











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Halfling |
Class | Doomed |
Level / Exp | 50 / 415% |
Size | small |
Lifes / Deaths | Killed by Lisaldamina the orc high pyromancer at level 50 on the 13rd Regrowth 124th year of Ascendancy at 00:37 / 1 |
Primary Stats
Strength | 31 (base 20) |
Dexterity | 54.000000000001 (base 25) |
Constitution | 77 (base 60) |
Magic | 19 (base 11) |
Willpower | 104.54546726106 (base 65) |
Cunning | 110.54546726106 (base 60) |
Resources
Life | -74/1433 |
Hate | 54/104 |
Equilibrium | 18 |
Healing Factor | 1.1347272801648 |
Regeneration | 0.28368182004121 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +24% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 22 |
Infravision | 5 |
See Invisible | 3.0020430585864E-13 |
Offense: Mainhand
Damage | 81 |
Accuracy | 61 |
Crit Chance | 65% |
APR | 45 |
Speed | 1.00 |
Offense: Offhand
Damage | 79 |
Accuracy | 61 |
Crit Chance | 65% |
APR | 45 |
Speed | 1.00 |
Offense: Spell
Spellpower | 33 |
Crit Chance | 42% |
Speed | 1 |
Offense: Mind
Mindpower | 77 |
Crit Chance | 93% |
Speed | 1 |
Offense: Damage Bonus
Acid | +14% |
Blight | +14% |
Physical | +49% |
Cold | +8% |
All | +2% |
Darkness | +46% |
Light | +8% |
Temporal | +8% |
Mind | +70% |
Fire | +28% |
Nature | +54% |
Offense: Damage Penetration
Darkness | +26% |
Acid | +20% |
Nature | +10% |
Physical | +39% |
Mind | +90% |
All | 0% |
Defense: Base
Armour (hardiness) | 30 (54.823135475018%) |
Defense | 68 |
Ranged Defense | 68 |
Fatigue | 0 |
Physical Save | 52 |
Spell Save | 49 |
Mental Save | 69 |
Defense: Resistances
Acid | + 51%( 70%) |
Blight | + 49%( 70%) |
Physical | + 63%( 75%) |
Cold | + 42%( 70%) |
All | + 30%( 70%) |
Lightning | + 62%( 70%) |
Light | + 55%( 70%) |
Temporal | + 41%( 70%) |
Mind | + 43%( 70%) |
Darkness | + 70%( 70%) |
Fire | + 42%( 70%) |
Nature | + 37%( 70%) |
Defense: Immunities
Pinning Resistance | 50% |
Confusion Resistance | 35% |
Fear Resistance | 35% |
Poison Resistance | 38% |
Blind Resistance | 65% |
Silence Resistance | 20% |
Disarm Resistance | 68% |
Stun Resistance | 35% |
Instadeath Resistance | 100% |
Knockback Resistance | 81% |
Inscriptions (5/5)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 544 life over 5 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 157 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 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 252 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 885% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 2.5 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 27 up to 8 times. Its effects scale with your Willpower stat. |
Class Talents
Cursed / Darkness | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Cursed / Shadows | 1.30 |
| 5/5 |
| 4/5 |
| 3/5 |
| 2/5 |
Cursed / Punishments | 1.30 |
| 4/5 |
| 4/5 |
| 3/5 |
| 4/5 |
Cursed / One with shadows | 1.30 |
| 3/5 |
| 3/5 |
| 4/5 |
| 1/5 |
Cursed / Fears | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Cursed / Force of will | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Wild-gift / Mindstar mastery | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Cursed / Gestures | 1.30 |
| 4/5 |
| 2/5 |
| 3/5 |
| 3/5 |
Cursed / Dark sustenance | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 6.3): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 20% when tested. Power 1+: Removed from Reality: +7 Physical Resistance, +5 Maximum Physical Resistance Power 2+: -1 Luck, +12 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 99 mind and 85 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 10 nightmare (summon Terrors and chances to slow, deal 148 Mind damage, and deal 127 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 4.3)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+39% chance to avoid traps). Power 2+: -1 Luck, +8 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+14% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 40% if the increase would be enough to kill your opponent. |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved talent Psiblades (+1 level(s)). | done |
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 talent Psiblades (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Norgos Lair. Escort: lost defiler (level 3 of Norgos Lair)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Norgos Lair. Escort: lost tinker (level 2 of Norgos Lair)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1552. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsMarus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have sided with Slasul and killed Ukllmswwik. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * Vor Pride, in the north east. * You have destroyed Grushnak. * You have destroyed Gorbat. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Defense: +20 (+5 eff.) Fatigue: +3% Damage when hit (Melee): 10 mind Changes resistances: +6% temporal Changes resistances penetration: +20% mind / +25% physical Changes damage: +6% mind Physical save: +6 (+2 eff.) Maximum hate: +4.00 Spellpower: +5 (+2 eff.) Curse of Corpses Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() Powered by arcane forces Crafted by a master 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 24% chance to reduce strength, dexterity, and constitution by 18 * 24% chance to reduce armor by 28% Damage when hit (Melee): 4 darkness Changes stats: +8 Mag Changes resistances: +15% light Changes damage: +6% acid / +24% darkness / +12% blight Damage affinity(heal): +5% darkness Spellpower: +15 (+7 eff.) Light radius: +17 Infravision radius: +5 It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 5.5 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 173.68 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Defense: +15 (+4 eff.) Fatigue: +5% Changes stats: +2 Con / +9 Wil Changes resistances: +27% blight / +18% darkness / +9% acid Mental save: +15 (+4 eff.) Blindness immunity: +21% Silence immunity: +20% Disarm immunity: +20% Maximum stamina: +31.10 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +16.0% Armour: +3 Fatigue: +5% Damage (Melee): 11 cold / 13 fire Changes stats: +5 Wil Changes resistances: +8% fire / +8% cold Changes resistances penetration: +15% mind Changes damage: +5% fire / +6% mind / +6% cold Critical mult.: +12.00% Equilibrium when hit: +0.16 Spell crit. chance: +10% Mental crit. chance: +12% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 10 light Changes resistances: +24% lightning / +9% temporal Changes damage: +6% light / +6% temporal Light radius: +3 It can be used to remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+4 eff.) Defense: +15 (+4 eff.) Fatigue: -9% Effects on melee hit: * 20% chance to reduce armor by 28% Damage when hit (Melee): 4 acid Changes resistances: +12% mind Changes resistances penetration: +15% mind / +20% acid Changes damage: +6% mind Maximum encumbrance: +40 Disarm immunity: +48% Pinning immunity: +50% Knockback immunity: +46% Maximum life: +46.00 Movement speed: +24% Activating this item is instant. Curse of Nightmares It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 4.