 30% * 79% chance to blind Damage when hit (Melee): 8 blight / 38 fire Changes stats: +6 Str / +14 Dex / +14 Mag / +7 Wil / +7 Cun / +46 Con Changes resistances: +48% acid / +12% temporal / +37% light / +45% fire / +20% mind / +7% all Changes resistances penetration: +43% physical / +15% darkness / +10% arcane / +13% nature / +13% mind Changes damage: +12% blight Talent granted: +3 Block Physical save: +55 (+6 eff.) Disarm immunity: +50% Mana each turn: +0.20 Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +93.00 Maximum vim: +20.00 Spell crit. chance: +2% Curse of Corpses Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() Mireripper (Madness) (194% power, 2 apr) Requires: - Strength 11 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 1 Power: 195% Range: 1.4x Uses stats: 212% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When this weapon hits: Epidemic (30% chance level 1). On weapon hit: * 23% chance to disease * 29% chance to cause random gloom * Random elemental explosion * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * wounds the target for 7 turns: 41 bleeding, 93% reduced healing * cripple the target Damage (Melee): +23 blight / +16 mind / +8 arcane Burst (radius 1) on hit: +16 fire / +4 mind / +12 arcane Burst (radius 2) on crit: +4 mind When wielded/worn: Accuracy: +55 (+4 eff.) Armour penetration: +35 Physical crit. chance: +28.0% Physical power: +28 (+3 eff.) Defense: +21 (+3 eff.) Fatigue: -4% Damage when hit (Melee): 8 mind Changes stats: +6 Str / +3 Mag / +10 Wil / +6 Cun / +2 Con Changes resistances: +10% arcane Changes resistances penetration: +27% acid / +41% physical / +27% cold / +27% fire / +35% arcane / +27% lightning Changes damage: +12% nature / +28% physical / +3% arcane / +9% mind Disease immunity: +44% Disarm immunity: +92% Stamina when hit: +1.80 Spellpower: +7 (+1 eff.) See invisible: +6 Curse of Madness One-handed war axes. |
![]() Requires: - Strength 11 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 1 Power: 184% Range: 1.4x Uses stats: 212% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +7.5% Attack speed: 125% On weapon hit: * 15% chance to cause random gloom * 25% chance for lightning to arc to a second target * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * wounds the target for 7 turns: 41 bleeding, 93% reduced healing * wounds the target for 7 turns: 41 bleeding, 93% reduced healing * cripple the target * splashes the target with acid Damage (Melee): +15 acid / +8 temporal / +9 mind / +8 lightning When wielded/worn: Accuracy: +56 (+4 eff.) Armour penetration: +43 Physical crit. chance: +24.0% Physical power: +28 (+3 eff.) Armour: +2 Defense: +13 (+2 eff.) Fatigue: -4% Damage when hit (Melee): 7 temporal Changes stats: +3 Str / +6 Dex / +3 Wil / +3 Cun / +6 Con Changes resistances: +8% temporal / +9% darkness / +4% physical Changes resistances penetration: +15% darkness / +55% physical Changes damage: +28% physical Grants telepathy: All Critical mult.: +3.00% Physical save: +30 (+3 eff.) Disarm immunity: +81% Stamina when hit: +0.90 Mental crit. chance: +2% See invisible: +3 Curse of Shrouds One-handed war axes. |
![]() Boryhad the drakeskin leather belt (Corpses) Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +66.0% Physical power: +65 (+6 eff.) Armour: +30 Defense: +30 (+4 eff.) Damage when hit (Melee): 24 physical Changes stats: +12 Str / +29 Dex / +11 Mag / +18 Wil / +30 Cun / +12 Con / +19 Lck Changes resistances: +58% fire / +6% nature / +62% cold Changes damage: +6% arcane Reduced damage from: +90% Summoned Critical mult.: +65.00% Trap disarming bonus: +32 Stealth bonus: +19 Physical save: +94 (+10 eff.) Spell save: +45 (+7 eff.) Mental save: +39 (+4 eff.) Poison immunity: +20% Cut immunity: +15% Stun/Freeze immunity: +15% Life regen: +7.20 Mana each turn: +0.43 Maximum life: +336.00 Maximum mana: +133.00 Maximum stamina: +64.00 Maximum hate: +20.00 Maximum psi: +38.00 Maximum vim: +40.00 Maximum pos.energy: +40.00 Maximum neg.energy: +40.00 Spell crit. chance: +6% Mindpower: +12 (+1 eff.) Mental crit. chance: +45% Infravision radius: +11 Healing mod.: +70% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Size category: +3 Reduces paradox anomalies(equivalent to willpower): +20 Curse of Corpses A belt that goes around your waist. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +10.0% Physical power: +10 (+1 eff.) Armour: +22 Defense: +11 (+1 eff.) Effects on melee hit: * 15% chance to corrode armour by 30% * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Dex / +5 Mag / +5 Wil / +5 Cun / +8 Lck Changes resistances: +6% acid / +3% temporal / +17% light / +10% darkness Changes resistances penetration: +15% acid / +14% physical Changes damage: +21% lightning / +17% physical Critical mult.: +22.00% Trap disarming bonus: +20 Stealth bonus: +11 Physical save: +19 (+2 eff.) Mental save: +22 (+3 eff.) Spellpower: +15 (+2 eff.) Spell crit. chance: +5% Infravision radius: +5 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Shrouds It can be used to create a temporary shield that absorbs 278 damage, putting all charms on cooldown for 27 turns. A belt that goes around your waist. |
![]() Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +10 (+0 eff.) Physical crit. chance: +73.0% Physical power: +32 (+3 eff.) Armour: +19 Defense: +59 (+8 eff.) Damage when hit (Melee): 16 temporal Changes stats: +26 Str / +52 Dex / +20 Wil / +50 Cun / +11 Con / +10 Lck Changes resistances: +20% acid / +15% temporal / +2% physical / +32% fire / +34% cold / +35% lightning Changes resistances penetration: +10% physical Reduced damage from: +45% Summoned Critical mult.: +43.00% Trap disarming bonus: +28 Stealth bonus: +41 Physical save: +116 (+13 eff.) Spell save: +57 (+9 eff.) Mental save: +73 (+8 eff.) Maximum life: +130.00 Maximum stamina: +25.00 Mindpower: +32 (+4 eff.) Mental crit. chance: +58% Light radius: +4 Infravision radius: +5 Size category: +1 Curse of Corpses A belt that goes around your waist. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +15 Defense: +14 (+2 eff.) Fatigue: -20% Effects on melee hit: * Slows global speed by 30% Changes stats: +18 Mag / +6 Wil Changes resistances: +9% light Changes resistances penetration: +5% light Reduced damage from: +88% Summoned Critical mult.: +14.00% Maximum encumbrance: +120 Physical save: +39 (+4 eff.) Mental save: +9 (+1 eff.) Mana each turn: +0.88 Equilibrium when hit: +0.12 Psi when hit: +0.08 Maximum mana: +104.00 Maximum hate: +2.00 Spell crit. chance: +5% Mindpower: +16 (+2 eff.) Mental crit. chance: +5% Heals friendly targets nearby when you use a nature summon: +10 Curse of Shrouds A belt that goes around your waist. |
