Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.5 |
Addons | Forbidden Cults 1.6.0Official 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.
Ashes of Urh'Rok 1.6.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.6.0Donators/Buyers bonus! Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Dwarf |
Class | Doomed |
Level / Exp | 50 / 4341% |
Size | medium |
Lifes / Deaths | Killed by faerlhing at level 40 on the 27th Dearth 123rd year of Ascendancy at 17:00 6 / 1 |
Primary Stats
Strength | 128.70522678444 (base 60) |
Dexterity | 59.410453568888 (base 14) |
Constitution | 88.410453568888 (base 43) |
Magic | 55.705226784444 (base 16) |
Willpower | 156.74317380211 (base 63) |
Cunning | 173.8930253699 (base 62) |
Resources
Life | 1604/1604 |
Hate | 115/115 |
Equilibrium | 52 |
Psi | 247/247 |
Healing Factor | 1.7051506285018 |
Regeneration | 31.001898017185 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 5 |
See Stealth | 60.914623564422 |
See Invisible | 72.325077133307 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 213 |
Accuracy | 71 |
Crit Chance | 88% |
APR | 121 |
Speed | 1.00 |
Offense: Offhand
Damage | 242 |
Accuracy | 71 |
Crit Chance | 88% |
APR | 119 |
Speed | 1.00 |
Offense: Spell
Spellpower | 44 |
Crit Chance | 64% |
Speed | 1 |
Offense: Mind
Mindpower | 109 |
Crit Chance | 75% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +64% |
Cold | +40% |
Nature | +47% |
Blight | +24% |
Physical | +46% |
Fire | +46% |
All | +21% |
Offense: Damage Penetration
Lightning | +27% |
Acid | +25% |
All | +15% |
Defense: Base
Armour (hardiness) | 95.723073231957 (100%) |
Defense | 45 |
Ranged Defense | 52 |
Fatigue | 37 |
Physical Save | 68 |
Spell Save | 64 |
Mental Save | 82 |
Defense: Resistances
Acid | + 50%( 70%) |
Blight | + 63%( 70%) |
Arcane | + 30%( 70%) |
Mind | + 56%( 70%) |
All | + 22%( 70%) |
Lightning | + 34%( 70%) |
Light | + 34%( 70%) |
Physical | + 34%( 70%) |
Darkness | + 82%( 82%) |
Nature | + 38%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.3 Infusion: RegenerationUse 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 950 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.3 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 46% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.3 Infusion: HealingUse 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 353 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.3 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 906% 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. |
Class Talents
Cursed / Darkness | 1.90 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cursed / Shadows | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Cursed / Punishments | 1.60 |
| 1/5 |
| 3/5 |
| 5/5 |
| 3/5 |
Cursed / One with shadows | 1.60 |
| 3/5 |
| 4/5 |
| 3/5 |
| 2/5 |
Cursed / Advanced shadowmancy | 1.60 |
| 5/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Cursed / Force of will | 1.60 |
| 2/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Race / Dwarf | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Cursed / Cursed form | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.50 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Cursed / Gestures | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Cursed / Dark sustenance | 1.80 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed aura | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Deflection |
talent | Psiblades |
talent | Shadows Empathy |
talent | Shadow Decoy |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 2.7)Penalty : Fractured Sanity: -6% Mind Resistance, -8% Confusion Immunity Power 1+: Unleashed: +8% critical damage, +13% off-hand weapon damage Power 2+: -1 Luck, +4 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 50% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 15.0% of your life, the remaining cooldown of all your talents is reduced by 1. |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 4.7)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 10%) for 4 turns. Power 1+: Nightwalker: +19 Darkness Resistance, +12% Max Darkness Resistance, +11 See Invisible Power 2+: -1 Luck, +8 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 19% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 19% for 3 turns. |
beneficial effect | Guarding against melee damage: Will dismiss up to 127 damage from the next 4.0 attack(s). Guarded |
detrimental effect | The target is enveloped in a shroud that seems to hang upon it like a heavy burden. (Reduces damage dealt by 10%). Shroud of Weakness |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 7.7)Penalty : Fear of Death: -11% resistance against damage from the undead. Power 1+: Power over Death: +17% damage against the undead. Power 2+: -1 Luck, +8 Strength, +8 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 16 turns, retch (level 6) when you fall below 51% health Power 4+: Reprieve from Death: Humanoids you slay have a 47% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | Arlboar is feeding from Training Dummy. Feeding |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 4.7)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 (+44% 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 (+17% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 45% 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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have 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 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)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 Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: temporal explorer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Willpower by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have 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: 2738. | 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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala has completed an elixir of mastery without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. 