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings make your fingers look great! |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 42 Changes stats: +5 Wil Changes resistances: +21% acid Changes resistances penetration: +25% mind Physical save: +12 (+4 eff.) Spell save: +11 (+3 eff.) Mental save: +10 (+2 eff.) Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +4 Curse of Madness Rings make your fingers look great! |
Around neck | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +21% lightning / +9% cold / +20% light / +20% darkness Changes damage: +21% fire Blindness immunity: +44% Hate when firing a critical mind attack: +5.00 Mindpower: +25 (+5 eff.) Mental crit. chance: +3% Amulets make your neck look great! |
In main hand | ![]() Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.5 - 19.2 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 14 physical Changes resistances: +10% physical Changes resistances penetration: +14% physical Changes damage: +25% mind / +11% physical Talent granted: +1 Attune Mindstar Psi when firing a critical mind attack: +2.00 Mindpower: +13 (+3 eff.) Mental crit. chance: +9% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Around waist | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +15 (+5 eff.) Armour penetration: +4 Physical crit. chance: +13.0% Defense: +23 (+6 eff.) Changes stats: +5 Str / +11 Dex / +6 Wil / +11 Cun Changes resistances: +9% fire Stealth bonus: +14 Physical save: +20 (+7 eff.) Spell save: +20 (+6 eff.) Mental save: +18 (+4 eff.) Only die when reaching: -40.00 life Maximum stamina: +20.00 Mental crit. chance: +13% Curse of Misfortune A belt that goes around your waist. |
In off hand | ![]() Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 24% chance to reduce armor by 28% Damage (Melee): +8 acid Damage (radius 1) on hit: +8 darkness When wielded/worn: Damage when hit (Melee): 6 darkness Changes stats: +16 Cun Changes resistances: +10% nature Changes resistances penetration: +10% nature / +10% darkness Changes damage: +6% acid / +25% mind / +10% nature Talent mastery: +0.20 Wild-gift / Harmony Talent granted: +1 Attune Mindstar Critical mult.: +45.00% Psi when firing a critical mind attack: +5.00 Mindpower: +16 (+3 eff.) Mental crit. chance: +11% Light radius: +1 Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour penetration: +1 Armour: +8 Defense: +15 (+4 eff.) Changes stats: +4 Dex / +3 Con Changes resistances: +21% darkness Changes resistances penetration: +16% darkness / +15% mind Changes damage: +20% darkness / +6% physical Stealth bonus: +25 Physical save: +15 (+5 eff.) Spell save: +13 (+4 eff.) Mental save: +11 (+3 eff.) Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 71% Damage when hit (Melee): 6 mind Changes stats: +8 Con Changes resistances: +30% physical / +6% mind / +15% all Changes damage: +42% nature / +30% physical Mental save: +28 (+7 eff.) Poison immunity: +38% Disease immunity: +43% Mindpower: +6 (+1 eff.) Mental crit. chance: +6% Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() healing infusion (heal 60; cd 10) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 60 then cleanse 1 wound, poison, and disease effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 250 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 33 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -632 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1297 life, 16 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 752% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 447 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 39% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 37% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 36% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 lightning, 3 temporal, 4 physical, 4 acid It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() stormshield rune (threshold 65; blocks 4; dur 4; cd 13) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 65 up to 4 times. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / taint ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the taint to purge your body of physical afflictions for 5 turns. Each turn the purge will attempt to cleanse 1 physical debuff from you, and if one is removed, increase its duration by 1. It can be used to inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 2 mind Changes stats: +2 Wil Changes resistances: +21% mind / +3% darkness Mental save: +12 (+3 eff.) Confusion immunity: +38% Mindpower: +30 (+6 eff.) Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 4 lightning Changes stats: +5 Wil Changes resistances: +34% lightning / +9% acid Changes damage: +18% arcane Stun/Freeze immunity: +44% Mana each turn: +0.20 Maximum mana: +80.00 Spell crit. chance: +6% Damage Shield penetration: +20% Amulets make your neck look great! |
![]() Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Str / +6 Dex / +4 Mag / +5 Wil Changes resistances: +13% fire / +14% cold Spell save: +9 (+3 eff.) Mana each turn: +0.16 Spell crit. chance: +3% Amulets make your neck look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Effects on melee hit: * 20% chance to slow global speed by 71% Changes resistances: +12% temporal / +9% fire / +15% darkness / +9% nature Changes resistances penetration: +15% mind Changes damage: +9% mind Critical mult.: +15.00% Mental save: +12 (+3 eff.) Life regen: +4.00 Amulets make your neck look great! |