![]() Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +27 (+3 eff.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 12 arcane Changes stats: +12 Str / +6 Dex / +6 Cun / +18 Con / +10 Lck Changes resistances: +12% nature / +15% fire / +5% arcane / +15% cold Changes resistances penetration: +15% arcane / +20% physical Changes damage: +9% arcane / +17% physical Trap disarming bonus: +30 Stealth bonus: +13 Physical save: +36 (+4 eff.) Mental save: +15 (+2 eff.) Mindpower: +21 (+2 eff.) Infravision radius: +6 Size category: +2 Curse of Corpses A belt that goes around your waist. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +17 (+1 eff.) Armour penetration: +15 Physical crit. chance: +2.0% Physical power: +8 (+1 eff.) Armour: +23 Defense: +28 (+4 eff.) Ranged Defense: +10 (+2 eff.) Changes stats: +9 Str / +10 Con Changes resistances: +30% cold Changes resistances penetration: +30% arcane / +5% physical Changes damage: +12% arcane Critical mult.: +60.00% Stealth bonus: +15 Physical save: +40 (+4 eff.) Spell save: +37 (+6 eff.) Mental save: +40 (+5 eff.) Only die when reaching: -91.00 life Maximum life: +110.00 Maximum mana: +93.00 Maximum stamina: +5.00 Spellpower: +10 (+1 eff.) Spell crit. chance: +6% 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. |
![]() Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +35 (+3 eff.) Armour penetration: +11 Defense: +13 (+2 eff.) Fatigue: -12% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 16 light Changes stats: +17 Str / +12 Dex / +9 Mag / +10 Wil / +5 Cun / +15 Con Changes resistances: +15% darkness / +9% light Changes resistances penetration: +10% darkness / +10% light Changes damage: +17% darkness Talent mastery: +0.40 Technique / Combat training Critical mult.: +22.00% Stealth bonus: +26 Physical save: +32 (+3 eff.) Spell save: -2 (+0 eff.) Stamina each turn: +1.10 Mana each turn: -0.33 Maximum life: +228.00 Maximum mana: +64.00 Maximum stamina: +28.00 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. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +11 Defense: +3 (+0 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 20 nature / 16 fire Changes stats: +9 Str / +9 Con Changes resistances: +53% temporal / +53% darkness / +9% fire / +3% nature / +27% cold Changes resistances penetration: +11% arcane / +15% darkness Changes damage: +6% fire / +15% arcane / +6% darkness Critical mult.: +30.00% Physical save: +11 (+1 eff.) Maximum life: +101.00 Maximum mana: +100.00 Spellpower: +9 (+1 eff.) Spell crit. chance: +5% Defense after a teleport: +57 Resist all after a teleport: +28% New effects duration reduction after a teleport: +60% Curse of Madness It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 9 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() shadow cashmere cloak of protection (Shrouds) (2 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +19% darkness Changes resistances penetration: +13% darkness Changes damage: +17% darkness Stealth bonus: +17 Spell save: +11 (+2 eff.) Mental save: +11 (+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. |
![]() Saliriama the Kindleworm (Nightmares) (0 def, 0 armour) Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 1 When wielded/worn: Damage when hit (Melee): 12 arcane Changes stats: +5 Mag / +5 Wil / +13 Cun / +19 Con Changes resistances: +18% lightning / +42% darkness / +12% fire / +30% acid / +12% physical / +40% blight / +36% cold / +75% mind / +9% light Changes damage: +12% lightning / +8% light / +7% fire / +39% nature / +16% all / +19% acid / +7% physical / +24% mind / +19% cold / +12% arcane / +8% darkness Grants telepathy: Demon/Minor Demon/Major Talent cooldown: Refit Golem (-3 turns) Critical mult.: +36.00% Reduces incoming crit damage: 10.00% Physical save: +86 (+9 eff.) Spell save: +36 (+6 eff.) Mental save: +138 (+15 eff.) Blindness immunity: +10% Poison immunity: +127% Disease immunity: +155% Life regen: +11.70 Mana each turn: +0.16 Psi each turn: +0.15 Hate when firing a critical mind attack: +9.00 Psi when firing a critical mind attack: +6.00 Maximum life: +254.00 Maximum mana: +23.00 Spellpower: +30 (+4 eff.) Spell crit. chance: +6% Mindpower: +6 (+0 eff.) Mental crit. chance: +6% Light radius: +2 Healing mod.: +69% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +6% blight / +21% cold / +9% nature Changes damage: +12% cold Physical save: +6 (+0 eff.) Blindness immunity: +10% Cut immunity: +5% Confusion immunity: +5% Stun/Freeze immunity: +5% Life regen: +2.10 Maximum life: +45.00 Healing mod.: +11% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() ancient cashmere robe of the mind (+16%) (Madness) (2 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +7 Mag Changes resistances: +16% mind Changes resistances penetration: +11% temporal / +11% physical Changes damage: +14% temporal / +16% mind / +14% physical Reduces paradox anomalies(equivalent to willpower): +13 Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() elven-silk robe of power (Nightmares) (5 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes damage: +20% all Spellpower: +18 (+2 eff.) Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +7 (+1 eff.) Ranged Defense: +7 (+1 eff.) Fatigue: +4% Effects on melee hit: * 15% chance to inflict 15% damage reduction Damage when hit (Melee): 4 blight Changes stats: +4 Wil / +3 Cun / +4 Con Changes resistances penetration: +10% blight Changes damage: +6% darkness Physical save: +20 (+2 eff.) Mental save: +20 (+2 eff.) Silence immunity: +47% Confusion immunity: +44% Stun/Freeze immunity: +41% Mana when firing critical spell: +2.00 Maximum mana: +60.00 Maximum vim: +40.00 Spellpower: +5 (+0 eff.) Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() blood-soaked pair of dwarven-steel boots of phasing (Shrouds) (0 def, 4 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +9 Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +4 Fatigue: +3% Changes stats: +4 Mag / +2 Wil Curse of Shrouds It can be used to blink to a nearby random location (rad 11), putting all charms on cooldown for 23 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() miner's pair of hardened leather boots of evasion (Misfortune) (19 def, 10 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Defense: +19 (+3 eff.) Fatigue: +3% Infravision radius: +3 Activating this item is instant. Curse of Misfortune It can be used to activate talent Evasion, placing all other charms into a 27 cooldown : Effective talent level: 3.6 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 44% chance to evade melee and ranged attacks and 97 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Physical power: +4 (+1 eff.) Armour: +11 Defense: +25 (+3 eff.) Fatigue: +5% Changes stats: +16 Str / +4 Dex / +3 Mag / +10 Wil / +9 Cun / +33 Con Changes resistances: +30% darkness / +30% temporal Changes resistances penetration: +20% temporal / +18% darkness / +6% physical Changes damage: +20% physical Grants telepathy: Demon/Minor Humanoid/Orc Demon/Major Critical mult.: +6.00% Reduces incoming crit damage: 15.00% Physical save: +25 (+2 eff.) Mental save: +20 (+2 eff.) Life regen: +0.60 Stamina each turn: +1.30 Maximum stamina: +40.00 Spellpower: +5 (+0 eff.) Mindpower: +9 (+1 eff.) Infravision radius: +4 Movement speed: +40% Defense after a teleport: +30 Resist all after a teleport: +20% New effects duration reduction after a teleport: +30% Size category: +2 Activating this item is instant. Curse of Corpses It can be used to blink to a nearby random location (rad 9), putting all charms on cooldown for 23 turns. A pair of boots made of leather. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +3 (+0 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +2% Changes stats: +3 Str / +1 Wil / +3 Con Changes resistances: +6% temporal Changes resistances penetration: +5% blight Changes damage: +3% temporal Silence immunity: +23% Confusion immunity: +23% Stun/Freeze immunity: +22% Mana when firing critical spell: +4.00 Damage Shield penetration: +50% Curse of Madness It can be used to activate talent Rush, placing all other charms into a 23 cooldown : Effective talent level: 2.0 Power cost: 23 out of 25/25. Range: 7 Travel Speed: 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. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +18 (+1 eff.) Armour penetration: +13 Physical power: +20 (+2 eff.) Armour: +3 Damage when hit (Melee): 4 lightning Changes stats: +9 Str / +13 Dex / +13 Cun Changes resistances: +9% lightning Talent cooldown: Double Strike (-1 turn) Physical save: +19 (+2 eff.) Mental save: +8 (+1 eff.) Disarm immunity: +46% Equilibrium when hit: +0.04 Curse of Corpses It can be used to activate talent Steady Shot, placing all other charms into a 18 cooldown : Effective talent level: 3.9 Power cost: 18 out of 20/20. Range: 10 Travel Speed: instantaneous Description: Fire a steady shot, doing 171% damage with a 56% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +14 (+1 eff.) Armour penetration: +8 Armour: +2 Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage (Melee): 8 arcane Damage when hit (Melee): 16 darkness Changes stats: +5 Dex / +5 Mag / +5 Wil / +5 Cun Changes resistances: +5% arcane / +6% darkness Changes resistances penetration: +5% darkness Changes damage: +3% nature / +3% darkness Physical save: +8 (+1 eff.) Mental save: +7 (+1 eff.) Disarm immunity: +32% Curse of Misfortune It can be used to activate talent Steady Shot, placing all other charms into a 18 cooldown : Effective talent level: 3.9 Power cost: 18 out of 20/20. Range: 10 Travel Speed: instantaneous Description: Fire a steady shot, doing 171% damage with a 56% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +22 (+1 eff.) Armour: +34 Armour Hardiness: +14% Effects on melee hit: * Slows global speed by 30% Damage (Melee): 10 acid / 15 blight / 10 cold / 10 lightning / 9 fire Changes stats: +1 Str / +7 Dex / +14 Mag / +5 Wil / +6 Cun / +21 Con Changes resistances: +10% blight / +12% physical / +10% light / +10% darkness Changes resistances penetration: +5% nature Changes damage: +11% blight / +15% nature Physical save: +30 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +39 (+4 eff.) Disarm immunity: +50% Maximum life: +155.00 Light radius: +3 Infravision radius: +2 Activating this item is instant. Curse of Misfortune It can be used to activate talent Juggernaut, placing all other charms into a 27 cooldown : Effective talent level: 4.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+0 eff.) Armour penetration: +15 Armour: +27 Damage (Melee): 15 blight / 14 physical / 15 nature Changes stats: +18 Str / +18 Dex / +7 Wil / +16 Cun / +11 Con Changes resistances: +8% blight / +6% fire / +10% nature Changes damage: +11% blight / +11% physical / +11% nature Talent mastery: +0.20 Technique / Grappling Talent cooldown: Double Strike (-2 turns) Physical save: +59 (+6 eff.) Spell save: +10 (+2 eff.) Mental save: +36 (+4 eff.) Silence immunity: +10% Disarm immunity: +99% Confusion immunity: +15% Stun/Freeze immunity: +20% Life regen: +4.00 Stamina each turn: +2.00 Maximum life: +78.00 Maximum stamina: +40.00 Infravision radius: +1 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Activating this item is instant. Curse of Misfortune It can be used to activate talent Juggernaut, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() brawler's dwarven-steel gauntlets of magic (+4) (Madness) (0 def, 2 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +4 Str / +4 Dex / +5 Mag / +4 Cun Changes damage: +8% arcane Talent cooldown: Double Strike (-1 turn) Physical save: +11 (+1 eff.) Curse of Madness Metal gloves protecting the hands up to the middle of the lower arm. |
![]() steady dwarven-steel gauntlets of strength (+5) (Nightmares) (0 def, 2 armour) Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +8 (+0 eff.) Physical power: +14 (+2 eff.) Armour: +2 Changes stats: +5 Str Physical save: +8 (+1 eff.) Mental save: +8 (+1 eff.) Disarm immunity: +38% Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +8 (+0 eff.) Armour penetration: +16 Physical power: +11 (+1 eff.) Armour: +34 Defense: +27 (+4 eff.) Fatigue: +5% Effects on melee hit: * 30% chance to blind * 30% chance to inflict 15% damage reduction Effects when hit in melee: * 18% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 darkness / 19 physical / 8 nature / 28 light Changes stats: +46 Str / +47 Dex / +27 Wil / +27 Cun / +10 Con Changes resistances: +29% lightning / +56% darkness / +49% fire / +3% nature / +14% all / +27% acid / +14% physical / +14% blight / +41% cold / +21% mind Changes resistances penetration: +25% fire Changes damage: +12% darkness / +21% fire Physical save: +39 (+4 eff.) Mental save: +45 (+5 eff.) Confusion immunity: +42% Mindpower: +12 (+1 eff.) Infravision radius: +24 Curse of Madness It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 7047.7 Physical damage. If the attack hits, the target is confused (48% 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. |