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. | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | 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. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Unbreakable Greaves (Corpses) (8 def, 20 armour) Unbreakable Greaves (Corpses) (8 def, 20 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+3 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% Curse of Corpses These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Light source | Xerylraba the dwarven lantern Xerylraba the dwarven lanternInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +11 Physical crit. chance: +10.0% Physical power: +16 (+3 eff.) Damage when hit (Melee): 10 blight Changes stats: +3 Mag / +11 Wil Changes resistances penetration: +15% all Changes damage: +3% blight Critical mult.: +29.00% Psi when hit: +0.08 Light radius: +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Helm of Knowledge (Shrouds) (0 def, 12 armour) Helm of Knowledge (Shrouds) (0 def, 12 armour)Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +12 Fatigue: +8% Changes stats: +10 Cun / +10 Wil Changes resistances: +15% light / +15% mind / +10% arcane Life regen: +2.00 It can be used without being worn. Curse of Shrouds It can be used to sense the presence of unique objects Activation costs 20 power out of 20/20. A large crown, part metallic part glass that radiates with psionic powers. |
On hands | Dakhtun's Gauntlets (Corpses) (0 def, 6 armour) Dakhtun's Gauntlets (Corpses) (0 def, 6 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Tool | Tree of Life Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+1 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns Activation costs 10 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
On fingers | painweaver's voratun ring of misery (Corpses) painweaver's voratun ring of misery (Corpses)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 (+3 eff.) Effects on melee hit: * 14% chance to reduce all saves and defense by 52 Damage (Melee): 22 physical Effects on ranged hit: * 15% chance to reduce all saves and defense by 52 Damage (Ranged): 35 physical Changes stats: +6 Cun Changes damage: +6% all Hate when firing a critical mind attack: +2.00 Maximum hate: +15.00 Spellpower: +12 (+4 eff.) Mindpower: +20 (+3 eff.) Curse of Corpses It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.9 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 306% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings can have magical properties. |
On fingers | Writhing Ring of the Hunter (Madness) Writhing Ring of the Hunter (Madness)Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Talent granted: +1 Pain Enhancement System You have set the ring to grant you Pain Enhancement System! Curse of Madness A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
Around neck | warmaker's voratun amulet of murder (Misfortune) warmaker's voratun amulet of murder (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +19 Changes stats: +10 Str / +10 Dex / +9 Wil Critical mult.: +20.00% Curse of Misfortune Amulets can have magical properties. |
In main hand | Crit ok? (113% power, 84 apr, nature damage) Crit ok? (113% power, 84 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 113% Range: 1.1x Uses stats: 140% Wil, 60% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +84 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 nature When wielded/worn: Damage when hit (Melee): 6 nature Changes stats: +30 Cun Changes resistances: +6% acid / +12% blight Changes resistances penetration: +10% acid Changes damage: +25% lightning / +25% fire / +6% nature / +19% cold Talent masteries: +0.20 Psionic / Focus +0.20 Psionic / Projection +0.20 Psionic / Voracity +0.20 Cursed / Dark sustenance Critical mult.: +48.00% Hate per kill: +5.00 Psi per kill: +5.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +5% Curse of Corpses It can be used to inflict 279.37 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Activation puts all charms on cooldown for 20 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Around waist | Emblem of Evasion (Corpses) Emblem of Evasion (Corpses)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+7 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. Curse of Corpses It can be used to activate talent Evasion (costing 30 power out of 30/30) : Effective talent level: 5.2 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 34% chance to evade melee and ranged attacks and 38 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