![]() Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage (Melee): 9 light / 9 darkness Effects when hit in melee: * 13% chance to reduce damage dealt by 33% * 7% chance to blind Changes resistances: +17% lightning Changes damage: +9% light / +6% darkness Stun/Freeze immunity: +31% Amulets make your neck look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +6 Defense: +8 (+2 eff.) Changes resistances cap: +6% all Talent masteries: +0.34 Wild-gift / Harmony +0.34 Cursed / Dark sustenance Physical save: +14 (+5 eff.) Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +12% light / +10% darkness Blindness immunity: +22% Amulets make your neck look great! |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+4 eff.) Physical power: +10 (+3 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+2 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+13 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 Curse of Nightmares The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour penetration: +3 Effects on melee hit: * 20% chance to slow global speed by 71% Changes stats: +8 Str / +4 Dex / +5 Con Changes resistances: +6% mind Changes resistances penetration: +15% physical Changes damage: +18% physical Physical save: +10 (+4 eff.) Curse of Misfortune Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +4 Changes stats: +3 Str Reduces incoming crit damage: 10.00% Disarm immunity: +26% Pinning immunity: +26% Knockback immunity: +29% Teleport immunity: +20% Life regen: +4.00 Maximum life: +131.00 Rings make your fingers look great! |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 32% chance to reduce all saves and defense by 42 Damage (Melee): 11 physical Effects on ranged hit: * 13% chance to reduce all saves and defense by 42 Damage (Ranged): 9 physical Changes stats: +9 Cun Changes damage: +6% mind / +6% darkness Critical mult.: +10.00% Psi when hit: +0.04 Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+3 eff.) Life regen: +3.00 Healing mod.: +20% Curse of Misfortune This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! Curse of Misfortune This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+2 eff.) Spell crit. chance: +3% Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). Curse of Corpses "An innocuous bauble. Until you look through the hole." |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Curse of Nightmares It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Effects on melee hit: * 11% chance to reduce all saves and defense by 42 Damage (Melee): 5 physical Effects on ranged hit: * 10% chance to reduce all saves and defense by 42 Damage (Ranged): 5 physical Changes stats: +5 Str / +2 Cun / +5 Con Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 Curse of Madness It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 5.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +6% nature Physical save: +9 (+3 eff.) Mental save: +18 (+4 eff.) Poison immunity: +20% Confusion immunity: +20% Stun/Freeze immunity: +31% Life regen: +6.00 Only die when reaching: -80.00 life Curse of Misfortune Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +11 (+4 eff.) Defense: +11 (+3 eff.) Damage when hit (Melee): 6 mind / 6 cold Changes stats: +3 Wil Changes resistances: +9% cold Changes damage: +21% mind Hate when firing a critical mind attack: +5.00 Movement speed: +16% Activating this item is instant. Curse of Shrouds It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 3.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 32% for 5 turns. Rings make your fingers look great! |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -6% Changes resistances: +11% nature / +8% blight Changes resistances penetration: +20% light Maximum encumbrance: +23 Mental save: +6 (+1 eff.) Poison immunity: +12% Disease immunity: +10% Confusion immunity: +20% Light radius: +3 Curse of Madness Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Cun / +4 Mag Stun/Freeze immunity: +22% Life regen: +3.00 Spellpower: +9 (+4 eff.) Curse of Corpses Rings make your fingers look great! |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 12% chance to reduce all saves and defense by 42 Damage (Melee): 12 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 42 Damage (Ranged): 12 physical Changes stats: +3 Cun Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +11 (+3 eff.) Hate when firing a critical mind attack: +1.00 Maximum hate: +7.00 Curse of Shrouds It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 5.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +17 (+6 eff.) Changes resistances: +15% acid Changes resistances penetration: +25% darkness / +15% blight Changes damage: +15% acid / +27% arcane / +7% all Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +17 (+8 eff.) Mindpower: +12 (+3 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Nightmares Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Changes resistances: +20% lightning Changes damage: +10% lightning Physical save: +4 (+2 eff.) Curse of Corpses Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +9% blight / +26% cold / +9% nature Changes damage: +13% cold Poison immunity: +14% Disease immunity: +15% Curse of Madness Rings make your fingers look great! |
![]() voratun ring of pilfering (Shrouds) Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+4 eff.) Armour penetration: +12 Defense: +15 (+4 eff.) Curse of Shrouds It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 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 178% 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 make your fingers look great! |
![]() elemental voratun battleaxe of ruin (Misfortune) (56-85 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 56.5 - 84.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 57 fire damage (1/turn) When wielded/worn: Armour penetration: +14 Physical crit. chance: +12.0% Changes resistances penetration: +19% fire Changes damage: +27% fire Critical mult.: +23.00% Curse of Misfortune Massive two-handed battleaxes. |
![]() Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 73.0 - 109.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +20 (+7 eff.) Physical crit. chance: +19.0% Effects on melee hit: * 10% chance to reduce all saves and defense by 42 Changes stats: +6 Dex / +2 Cun Changes damage: +12% mind Critical mult.: +10.00% Combat speed: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Corpses Massive two-handed battleaxes. |
![]() voratun battleaxe of evisceration (Madness) (57-86 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.0 - 85.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Wound the target dealing 162 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +14.0% Physical power: +12 (+4 eff.) Curse of Madness Massive two-handed battleaxes. |