![]() Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 20 acid Changes stats: +3 Wil Changes resistances: +7% blight / +7% fire / +6% cold Changes resistances penetration: +20% acid Changes damage: +6% acid / +6% fire Mental save: +6 (+1 eff.) Curse of Nightmares A cap made of leather. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 8 mind Changes stats: +3 Con Changes resistances: +12% mind / +8% cold Changes resistances penetration: +5% acid Changes damage: +3% acid / +12% mind Allows you to breathe in: water Stamina when hit: +1.10 Equilibrium when hit: +1.10 Curse of Corpses A hat made of leather. Very stylish. |
![]() Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +14 Defense: +2 (+0 eff.) Effects on melee hit: * 30% chance to blind * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 8 light Changes stats: +2 Dex / +36 Mag / +58 Wil / +30 Cun / +13 Con Changes resistances: +12% physical / +24% fire / +13% darkness / +24% light Changes resistances penetration: +15% arcane Changes damage: +22% acid / +13% physical / +16% light / +13% darkness / +38% fire / +19% cold / +42% arcane / +22% lightning Critical mult.: +15.00% Physical save: +22 (+2 eff.) Spell save: +11 (+2 eff.) Mental save: +31 (+4 eff.) Confusion immunity: -20% Fear immunity: -20% Life regen: +8.00 Mana each turn: +1.56 Psi each turn: +0.28 Mana when hit: +2.10 Equilibrium when hit: +1.80 Psi when hit: +2.10 Hate when hit: +1.50 Maximum mana: +82.00 Maximum hate: +11.00 Spellpower: +32 (+4 eff.) Spell crit. chance: +5% Mindpower: +27 (+3 eff.) Mental crit. chance: +15% Damage Shield Power: +22% Curse of Corpses It can be used to activate talent Hateful Whisper, placing all other charms into a 14 cooldown : Effective talent level: 4.0 Power cost: 14 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 935 mind damage and feed you 4 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 3.0. Every victim of the whisper has a 30% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +4 (+1 eff.) Armour: +1 Fatigue: -3% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 light Changes stats: +5 Str / +2 Mag / +1 Cun / +3 Con / +6 Lck Changes resistances: +7% lightning / +7% temporal Spell crit. chance: +3% Mental crit. chance: +3% Light radius: +1 Curse of Madness A cap made of leather. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+1 eff.) Armour: +21 Defense: +26 (+4 eff.) Fatigue: +5% Effects on melee hit: * 15% chance to corrode armour by 30% Effects when hit in melee: * 16% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 acid / 9 physical / 12 mind / 4 fire Changes stats: +13 Str / +9 Dex / +4 Cun Changes resistances: +15% acid / +6% fire / +13% all Changes resistances penetration: +10% mind / +5% fire Changes damage: +6% mind / +6% fire Physical save: +24 (+2 eff.) Curse of Shrouds It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 7047.7 Physical damage. If the attack hits, the target is confused (48% 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 hat made of leather. Very stylish. |
![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Armour: +5 Fatigue: +5% Changes stats: +4 Mag / +14 Wil / +4 Cun / +13 Lck Changes resistances: +13% blight Critical mult.: +20.00% Reduces incoming crit damage: 15.00% Physical save: +21 (+2 eff.) Mental save: +14 (+2 eff.) Maximum mana: +20.00 Spell crit. chance: +5% Mindpower: +5 (+0 eff.) Mental crit. chance: +8% Light radius: +1 Curse of Corpses A hat made of leather. Very stylish. |
![]() eldritch cashmere wizard hat of earthrunes (Misfortune) (2 def, 4 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Changes stats: +4 Con Mana each turn: +2.10 Mana when hit: +2.10 Maximum mana: +69.00 Spellpower: +8 (+1 eff.) Curse of Misfortune It can be used to activate talent Stone Wall, placing all other charms into a 72 cooldown : Effective talent level: 1.0 Power cost: 72 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 10 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 434.63 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
![]() Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Defense: +9 (+1 eff.) Ranged Defense: +6 (+1 eff.) Damage when hit (Melee): 12 mind Changes stats: +3 Str / +9 Wil / +2 Con Changes resistances: +28% acid Changes damage: +19% acid / +7% temporal / +14% light / +8% physical / +9% mind / +10% darkness Physical save: +22 (+2 eff.) Life regen: +0.20 Equilibrium when hit: +2.40 Psi when hit: +1.70 Hate when hit: +1.50 Curse of Shrouds A pointy cloth hat, very wizardly... |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +7 Physical crit. chance: +6.0% Physical power: +15 (+2 eff.) Armour: +29 Defense: +14 (+2 eff.) Fatigue: +3% Effects on melee hit: * 40% chance to disease Damage when hit (Melee): 16 physical Changes stats: +34 Str / +38 Dex / +22 Wil / +8 Cun / +34 Con / +13 Lck Changes resistances: +11% lightning / +46% darkness / +11% fire / +9% nature / +10% all / +11% acid / +27% blight / +40% cold / -28% light Changes resistances penetration: +30% arcane Allows you to breathe in: water Reduces incoming crit damage: 10.00% Physical save: +51 (+5 eff.) Spell save: +14 (+2 eff.) Mental save: +85 (+10 eff.) Disease immunity: +10% Cut immunity: +15% Disarm immunity: +20% Life regen: +5.20 Maximum life: +76.00 Spell crit. chance: +6% Mental crit. chance: +5% Light radius: +4 Infravision radius: +12 Healing mod.: +19% Curse of Nightmares It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 7047.7 Physical damage. If the attack hits, the target is confused (48% 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 hat made of leather. Very stylish. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +9 (+1 eff.) Armour: +11 Defense: +7 (+1 eff.) Fatigue: +5% Damage when hit (Melee): 20 arcane / 4 temporal Changes stats: +19 Str / +10 Wil Changes resistances: +11% physical / +5% arcane / +6% all Changes resistances penetration: +15% arcane / +5% temporal Changes damage: +6% arcane Physical save: +25 (+2 eff.) Mental save: +12 (+1 eff.) Light radius: +1 Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +15 Physical power: +18 (+2 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 10 physical Changes stats: +32 Str / +33 Dex / +3 Mag / +26 Wil / +19 Cun / +10 Con Changes resistances: +43% lightning / +29% temporal / -40% light / +15% fire / +15% acid / +15% physical / +15% blight / +15% cold / +25% mind Changes resistances penetration: +15% blight / +15% temporal Changes damage: +6% arcane / +15% temporal Critical mult.: +10.00% Physical save: +38 (+4 eff.) Spell save: +45 (+7 eff.) Mental save: +52 (+6 eff.) Confusion immunity: +50% Life regen: +5.80 Stamina when hit: +3.00 Equilibrium when hit: +2.70 Mana when firing critical spell: +5.00 Maximum vim: +10.00 Spellpower: +2 (+0 eff.) Mindpower: +6 (+0 eff.) Light radius: +2 Curse of Madness It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 7047.7 Physical damage. If the attack hits, the target is confused (48% 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() fortifying dwarven-steel mail armour of resilience (Corpses) (3 def, 8 armour) Requires: - Strength 28 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+0 eff.) Fatigue: +16% Changes stats: +5 Str / +5 Con Maximum life: +109.00 Curse of Corpses A suit of armour made of mail. |