In off hand | creative living mindstar of storms (Misfortune) (115% power, 82 apr, nature damage) creative living mindstar of storms (Misfortune) (115% power, 82 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 115% Range: 1.1x Uses stats: 138% Wil, 59% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +82 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 16 lightning Changes stats: +5 Str / +7 Dex / +6 Mag / +14 Wil / +22 Cun / +5 Con Changes resistances: +16% lightning Changes resistances penetration: +12% lightning Changes damage: +18% lightning Critical mult.: +25.00% Mindpower: +20 (+3 eff.) Mental crit. chance: +5% Curse of Misfortune 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 | Guise of the Hated (Corpses) (14 def, 0 armour) Guise of the Hated (Corpses) (14 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Defense: +14 (+5 eff.) Damage (Melee): 30 mind / 30 darkness Damage when hit (Melee): 30 mind / 30 darkness Changes stats: +4 Dex / +8 Wil / +6 Cun Changes resistances: +10% darkness / +10% mind Changes damage: +4% all Talent masteries: +0.30 Cursed / Gloom +0.30 Cursed / Darkness Talent granted: +5 Dark Vision Stealth bonus: +12 Mental save: +10 (+2 eff.) Hate per kill: +5.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +10% Talent on hit(mindpower): Creeping Darkness (10% chance level 3). Curse of Corpses Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
Main armor | Plate of the Blackened Mind (Misfortune) (15 def, 40 armour) Plate of the Blackened Mind (Misfortune) (15 def, 40 armour)Requires: - Massive armour training - Strength 48 Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +40 Defense: +15 (+5 eff.) Fatigue: +17% Effects when hit in melee: * 20% chance to cause random gloom Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +15% light / +20% blight / +25% mind / +20% darkness Talent mastery: +0.20 Cursed / Gloom Physical save: +15 (+4 eff.) Mental save: +25 (+5 eff.) Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 (+2 eff.) Light radius: -2 Infravision radius: +4 Curse of Misfortune It can be used to activate talent Dominate (costing 15 power out of 25/25) : Effective talent level: 2.6 Power cost: 15 out of 25/25. Range: 2 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 26 Armour, 37 Defense and your attacks will gain 57% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
Inventory
Primal Infusion (affinity 26%; reduction 5; dur 5; cd 18) Primal Infusion (affinity 26%; reduction 5; dur 5; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 26% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 5 each turn for 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
heroism infusion of the titan (die at -913; dur 9; cd 27) heroism infusion of the titan (die at -913; dur 9; cd 27)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: 27 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 9 turns. While Heroism is active, you will only die when reaching -913 life. The duration and life will increase by 1% for every 1% life you have lost (currently 913 life, 9 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
movement infusion of the warrior (speed 786%; cd 9) movement infusion of the warrior (speed 786%; cd 9)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 786% 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 Strength 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. |
regeneration infusion of the psychic (heal 884; 15 cd) regeneration infusion of the psychic (heal 884; 15 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.3 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 884 life over 5 turns. 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. |
regeneration infusion of the warrior (heal 818; 13 cd) regeneration infusion of the warrior (heal 818; 13 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.3 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 818 life over 5 turns. Its effects scale with your Strength 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. |
wild infusion (res 21%; magical, physical; dur 2; cd 10) wild infusion (res 21%; magical, physical; dur 2; 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 cure yourself of one random magical and physical effect and reduce all damage taken by 21% for 2 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion (res 24%; mental, physical; dur 4; cd 11) wild infusion (res 24%; mental, physical; dur 4; cd 11)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 and physical effect and reduce all damage taken by 24% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion (res 19%; magical, physical; dur 2; cd 12) wild infusion (res 19%; magical, physical; dur 2; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 19% for 2 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the duelist (res 27%; magical, physical; dur 3; cd 10) wild infusion of the duelist (res 27%; magical, physical; dur 3; 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 cure yourself of one random magical and physical effect and reduce all damage taken by 27% for 3 turns. Also removes cross-tier effects of the affected types for free. 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. |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)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: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. 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. |
Prismatic Rune (6 turns; physical, light, cold, mind, nature) Prismatic Rune (6 turns; physical, light, cold, mind, nature)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: 4 physical, 5 light, 5 cold, 5 mind, 4 nature 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. |
Rune of Dissipation ( ) Rune of Dissipation ( )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. |