![]() Requires: - Willpower 25 - Strength 25 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 56.0 - 84.0 Uses stats: 70% Wil, 70% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Attack speed: 100% On weapon hit: * 14% chance to reduce all saves and defense by 42 * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +17 mind / +20 physical Damage (radius 1) on hit: +7 fire When wielded/worn: Changes stats: +2 Cun / +3 Wil Changes damage: +10% mind / +10% physical Talent cooldown: Hammer Toss (-2 turns) Talents granted: +3 Dream Smith's Hammer +3 Hammer Toss Psi each turn: +0.10 Psi when hit: +0.12 Mindpower: +15 (+3 eff.) Mental crit. chance: +5% Curse of Misfortune A large shimmering maul that seems to produce a ringing in your ears. It is both as malleable as thought and as hard as the strongest steel. |
![]() inquisitor's voratun greatmaul of crippling (Misfortune) (68-102 power, 4 apr) Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 68.0 - 102.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Deals 123 Manaburn damage and puts 1 random spell talent on cooldown for 5 turns (checks Confusion immunity) * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +12.0% Curse of Misfortune Massive two-handed mauls. |
![]() mighty dragonbone longbow of piercing (Shrouds) Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When wielded/worn: Accuracy: +21 (+7 eff.) Armour penetration: +17 Physical power: +11 (+4 eff.) Changes stats: +9 Str Changes resistances penetration: +12% all Curse of Shrouds Longbows are used to shoot arrows at your foes. |
![]() balanced steel longsword of phasing (Misfortune) (14-20 power, 13 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 14.0 - 19.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +13 Crit. chance: +3.0% Attack speed: 100% Damage Shield penetration (this weapon only): +12% When wielded/worn: Accuracy: +7 (+3 eff.) Defense: +9 (+3 eff.) Disarm immunity: +29% Curse of Misfortune Sharp, long, and deadly. |
![]() Brightrain (Madness) (46-64 power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 46.0 - 64.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 57 damage When wielded/worn: Changes resistances: +20% blight / +5% arcane Changes damage: +30% fire Curse of Madness Blunt and deadly. |
![]() elemental voratun mace of daylight (Nightmares) (44-61 power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 43.5 - 60.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 57 acid damage (1/turn) Damage (Melee): +10 light Damage against: +27% Undead When wielded/worn: Changes resistances penetration: +30% acid Changes damage: +19% acid Curse of Nightmares Blunt and deadly. |
![]() voratun mace of torment (Nightmares) (46-64 power, 6 apr) Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 46.0 - 64.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Curse of Nightmares Blunt and deadly. |
![]() living mindstar 'Arodenik' (Shrouds) (16-17 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 15.5 - 17.1 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (radius 2) on crit: +12 mind When wielded/worn: Changes stats: +7 Mag / +6 Cun / +7 Con Changes resistances: +9% blight Changes damage: +10% nature / +9% mind Talent granted: +1 Attune Mindstar Disease immunity: +25% Mindpower: +10 (+2 eff.) Mental crit. chance: +9% Light radius: +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. |
![]() Bogas the dragonbone vilestaff (Corpses) (30-36 power, 6 apr, acid element) Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +25 (+7 eff.) Damage when hit (Melee): 6 blight Changes stats: +3 Wil Changes damage: +30% acid / +6% blight Talent granted: +1 Command Staff Critical mult.: +10.00% Spellpower: +22 (+9 eff.) Spell crit. chance: +18% Mental crit. chance: +4% Damage Shield penetration: +30% Damage Shield Power: +14% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
![]() Frigidblack the dragonbone magestaff (Corpses) (30-36 power, 6 apr, fire element) Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Str / +2 Mag / +4 Wil / +16 Con Changes damage: +30% fire / +12% cold Talent granted: +1 Command Staff Critical mult.: +20.00% Reduces incoming crit damage: 10.00% Life regen: +3.30 Spellpower: +30 (+12 eff.) Spell crit. chance: +14% Healing mod.: +53% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
![]() Khelolatolach the dragonbone vilestaff (Madness) (30-36 power, 6 apr, darkness element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +14 Dex Changes resistances penetration: +15% physical Changes damage: +30% darkness Talent granted: +1 Command Staff Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +18 Maximum hate: +10.00 Spellpower: +15 (+7 eff.) Spell crit. chance: +5% Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
![]() Rod of Sarrilon (Madness) (30-36 power, 4 apr, temporal element) Requires: - Magic 48 Powered by unknown forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes resistances penetration: +30% temporal Changes damage: +40% temporal Talent masteries: +0.10 Chronomancy / Stasis +0.10 Chronomancy / Flux +0.10 Spell / Temporal Talents cooldown: Attenuate (-1 turn) Stop (-2 turns) Time Shield (-3 turns) Temporal Shield (-3 turns) Teleport immunity: +100% Spellpower: +40 (+15 eff.) Spell crit. chance: +15% Reduces paradox anomalies(equivalent to willpower): +25 Curse of Madness A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
![]() Sceptre of the Archlich (Nightmares) (40-48 power, 12 apr, darkness element) Requires: - Magic 50 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. It is part of a set of items. It desires to be surrounded by undeath. Base power: 40.0 - 48.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +12 Attack speed: 100% When wielded/worn: Changes damage: +35% darkness Talent masteries: +0.20 Spell / Animus +0.20 Spell / Master of flesh +0.20 Spell / Master necromancer +0.20 Spell / Master of bones Spellpower: +40 (+15 eff.) Spell crit. chance: +15% Curse of Nightmares This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
![]() Xamira the Treequick (Nightmares) (30-36 power, 6 apr, blight element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +12 Changes resistances: +27% cold Changes resistances penetration: +15% nature Changes damage: +30% blight / +12% mind Talent granted: +1 Command Staff Knockback immunity: +20% Life regen: +4.00 Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +25 (+10 eff.) Spell crit. chance: +5% Curse of Nightmares It can be used to conjure elemental energy in a radius 10 cone, dealing 18.33 to 22.00 blight damage Activation puts all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() imbued ash magestaff of wizardry (Shrouds) (15-18 power, 3 apr, arcane element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Mag / +3 Wil Changes damage: +15% arcane Talent granted: +1 Command Staff Maximum mana: +44.00 Spellpower: +11 (+5 eff.) Spell crit. chance: +2% Talent on hit(spell): Displacement Shield (10% chance level 3). Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