![]() radiant iron mail armour of the deep (Nightmares) (2 def, 6 armour) Requires: - Strength 14 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +12% Damage when hit (Melee): 6 light Changes stats: +2 Wil Changes resistances: +7% acid / +7% cold / +14% darkness / +14% blight Allows you to breathe in: water Light radius: +2 Curse of Nightmares A suit of armour made of mail. |
![]() Requires: - Strength 18 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Physical crit. chance: +18.0% Physical power: +44 (+4 eff.) Armour: +48 Defense: +58 (+8 eff.) Fatigue: +8% Effects on melee hit: * 45% chance to daze at end of turn Damage (Melee): 20 acid / 18 fire / 8 darkness Damage (Ranged): 9 darkness Damage when hit (Melee): 14 acid / 18 physical / 15 fire Changes stats: +51 Str / +41 Dex / +17 Mag / +41 Wil / +62 Cun Changes resistances: +94% lightning / +39% physical / +79% darkness / +26% acid / +8% arcane / +66% fire / +27% mind / +32% temporal Changes damage: +6% fire Physical save: +24 (+2 eff.) Spell save: +30 (+5 eff.) Mental save: +153 (+17 eff.) Poison immunity: +5% Silence immunity: +10% Pinning immunity: +5% Teleport immunity: +10% Life regen: +3.40 Maximum life: +81.00 Spellpower: +42 (+6 eff.) Spell crit. chance: +18% Mindpower: +44 (+5 eff.) Mental crit. chance: +18% Light radius: +6 Healing mod.: +22% Defense after a teleport: +26 Resist all after a teleport: +22% New effects duration reduction after a teleport: +26% Curse of Misfortune It can be used to blink to a nearby random location (rad 13), putting all charms on cooldown for 23 turns. A suit of armour made of leather. |
![]() Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +20 Physical crit. chance: +22.0% Physical power: +19 (+2 eff.) Armour: +21 Defense: +28 (+4 eff.) Fatigue: +8% Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 13 light Changes stats: +9 Dex / +6 Wil / +10 Cun Changes resistances: +15% acid / +29% darkness / +26% blight / +41% cold / +17% mind Changes resistances penetration: +15% blight Changes damage: +3% blight / +3% mind / +12% lightning Allows you to breathe in: water Critical mult.: +34.00% Stamina each turn: +1.40 Light radius: +2 Activating this item is instant. Curse of Corpses It can be used to activate talent Second Wind, placing all other charms into a 32 cooldown : Effective talent level: 4.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 678 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
![]() Requires: - Strength 20 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +12.0% Physical power: +20 (+2 eff.) Armour: +39 Defense: +50 (+7 eff.) Ranged Defense: +23 (+4 eff.) Fatigue: +8% Damage (Melee): 10 fire Damage (Ranged): 10 fire Damage when hit (Melee): 69 light / 18 physical Changes stats: +17 Dex / +25 Wil / +16 Cun Changes resistances: +39% lightning / +161% darkness / +30% fire / +12% acid / +23% physical / +141% blight / +60% cold / +10% mind / +20% light Critical mult.: +37.00% Reduces incoming crit damage: 20.00% Spell save: +55 (+8 eff.) Mental save: +53 (+6 eff.) Cut immunity: +10% Pinning immunity: +30% Knockback immunity: +25% Life regen: +62.20 Stamina each turn: +4.90 Maximum life: +408.00 Light radius: +10 Movement speed: +20% Healing mod.: +150% Curse of Madness A suit of armour made of leather. |
![]() hardened leather armour 'Lisoda' (Madness) (97 def, 20 armour) Requires: - Strength 16 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +14 Physical crit. chance: +27.0% Physical power: +32 (+3 eff.) Armour: +20 Defense: +97 (+13 eff.) Ranged Defense: +49 (+7 eff.) Fatigue: +2% Damage (Melee): 8 darkness Damage (Ranged): 8 darkness Damage when hit (Melee): 32 physical Changes stats: +20 Str / +45 Dex / +30 Wil / +35 Cun Changes resistances: +24% acid / +16% physical / +22% darkness / +24% lightning / +8% mind / +8% arcane / +18% temporal Changes damage: +15% arcane / +39% physical Critical mult.: +69.00% Reduces incoming crit damage: 10.00% Physical save: +80 (+9 eff.) Spell save: +19 (+3 eff.) Mental save: +112 (+13 eff.) Life regen: +2.20 Stamina each turn: +1.10 Maximum life: +69.00 See invisible: +12 Movement speed: +100% Combat speed: +15% Casting speed: +15% Mental speed: +15% Healing mod.: +22% Defense after a teleport: +18 Resist all after a teleport: +22% New effects duration reduction after a teleport: +21% Activating this item is instant. Curse of Madness It can be used to blink to a nearby random location (rad 10), putting all charms on cooldown for 23 turns. A suit of armour made of leather. |
![]() Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +8.0% Armour: +8 Defense: +21 (+3 eff.) Fatigue: +8% Changes stats: +5 Str / +8 Dex Physical save: +14 (+1 eff.) Stamina each turn: +1.40 Activating this item is instant. Curse of Nightmares It can be used to activate talent Second Wind, placing all other charms into a 32 cooldown : Effective talent level: 5.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 739 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
![]() searing hardened leather armour of delving (Madness) (3 def, 6 armour) Requires: - Strength 16 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+0 eff.) Fatigue: +8% Damage (Melee): 16 acid / 17 fire Damage when hit (Melee): 13 acid / 13 fire Changes stats: +8 Str Changes resistances: +22% acid / +10% physical / +16% darkness / +22% fire Light radius: +2 Curse of Madness It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 65 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() Requires: - Dexterity 11 - Talent Agile Defense (level 1) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Power: 185% Range: 1.2x Uses stats: 212% Wil, 50% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +2.5% Block value: +18 On weapon hit: * deal bonus physical damage equal to your armor On weapon crit: * smash the target with your shield crippling them Damage (Melee): +4 blight When wielded/worn: Physical crit. chance: +3.0% Physical power: +6 (+1 eff.) Armour: +9 Armour Hardiness: +6% Defense: +4 (+0 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Changes stats: +1 Mag / +3 Wil Changes resistances: +16% acid / +11% physical Talent granted: +1 Block Maximum mana: +100.00 Maximum psi: +50.00 Curse of Madness Handheld deflection devices. |