![]() infernal dragonbone magestaff of greater warding (Misfortune) (30-36 power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +9 Defense: +9 (+3 eff.) Damage (Melee): 23 fire Maximum wards: +3 fire Changes damage: +30% fire Talents granted: +3 Ward +1 Command Staff Critical mult.: +28.00% Spellpower: +22 (+9 eff.) Spell crit. chance: +5% See invisible: +18 Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
![]() infernal dragonbone vilestaff of illumination (Nightmares) (30-36 power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +12 (+3 eff.) Damage (Melee): 29 fire Changes damage: +30% fire Talent granted: +1 Command Staff Critical mult.: +27.00% Spellpower: +22 (+9 eff.) Spell crit. chance: +5% Light radius: +4 See invisible: +13 Curse of Nightmares It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 3.5 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 8 that illuminates the area and deals 110.16 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() lifebinding dragonbone magestaff (Corpses) (30-36 power, 6 apr, arcane element) Requires: - Magic 48 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +5 Con Changes damage: +30% arcane Talent granted: +1 Command Staff Life regen: +1.20 Spellpower: +21 (+9 eff.) Spell crit. chance: +5% Healing mod.: +21% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
![]() surging dragonbone magestaff of wizardry (Shrouds) (30-36 power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Mag / +4 Wil Changes damage: +30% fire Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +9 Maximum mana: +37.00 Spellpower: +21 (+9 eff.) Spell crit. chance: +5% Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
![]() surging elven-wood vilestaff of channeling (Madness) (25-30 power, 5 apr, fire element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% fire Talent granted: +1 Command Staff Mana each turn: +0.32 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +24 (+10 eff.) Spell crit. chance: +4% Curse of Madness It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() overgrown steel steamgun of piercing (Shrouds) Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Attack speed: 100% Firing range: +7 When this weapon hits: Overgrowth (10% chance level 2). Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +7 Changes resistances penetration: +7% all Life regen: +1.20 Curse of Shrouds Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() Yvirin the voratun waraxe (Madness) (40-56 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 57 damage On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +4 arcane Damage (radius 2) on crit: +8 physical When wielded/worn: Armour penetration: +13 Physical crit. chance: +25.0% Changes stats: +4 Cun / +3 Dex Critical mult.: +32.00% Stamina each turn: +2.00 Psi when hit: +0.12 Spellpower on spell critical (stacks up to 3 times): +4 Curse of Madness One-handed war axes. |
![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +10 Changes resistances: +12% blight / +15% cold / +9% nature / +15% mind Only die when reaching: -40.00 life Curse of Misfortune It can be used to create a temporary shield that absorbs 233 damage Activation puts all charms on cooldown for 30 turns. A belt that goes around your waist. |
![]() noble's drakeskin leather belt of the giants (Shrouds) Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +6 Cun / +6 Wil Damage against: +35% Summoned Reduced damage from: +34% Summoned Spell save: +11 (+3 eff.) Size category: +1 Curse of Shrouds A belt that goes around your waist. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes resistances: +8% acid / +8% fire / +10% lightning / +8% cold Changes resistances penetration: +17% physical Changes damage: +6% physical Curse of Nightmares A belt that goes around your waist. |
![]() spellcowled elven-silk cloak (Shrouds) (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +3 Mag / +3 Wil Spell save: +10 (+3 eff.) Maximum mana: +55.00 Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +3 Defense: +3 (+1 eff.) Changes stats: +3 Dex / +3 Mag / +2 Wil Changes resistances: +12% darkness / +12% mind / +11% all Physical save: +30 (+10 eff.) Spell save: +12 (+4 eff.) Mental save: +41 (+10 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +3% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Crimson Robe (Madness) (12 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances: +15% all Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.20 Cursed / Slaughter +0.10 Psionic / Solipsism +0.20 Cursed / Punishments Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+4 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). Curse of Madness This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
![]() ancient silk robe of time (+17%) (Madness) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +7 Mag Changes resistances: +13% all / +17% temporal Changes resistances penetration: +9% temporal / +9% physical Changes damage: +38% temporal / +21% physical Reduces paradox anomalies(equivalent to willpower): +12 Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() dispeller's elven-silk robe of Angolwen (Shrouds) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +5 Mag / +4 Wil Changes resistances: +10% lightning / +9% darkness / +9% light / +9% blight / +9% fire / +9% cold / +15% all Physical save: +16 (+6 eff.) Spell save: +35 (+11 eff.) Mental save: +19 (+5 eff.) Silence immunity: +45% Spellpower on spell critical (stacks up to 3 times): +5 Spellpower: +13 (+6 eff.) Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() stargazer's cashmere robe of Linaniil (Misfortune) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +3 Cun Changes resistances: +11% all Changes damage: +14% light / +10% darkness Mana each turn: +0.20 Maximum mana: +53.00 Spellpower: +25 (+10 eff.) Spell crit. chance: +16% Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() stormwoven elven-silk robe of life (Madness) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +6 Str / +6 Mag / +6 Wil Changes resistances: +10% lightning / +11% cold / +13% blight / +15% all Changes damage: +21% lightning / +22% physical / +19% cold Life regen: +4.90 Maximum life: +55.00 Healing mod.: +25% Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() sunsealed elven-silk robe of alchemy (Nightmares) (5 def, 6 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Armour: +6 Defense: +5 (+2 eff.) Changes stats: +8 Mag Changes resistances: +17% acid / +16% physical / +10% light / +14% cold / +14% fire / +10% darkness / +15% all Changes damage: +11% acid / +18% physical / +26% light / +22% fire / +16% cold Talent cooldown: Refit Golem (-4 turns) Maximum life: +53.00 Light radius: +3 Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() tormentor's woollen robe of alchemy (Corpses) (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +1 Cun Changes resistances: +13% acid / +13% physical / +14% fire / +14% cold / +9% all Changes damage: +11% acid / +12% physical / +9% fire / +10% cold Talent cooldown: Refit Golem (-3 turns) Critical mult.: +12.00% Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +3.00 Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() pair of drakeskin leather boots (Madness) (0 def, 5 armour) 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Curse of Madness A pair of boots made of leather. |
![]() stealthy pair of drakeskin leather boots of invasion (Corpses) (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Physical power: +5 (+2 eff.) Armour: +5 Changes stats: +12 Lck / +6 Dex Changes resistances penetration: +12% physical Stealth bonus: +11 Curse of Corpses A pair of boots made of leather. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +19.0% Armour: +3 Changes stats: +5 Dex / +3 Wil / +3 Cun Changes damage: +12% nature / +27% physical Critical mult.: +34.00% Spell crit. chance: +11% Mental crit. chance: +16% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() alchemist's voratun gauntlets (Madness) (0 def, 3 armour) Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Damage (Melee): 7 acid / 8 fire / 10 cold / 7 lightning Changes stats: +4 Mag / +5 Wil Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Corrupted Gaze (Misfortune) (4 def, 8 armour) Requires: - Heavy armour training - Magic 16 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +10 (+4 eff.) Armour: +8 Defense: +4 (+1 eff.) Fatigue: +6% Changes stats: +8 Mag / +4 Wil / +8 Cun Changes resistances: +20% blight Changes resistances penetration: +10% blight Changes damage: +20% blight Talent mastery: +0.30 Corruption / Vim Disease immunity: +50% See stealth: +12 See invisible: +12 Talent on hit(spell): Vimsense (10% chance level 3). Curse of Misfortune This helmet radiates a dark power. Its visor seems to twist and corrupt the vision of its wearer. You feel worried that if you were to lower it for long, the visions may affect your mind. |
![]() Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+2 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+6 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+4 eff.) Mental crit. chance: +9% Infravision radius: +5 Curse of Corpses It can be used to reveal the surrounding area (range 20) Activation costs 30 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
![]() Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +12 Fatigue: +4% Changes stats: +10 Wil Changes resistances: +12% temporal / +16% cold Allows you to breathe in: water Physical save: +12 (+4 eff.) Confusion immunity: +20% Healing mod.: +15% Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +11 Defense: +3 (+1 eff.) Changes stats: +6 Dex Changes resistances penetration: +25% darkness Changes damage: +12% physical Psi each turn: +0.40 Mindpower: +6 (+1 eff.) Mental crit. chance: +6% Curse of Nightmares A pointy cloth hat, very wizardly... |
![]() drakeskin leather cap 'Zubetha' (Madness) (6 def, 12 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +1.0% Physical power: +5 (+2 eff.) Armour: +12 Defense: +6 (+2 eff.) Fatigue: +5% Changes stats: +4 Str / +3 Dex / +3 Con Changes resistances: +14% mind / +5% all Changes damage: +9% blight Physical save: +15 (+5 eff.) Spell save: +3 (+1 eff.) Mental save: +21 (+5 eff.) Confusion immunity: +28% Only die when reaching: -60.00 life Curse of Madness It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 3.5 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 24 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
![]() fortifying voratun mail armour of stability (Madness) (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +12% Changes stats: +5 Str / +5 Con Changes resistances: +6% physical Physical save: +22 (+8 eff.) Maximum life: +100.00 Curse of Madness A suit of armour made of mail. |
![]() impenetrable voratun mail armour of command (Nightmares) (16 def, 29 armour) Requires: - Heavy armour training - Strength 48 Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +29 Defense: +16 (+4 eff.) Fatigue: +12% Changes stats: +5 Cun Mental save: +18 (+4 eff.) Curse of Nightmares A suit of armour made of mail. |
![]() rejuvenating stralite mail armour of Eyal (Corpses) (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +12% Life regen: +9.90 Stamina each turn: +1.80 Maximum life: +60.00 Healing mod.: +17% Curse of Corpses A suit of armour made of mail. |
![]() searing voratun mail armour (Corpses) (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +12% Damage (Melee): 21 acid / 17 fire Damage when hit (Melee): 12 acid / 14 fire Changes resistances: +18% acid / +26% fire Curse of Corpses A suit of armour made of mail. |
![]() voratun mail armour of command (Madness) (20 def, 16 armour) Requires: - Heavy armour training - Strength 48 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +16 Defense: +20 (+5 eff.) Fatigue: +12% Changes stats: +2 Cun Mental save: +17 (+4 eff.) Curse of Madness A suit of armour made of mail. |
![]() voratun mail armour of the deep (Nightmares) (5 def, 14 armour) Requires: - Heavy armour training - Strength 48 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +5 (+2 eff.) Fatigue: +12% Changes resistances: +7% acid / +11% cold Allows you to breathe in: water Curse of Nightmares A suit of armour made of mail. |
![]() troll-hide drakeskin leather armour of Eyal (Madness) (20 def, 8 armour) Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+5 eff.) Fatigue: +8% Life regen: +14.30 Maximum life: +135.00 Healing mod.: +34% Curse of Madness A suit of armour made of leather. |
![]() flaming stralite shield of mind resistance (+15%) (Shrouds) (0 def, 8 armour, 140.5 block) Requires: - Shield usage training - Strength 35 Infused by nature Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 4 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +8 Fatigue: +8% Damage (Melee): 8 fire Damage when hit (Melee): 9 fire Changes resistances: +15% mind Talent granted: +1 Block Curse of Shrouds Handheld deflection devices. |