![]() Requires: - Dexterity 35 - Talent Agile Defense (level 1) Powered by arcane forces Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Power: 217% Range: 1.2x Uses stats: 212% Wil, 50% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +308 On weapon hit: * 20% chance to blind Damage (Melee): +18 lightning Burst (radius 1) on hit: +8 light Burst (radius 2) on crit: +30 light / +34 darkness / +8 mind When wielded/worn: Armour: +24 Defense: +10 (+1 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +14% Effects when hit in melee: * 18% chance to daze at end of turn * 30% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 23 darkness Changes stats: +5 Dex / +13 Con Changes resistances: +18% lightning / +18% temporal / +13% light / +27% acid / +27% cold / +9% mind / +13% darkness Reduce damage by fixed amount: +0 acid Changes damage: +9% darkness / +9% mind Talent granted: +4 Block Physical save: +25 (+2 eff.) Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Curse of Misfortune Handheld deflection devices. |
![]() Requires: - Dexterity 48 - Talent Agile Defense (level 1) Powered by arcane forces Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 225% Range: 1.2x Uses stats: 212% Wil, 50% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +402 On weapon hit: * 62% chance to disease * 60% chance to daze at end of turn * reduce the cooldown of your ward talent by 1 Damage (Melee): +28 lightning / +38 temporal / +33 light / +4 blight / +38 acid Burst (radius 1) on hit: +16 fire Burst (radius 2) on crit: +8 fire / +70 light / +78 darkness When wielded/worn: Armour: +27 Defense: +12 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Effects on melee hit: * 15% chance to cause random gloom Effects when hit in melee: * 38% chance to corrode armour by 30% * 20% chance to daze at end of turn * 35% chance to cause random gloom * 71% chance to blind Damage when hit (Melee): 12 fire / 39 temporal Changes stats: +6 Dex / +11 Mag / +40 Con Changes resistances: +83% lightning / +40% temporal / +86% light / +6% blight / +58% fire / +40% acid / +50% darkness Reduce damage by fixed amount: +0 darkness Maximum wards: +12 lightning / +12 temporal / +12 blight / +12 fire / +12 cold Changes resistances penetration: +0% darkness / +10% fire Changes damage: +12% lightning / +3% fire Talents granted: +2 Ward +5 Block Physical save: +30 (+3 eff.) Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Activating this item is instant. Curse of Madness It can be used to activate talent Time Shield, placing all other charms into a 27 cooldown : Effective talent level: 4.0 Power cost: 27 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (640) is absorbed, or the time runs out (9 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 48%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
![]() Requires: - Dexterity 48 - Talent Agile Defense (level 1) Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 232% Range: 1.2x Uses stats: 212% Wil, 50% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +928 On weapon hit: * 29% chance to corrode armour by 30% * reduce the cooldown of your ward talent by 1 On weapon crit: * smash the target with your shield crippling them Damage (Melee): +20 acid / +20 mind / +59 nature / +60 lightning Burst (radius 1) on hit: +8 nature Burst (radius 2) on crit: +8 lightning When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+1 eff.) Armour: +82 Defense: +12 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Damage (Melee): 10 acid Effects when hit in melee: * 20% chance to corrode armour by 30% * 60% chance to daze at end of turn Damage when hit (Melee): 35 acid / 85 nature Changes stats: +18 Dex / +4 Wil / +45 Con Changes resistances: +20% acid / +18% physical / +95% lightning / +17% mind / +60% blight / +27% cold / +60% nature / +59% fire Maximum wards: +12 lightning / +12 temporal / +11 blight / +12 fire / +12 cold Changes resistances penetration: +15% mind / +15% nature Talents granted: +2 Ward +5 Block Physical save: +84 (+9 eff.) Mental save: +10 (+1 eff.) Maximum life: +279.00 Maximum hate: +2.00 Mindpower: +8 (+1 eff.) Curse of Corpses Handheld deflection devices. |
![]() Requires: - Dexterity 48 - Talent Agile Defense (level 1) Powered by arcane forces Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 241% Range: 1.2x Uses stats: 212% Wil, 50% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +449 On weapon hit: * 26% chance to corrode armour by 30% On weapon crit: * smash the target with your shield crippling them Damage (Melee): +16 fire / +15 cold Burst (radius 1) on hit: +8 mind When wielded/worn: Physical crit. chance: +18.0% Physical power: +30 (+3 eff.) Armour: +27 Defense: +15 (+2 eff.) Ranged Defense: +15 (+2 eff.) Fatigue: +14% Damage (Melee): 10 acid / 10 cold Damage when hit (Melee): 24 acid / 40 fire / 20 ice Changes stats: +6 Str / +14 Con Changes resistances: +6% acid / +3% light / +23% blight / +78% fire / +19% nature / +18% lightning Reduce damage by fixed amount: +0 acid / +0 darkness Changes resistances penetration: +0% darkness Changes damage: +12% blight / +15% mind Talent granted: +5 Block Physical save: +27 (+3 eff.) Hate when firing a critical mind attack: +2.00 Only die when reaching: -20.00 life Curse of Shrouds Handheld deflection devices. |
![]() Requires: - Dexterity 35 - Talent Agile Defense (level 1) Powered by arcane forces Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Power: 214% Range: 1.2x Uses stats: 212% Wil, 50% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +412 On weapon hit: * 20% chance to blind * reduce the cooldown of your ward talent by 1 Damage (Melee): +17 lightning / +31 light / +18 fire / +8 acid Burst (radius 1) on hit: +4 mind When wielded/worn: Armour: +33 Defense: +10 (+1 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +14% Effects on melee hit: * 13% chance to cause random gloom * 30% chance to blind Effects when hit in melee: * 18% chance to daze at end of turn * 30% chance to cause random gloom * 68% chance to blind Damage when hit (Melee): 8 acid / 29 fire / 20 mind Changes stats: +5 Str / +5 Dex / +10 Mag / +35 Con Changes resistances: +18% lightning / +18% physical / +52% light / +18% fire / +25% cold / +18% darkness Maximum wards: +9 lightning / +10 temporal / +9 blight / +10 fire / +10 cold Changes resistances penetration: +15% acid / +20% light / +5% mind Changes damage: +9% mind Talents granted: +2 Ward +4 Block Physical save: +33 (+3 eff.) Curse of Misfortune Handheld deflection devices. |