![]() voratun shield of shrapnel (Corpses) (0 def, 10 armour, 185.5 block) Requires: - Shield usage training - Strength 48 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +10 Fatigue: +8% On shield block: * Cause enemies within radius 6 to bleed for 162 physical damage over 5 turns (1/turn) Talent granted: +1 Block Curse of Corpses Handheld deflection devices. |
![]() warded voratun shield of the stars (Madness) (0 def, 10 armour, 189.5 block) Requires: - Shield usage training - Strength 48 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +10 Fatigue: +8% Changes stats: +6 Cun / +5 Mag Changes resistances: +17% light / +14% darkness Maximum wards: +6 lightning / +4 temporal / +5 darkness / +5 fire / +7 nature / +8 blight / +6 cold / +6 arcane / +7 light Changes damage: +18% light / +16% darkness Talents granted: +1 Ward +1 Block Curse of Madness Handheld deflection devices. |
![]() windwalling stralite shield of the stars (Shrouds) (0 def, 8 armour, 130.5 block) Requires: - Shield usage training - Strength 35 Powered by arcane forces Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 4 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +8 Fatigue: +8% Changes stats: +3 Mag / +5 Wil / +6 Cun Changes resistances: +18% physical / +14% light / +11% darkness Changes damage: +15% light / +18% darkness Talent granted: +1 Block Slows Projectiles: +27% Bonus block near projectiles: +64 Curse of Shrouds Handheld deflection devices. |
![]() windwalling voratun shield of crushing (Madness) (0 def, 10 armour, 187.5 block) Requires: - Shield usage training - Strength 48 Crafted by a master Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Physical crit. chance: +13.0% Physical power: +11 (+4 eff.) Armour: +10 Fatigue: +8% Changes stats: +3 Wil Changes resistances: +12% physical Talent granted: +1 Block Slows Projectiles: +27% Bonus block near projectiles: +36 Curse of Madness Handheld deflection devices. |
![]() 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% 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. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 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 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 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 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 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 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 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. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
![]() Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Changes resistances: +12% light / +5% arcane / +18% cold / +26% nature / +12% darkness Changes damage: +10% nature Physical save: +12 (+4 eff.) Teleport immunity: +21% Only die when reaching: -60.00 life When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 4 It can be used to read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
![]() 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 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+4 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+4 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Plumpkin PlumpkinPowered by unknown forces 15.00 Encumbrance. [Plot Item] Type: misc / plant ; tier 3 When carried: Changes damage: +2% all Damage against: +20% Immovable It can be used to become the plumpkin Activation costs 100 power out of 100/100. The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
![]() 0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() Powered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+3 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 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) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() barbed pouch of voratun shots of disruption (22/22, 66-79 power, 6 apr) Requires: - Dexterity 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 65.5 - 78.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +19.0% Capacity: 22 On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% On weapon crit: * Wound the target dealing 162 physical damage across 5 turns and reducing healing by 50% Damage against: +30% Unnatural Shots are used with slings to pummel your foes to death. |
![]() barbed pouch of voratun shots of paradox (22/22, 68-81 power, 6 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 67.5 - 81.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +17.0% Capacity: 22 On weapon hit: * 10% chance to gain 10% of a turn (3/turn limit) On weapon crit: * Wound the target dealing 162 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +14 temporal Shots are used with slings to pummel your foes to death. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Defense: +20 (+5 eff.) Changes resistances: +6% physical / +5% arcane / +15% temporal Stun/Freeze immunity: +20% Life regen: +4.00 It can be used to sting an enemy dealing 668 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Damage when hit (Melee): 4 mind Changes stats: +3 Mag Changes resistances penetration: +15% mind Changes damage: +6% cold Critical mult.: +15.00% Psi when hit: +0.12 Mental crit. chance: +8% See invisible: +6 It can be used to sting an enemy dealing 465 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Damage when hit (Melee): 4 fire Changes resistances: +12% blight Changes resistances penetration: +15% blight / +25% fire Changes damage: +30% acid / +9% fire It can be used to heal yourself and all friendly characters within 10 spaces for 320 Activation puts all charms on cooldown for 15 turns. When used: * Heal for 62. Natural totems are made by powerful wilders to store nature power. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes stats: +2 Cun Changes resistances: +3% darkness / +5% arcane Critical mult.: +20.00% Poison immunity: +20% Maximum hate: +2.00 Mindpower: +5 (+1 eff.) It can be used to create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Increase all damage penetration by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Vilecutter the dragonbone wand of shielding [power 422] (20 cooldown) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Defense: +10 (+3 eff.) Damage when hit (Melee): 6 nature Changes resistances penetration: +20% nature Physical save: +12 (+4 eff.) It can be used to create a shield absorbing up to 422 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Reduce fatigue by 41% for 2 turns. * Increase all damage penetration by 21% for 2 turns. * Gain a 29% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Damage when hit (Melee): 10 cold Changes stats: +2 Dex / +4 Con Reduces incoming crit damage: 15.00% Maximum hate: +4.00 Mental crit. chance: +5% See invisible: +9 It can be used to create a shield absorbing up to 194 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Reduce fatigue by 34% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% 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: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 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 Doon the Halfling Doomed level 26