![]() acidic stralite shield of radiance (Shrouds) (10 def, 2 armour, 100% power, 133 block) Requires: - Dexterity 35 - Talent Agile Defense (level 1) Powered by arcane forces Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Power: 215% Range: 1.2x Uses stats: 212% Wil, 50% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +133 On weapon hit: * 26% chance to corrode armour by 30% Damage (Melee): +16 light When wielded/worn: Armour: +2 Defense: +10 (+1 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +14% Damage (Melee): 9 acid Effects when hit in melee: * 29% chance to blind Damage when hit (Melee): 26 acid Changes stats: +5 Mag / +7 Con Changes resistances: +18% light Talent granted: +4 Block Curse of Shrouds Handheld deflection devices. |
![]() Requires: - Dexterity 11 - Talent Agile Defense (level 1) Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Power: 185% Range: 1.2x Uses stats: 212% Wil, 50% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +2.5% Block value: +48 On weapon crit: * smash the target with your shield crippling them Burst (radius 1) on hit: +12 fire Burst (radius 2) on crit: +8 darkness When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Armour: +7 Defense: +4 (+0 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Damage when hit (Melee): 8 darkness Changes resistances: +3% darkness Changes resistances penetration: +5% fire Talent granted: +1 Block Curse of Corpses Handheld deflection devices. |
![]() Requires: - Dexterity 48 - Talent Agile Defense (level 1) Powered by arcane forces Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 226% Range: 1.2x Uses stats: 212% Wil, 50% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +318 Damage (Melee): +15 lightning / +20 fire / +27 cold Burst (radius 2) on crit: +4 mind When wielded/worn: Armour: +14 Defense: +12 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Effects when hit in melee: * 20% chance to daze at end of turn Damage when hit (Melee): 16 ice / 35 fire / 4 lightning Changes stats: +5 Str / +6 Dex / +6 Wil / +1 Cun / +6 Con Changes resistances: +15% lightning / +18% light / +20% fire / +17% darkness / +44% cold Changes resistances penetration: +10% mind / +10% lightning Changes damage: +6% lightning Talent granted: +5 Block Physical save: +13 (+1 eff.) Equilibrium when hit: +0.12 Psi when hit: +0.16 Mental crit. chance: +1% Curse of Corpses Handheld deflection devices. |
![]() Requires: - Dexterity 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 270% Range: 1.4x Uses stats: 126% Wil, 120% Cun, 50% Mag Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Accuracy: +36 Armour Penetration: +89 Crit. chance: +187.0% Capacity: 19 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 40% chance to gain 10% of a turn (3/turn limit) * 30% chance to disease * Slows global speed by 60% * 10% chance to crush the target * 20% chance to torment the target * 10% chance to stun, blind, pin, or confuse the target * 10% chance to create an air burst * 20% chance to curse the target On weapon crit: * wounds the target for 7 turns: 47 bleeding, 98% reduced healing * cripple the target Travel speed: +1400% Damage (Ranged): +56 temporal / +113 darkness / +119 gravity / +87 insidious poison / +29 nature / +60 blight / +57 bleed / +95 mind / +39 physical Burst (radius 1) on hit: +8 physical / +38 fire Burst (radius 2) on crit: +20 mind / +4 physical When wielded/worn: Ammo reloads per turn: +1 Curse of Shrouds Arrows are used with bows to pierce your foes to death. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Curse of Shrouds Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +5 Blighted Path Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +5 Blighted Path Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'mainhand' When attach to an other item: 25% chance to trigger a Silence cast of level 5 The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'finger' When attach to an other item: Vim when hitting in melee: +2.00 Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Disarm Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +5 Blackice Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Frost Grab Mana each turn: +0.50 Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Corrosive Cone Demon status: alive (100% life). The seed of a demon. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +35% acid Reduce damage by fixed amount: +25 acid Demon status: alive (100% life). The seed of a demon. |
![]() Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +8 (+0 eff.) Fatigue: -13% Damage when hit (Melee): 8 fire Changes stats: +3 Cun / +9 Str Changes resistances: +12% mind / +3% fire Changes resistances penetration: +25% mind Changes damage: +6% mind / +6% fire Infravision radius: +7 When carried: Talent granted: +1 Dig Curse of Nightmares Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +18 (+1 eff.) Changes stats: +3 Str / +1 Wil / +15 Cun Changes resistances: +10% fire / +14% nature / +21% darkness Changes resistances penetration: +5% arcane Changes damage: +10% nature Damage affinity(heal): +15% darkness Mental save: +10 (+1 eff.) Hate when firing a critical mind attack: +5.00 Maximum life: +40.00 Maximum stamina: +25.00 Mental crit. chance: +6% Infravision radius: +20 When carried: Talent granted: +1 Dig Curse of Madness Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 14 fire / 4 temporal Changes stats: +8 Mag Changes resistances: +12% fire / +13% darkness / +9% light Changes damage: +7% light Damage affinity(heal): +5% light Spell save: +10 (+2 eff.) Mental save: +10 (+1 eff.) Blindness immunity: +36% Poison immunity: +5% Disease immunity: +20% Confusion immunity: +13% Spellpower: +14 (+2 eff.) Light radius: +15 See stealth: +17 See invisible: +16 Curse of Nightmares It can be used to activate talent Sun Flare, placing all other charms into a 27 cooldown : Effective talent level: 3.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 158.04 light damage within radius 3. The damage done will increase with your Spellpower. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 1 When wielded/worn: Armour: +6 Defense: +3 (+0 eff.) Ranged Defense: +3 (+1 eff.) Changes resistances: +7% blight / +2% physical / +14% darkness / +3% lightning Changes damage: +6% light Damage affinity(heal): +5% light Physical save: +6 (+0 eff.) Mental save: +10 (+1 eff.) Cut immunity: +10% Silence immunity: +10% Confusion immunity: +20% Spellpower: +4 (+0 eff.) Spell crit. chance: +4% Light radius: +7 Infravision radius: +4 See invisible: +7 The wearer is treated as an undead. The wearer no longer has to breathe. Curse of Misfortune It can be used to activate talent Retch, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 130 blight damage or heals 135 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. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 182 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() Requires: - Dexterity 16 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 2 Power: 215% Range: 1.2x Uses stats: 40% Wil, 50% Mag, 170% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Armour Penetration: +25 Crit. chance: +33.5% Capacity: 123 Turns elapse between self-loadings: 0 When this weapon hits: Epidemic (20% chance level 2). On weapon hit: * 90% chance to disease * 40% chance to cause random gloom * 10% chance to knock the target back * 25% chance for lightning to arc to a second target * 10% chance to stun, blind, pin, or confuse the target * 25% chance to put talents on cooldown On weapon crit: * cripple the target Travel speed: +400% Damage (Ranged): +15 lightning / +40 physical / +15 darkness / +33 blight / +27 cold / +10 temporal Burst (radius 1) on hit: +4 lightning / +20 blight Burst (radius 2) on crit: +20 lightning / +6 cold Damage against: +11% Living Curse of Shrouds Shots are used with slings to pummel your foes to death. |
![]() barbed pouch of dwarven-steel shots of accuracy (Misfortune) (23/23, 201% power, 3 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 201% Range: 1.2x Uses stats: 40% Wil, 50% Mag, 170% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Accuracy: +17 Armour Penetration: +3 Crit. chance: +5.0% Capacity: 23 On weapon crit: * wounds the target for 7 turns: 47 bleeding, 98% reduced healing Damage (Ranged): +14 bleed Curse of Misfortune Shots are used with slings to pummel your foes to death. |
![]() sentry's pouch of dwarven-steel shots of crippling (Shrouds) (48/48, 207% power, 9 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 207% Range: 1.2x Uses stats: 40% Wil, 50% Mag, 170% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Crit. chance: +16.0% Capacity: 48 Turns elapse between self-loadings: 3 On weapon crit: * cripple the target Curse of Shrouds Shots are used with slings to pummel your foes to death. |
![]() Arclore the yew wand of clairvoyance (Shrouds) [power 12] (6 cooldown) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 3 When wielded/worn: Effects on melee hit: * 56% chance to daze at end of turn Damage when hit (Melee): 12 lightning Changes resistances: +18% lightning / +9% arcane Maximum wards: +19 lightning / +21 temporal / +21 blight / +21 fire / +20 cold Changes resistances penetration: +20% lightning / +10% acid Changes damage: +21% acid / +3% arcane / +18% lightning Talents cooldown: Strike (-3 turns) Volcano (-6 turns) Talents granted: +6 Ward +11 Void Blast +11 Strike +11 Volcano Maximum vim: +25.00 Curse of Shrouds It can be used to reveal the area around you, dispelling darkness (radius 12, power 111 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 8 mana. 100% chance to regenerate 5 negative energy. 100% chance to regenerate 5 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Anaca the Cornac Adventurer level 260
63rd Dusk 122nd year of Ascendancy at 20:33 see stats
By Anaca the Cornac Adventurer level 258
62nd Dusk 122nd year of Ascendancy at 03:37 see stats
By Anaca the Cornac Adventurer level 19
4th Flare 122nd year of Ascendancy at 20:28 see stats
By Anaca the Cornac Adventurer level 177
46th Dusk 122nd year of Ascendancy at 01:29 see stats
By Anaca the Cornac Adventurer level 80
31st Dusk 122nd year of Ascendancy at 21:50 see stats
By Anaca the Cornac Adventurer level 41
22nd Dusk 122nd year of Ascendancy at 14:08 see stats
By Anaca the Cornac Adventurer level 125
37th Dusk 122nd year of Ascendancy at 10:24 see stats
By Anaca the Cornac Adventurer level 10
74th Pyre 122nd year of Ascendancy at 11:00 see stats
By Anaca the Cornac Adventurer level 20
10th Flare 122nd year of Ascendancy at 09:24 see stats
By Anaca the Cornac Adventurer level 30
21st Dusk 122nd year of Ascendancy at 08:31 see stats
By Anaca the Cornac Adventurer level 40
22nd Dusk 122nd year of Ascendancy at 12:02 see stats
By Anaca the Cornac Adventurer level 50
23rd Dusk 122nd year of Ascendancy at 13:09 see stats
By Anaca the Cornac Adventurer level 72
31st Dusk 122nd year of Ascendancy at 05:17 see stats
By Anaca the Cornac Adventurer level 65
29th Dusk 122nd year of Ascendancy at 17:11 see stats
By Anaca the Cornac Adventurer level 50
23rd Dusk 122nd year of Ascendancy at 14:55 see stats
By Anaca the Cornac Adventurer level 13
78th Pyre 122nd year of Ascendancy at 01:16 see stats
By Anaca the Cornac Adventurer level 71
31st Dusk 122nd year of Ascendancy at 01:42 see stats
By Anaca the Cornac Adventurer level 20
19th Dusk 122nd year of Ascendancy at 16:41 see stats
By Anaca the Cornac Adventurer level 63
27th Dusk 122nd year of Ascendancy at 06:30 see stats
By Anaca the Cornac Adventurer level 20
10th Dusk 122nd year of Ascendancy at 10:46 see stats
By Anaca the Cornac Adventurer level 253
61st Dusk 122nd year of Ascendancy at 07:50 see stats
Log
Emelyrith the mountain troll thunderer slows down.
Anaca's Intuitive Shots misses Emelyrith the mountain troll thunderer.
Anaca uses Vault.
Terror is free from the pitch.
Bloated ooze is free from the pitch.
Terror is free from the pitch.
Terror is free from the pitch.
Bloated ooze is free from the pitch.
Terror is free from the pitch.
Terror is free from the pitch.
Terror is free from the pitch.
Anaca is no longer cursed.
Anaca is no longer surging arcane power.
Anaca deactivates Willful Tormenter.
Anaca deactivates Rapid Shot.
Anaca deactivates Abyssal Shield.
Anaca deactivates Beyond the Flesh.
Anaca deactivates Shield of Light.
Anaca deactivates Overkill.
Anaca aims less carefully.
Anaca deactivates Intuitive Shots.
Anaca is no longer influenced by martyrdom.
Anaca deactivates Incendiary Ammunition.
Anaca deactivates Trained Reactions.
Anaca deactivates Mitosis.
Anaca deactivates Blood Vengeance.
Anaca's skin returns to normal.
Anaca deactivates Hardened Core.
Terror is free from the pitch.