51st Regrowth 123rd year of Ascendancy at 05:20 see stats
By Doon the Halfling Doomed level 35
74th Pyre 123rd year of Ascendancy at 09:45 see stats
By Doon the Halfling Doomed level 35
71st Pyre 123rd year of Ascendancy at 14:06 see stats
By Doon the Halfling Doomed level 39
3rd Summertide 123rd year of Ascendancy at 04:06 see stats
By Doon the Halfling Doomed level 47
68th Haze 123rd year of Ascendancy at 00:21 see stats
By Doon the Halfling Doomed level 37
8th Mirth 123rd year of Ascendancy at 10:28 see stats
By Doon the Halfling Doomed level 44
12nd Haze 123rd year of Ascendancy at 23:21 see stats
By Doon the Halfling Doomed level 12
19th Dusk 122nd year of Ascendancy at 18:55 see stats
By Doon the Halfling Doomed level 36
2nd Mirth 123rd year of Ascendancy at 17:06 see stats
By Doon the Halfling Doomed level 37
4th Mirth 123rd year of Ascendancy at 05:36 see stats
By Doon the Halfling Doomed level 18
78th Dusk 122nd year of Ascendancy at 05:55 see stats
By Doon the Halfling Doomed level 29
18th Pyre 123rd year of Ascendancy at 19:25 see stats
By Doon the Halfling Doomed level 22
26th Regrowth 123rd year of Ascendancy at 03:53 see stats
By Doon the Halfling Doomed level 40
4th Dusk 123rd year of Ascendancy at 13:28 see stats
By Doon the Halfling Doomed level 24
42nd Regrowth 123rd year of Ascendancy at 05:03 see stats
By Doon the Halfling Doomed level 32
46th Pyre 123rd year of Ascendancy at 23:24 see stats
By Doon the Halfling Doomed level 10
4th Flare 122nd year of Ascendancy at 12:42 see stats
By Doon the Halfling Doomed level 20
3rd Decay 122nd year of Ascendancy at 09:43 see stats
By Doon the Halfling Doomed level 30
33rd Pyre 123rd year of Ascendancy at 11:43 see stats
By Doon the Halfling Doomed level 40
2nd Dusk 123rd year of Ascendancy at 18:06 see stats
By Doon the Halfling Doomed level 50
1st Allure 124th year of Ascendancy at 19:58 see stats
By Doon the Halfling Doomed level 32
65th Pyre 123rd year of Ascendancy at 12:29 see stats
By Doon the Halfling Doomed level 50
1st Regrowth 124th year of Ascendancy at 22:05 see stats
By Doon the Halfling Doomed level 19
16th Haze 122nd year of Ascendancy at 13:21 see stats
By Doon the Halfling Doomed level 26
53rd Regrowth 123rd year of Ascendancy at 05:58 see stats
By Doon the Halfling Doomed level 34
71st Pyre 123rd year of Ascendancy at 13:29 see stats
By Doon the Halfling Doomed level 25
48th Regrowth 123rd year of Ascendancy at 03:04 see stats
By Doon the Halfling Doomed level 37
2nd Mirth 123rd year of Ascendancy at 22:02 see stats
By Doon the Halfling Doomed level 9
3rd Summertide 122nd year of Ascendancy at 08:39 see stats
By Doon the Halfling Doomed level 48
79th Haze 123rd year of Ascendancy at 14:37 see stats
By Doon the Halfling Doomed level 19
23rd Haze 122nd year of Ascendancy at 03:20 see stats
By Doon the Halfling Doomed level 49
1st Wintertide 124th year of Ascendancy at 15:24 see stats
By Doon the Halfling Doomed level 7
79th Pyre 122nd year of Ascendancy at 15:26 see stats
By Doon the Halfling Doomed level 41
39th Dusk 123rd year of Ascendancy at 05:06 see stats
By Doon the Halfling Doomed level 26
51st Regrowth 123rd year of Ascendancy at 05:20 see stats
By Doon the Halfling Doomed level 20
4th Decay 122nd year of Ascendancy at 11:12 see stats
By Doon the Halfling Doomed level 33
70th Pyre 123rd year of Ascendancy at 03:38 see stats
By Doon the Halfling Doomed level 27
77th Regrowth 123rd year of Ascendancy at 17:19 see stats
Log
Doon is on fire!
Curse of Nightmares hits Lisaldamina the orc high pyromancer for (123 ignored), 0 mind, 102 darkness (102 total damage).
Lisaldamina the orc high pyromancer hits Terror for 575 fire damage.
Lisaldamina the orc high pyromancer hits Doon for (66 deflected), (205 resonance), 205 fire (205 total damage).
Doon is no longer evading attacks.
Lisaldamina the orc high pyromancer roars triumphantly.
Doon's purging blight area effect hits Terror for 57 blight damage.
Doon's purging blight area effect hits Terror for 68 blight damage.
Doon's purging blight area effect hits Terror for 57 blight damage.
Doon receives 60 healing from Doon's purging blight area effect.
Doon's purging blight area effect hits Lisaldamina the orc high pyromancer for 37 blight damage.
Lisaldamina the orc high pyromancer's cleansing fire area effect hits Shadow for 83 fire damage.
Lisaldamina the orc high pyromancer's cleansing fire area effect hits Terror for 83 fire damage.
Lisaldamina the orc high pyromancer's cleansing fire area effect hits Terror for 83 fire damage.
Lisaldamina the orc high pyromancer's cleansing fire area effect hits Doon for (38 resonance), 38 fire (38 total damage).
Lisaldamina the orc high pyromancer's cleansing fire area effect hits Terror for 100 fire damage.
Lisaldamina the orc high pyromancer's cleansing fire area effect hits Doon for (38 resonance), 38 fire (38 total damage).
Lisaldamina the orc high pyromancer hits Lisaldamina the orc high pyromancer for 0 fire damage.
Lisaldamina the orc high pyromancer's cleansing fire area effect hits Terror for 100 fire damage.
Lisaldamina the orc high pyromancer's cleansing fire area effect hits Shadow for 83 fire damage.
Lisaldamina the orc high pyromancer's cleansing fire area effect hits Terror for 83 fire damage.
Lisaldamina the orc high pyromancer's cleansing fire area effect hits Terror for 83 fire damage.
Lisaldamina the orc high pyromancer's cleansing fire area effect hits Doon for (38 resonance), 38 fire (38 total damage).
Lisaldamina the orc high pyromancer's cleansing fire area effect hits Terror for 100 fire damage.
Lisaldamina the orc high pyromancer's cleansing fire area effect killed Terror!
Lisaldamina the orc high pyromancer's cleansing fire area effect killed Shadow!
Burning from Lisaldamina the orc high pyromancer hits Doon for (94 resonance), 94 fire (94 total damage).
Doon the level 50 halfling doomed was slowly cooked to death by Lisaldamina the orc high pyromancer on level 1 of Vor Pride.
The air around Doon grows cold and terrifying shapes begin to coalesce. A nightmare has begun.