Rune of Reflection (--) Rune of Reflection (--)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 379 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
blink rune of the sneak (range 12; phase 44; cd 13) blink rune of the sneak (range 12; phase 44; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 12 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 13 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 44%, your defense is increased by 44 and all your resistances by 44%. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the sneak (power 45; resist 57%; move 71%; dur 5; cd 17) ethereal rune of the sneak (power 45; resist 57%; move 71%; dur 5; cd 17)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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 57% all resistance, you move 71% faster, and you are invisible (power 45). Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 223; cd 13) shatter afflictions rune of the sneak (absorb 223; 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 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 223 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. 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. |
shatter afflictions rune of the sneak (absorb 197; cd 14) shatter afflictions rune of the sneak (absorb 197; cd 14)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: 14 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 197 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. 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. |
shatter afflictions rune of the wizard (absorb 146; cd 12) shatter afflictions rune of the wizard (absorb 146; cd 12)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: 12 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 146 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 Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune (threshold 83; blocks 5; dur 4; cd 12) stormshield rune (threshold 83; blocks 5; dur 4; cd 12)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: 12 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 83 up to 5 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. |
stormshield rune (threshold 83; blocks 5; dur 4; cd 13) stormshield rune (threshold 83; blocks 5; 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 83 up to 5 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. |
stormshield rune of the sneak (threshold 47; blocks 10; dur 4; cd 17) stormshield rune of the sneak (threshold 47; blocks 10; dur 4; cd 17)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: 17 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 47 up to 10 times. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the psychic (range 182; cd 13) teleportation rune of the psychic (range 182; 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: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 182 with a minimum range of 15. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Blazeshine the stralite amulet (Madness) Blazeshine the stralite amulet (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +24% cold / +6% mind / +15% fire Reduces incoming crit damage: 10.00% Physical save: +40 (+10 eff.) Spell save: +19 (+5 eff.) Mental save: +19 (+4 eff.) Cut immunity: +20% Confusion immunity: +20% Stun/Freeze immunity: +20% Teleport immunity: +20% Curse of Madness Amulets can have magical properties. |
Boltbore (Misfortune) Boltbore (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -7% Damage when hit (Melee): 6 blight Changes resistances: +15% blight / +5% arcane / +12% lightning Changes resistances penetration: +20% arcane Changes damage: +15% fire Life regen: +2.00 Curse of Misfortune Amulets can have magical properties. |
Choker of Dread (Nightmares) Choker of Dread (Nightmares)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+2 eff.) See invisible: +10 Curse of Nightmares It can be used to summon an elder vampire with Taunt to your side for 15 turns Activation costs 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
Earthen Beads (Misfortune) Earthen Beads (Misfortune)Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Wil Damage affinity(heal): +15% nature Life regen: +2.00 Mindpower: +5 (+1 eff.) Enhances the effectiveness of Meditation by 20% Curse of Misfortune It can be used to activate talent Nature's Touch (costing 35 power out of 35/35) : Effective talent level: 2.8 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 549 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Feathersteel Amulet (Nightmares) Feathersteel Amulet (Nightmares)Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+5 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Curse of Nightmares The weight of the world seems a little lighter with this amulet around your neck. |
Frost Lord's Chain (Madness) Frost Lord's Chain (Madness)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+4 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. Curse of Madness This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Gareda (Nightmares) Gareda (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +15 (+5 eff.) Armour: +6 Fatigue: -6% Changes stats: +3 Wil Critical mult.: +20.00% Life regen: +2.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +2% Curse of Nightmares Amulets can have magical properties. |
Garkul's Teeth (Corpses) Garkul's Teeth (Corpses)Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+5 eff.) Mental save: +18 (+4 eff.) Pinning immunity: +100% Curse of Corpses It can be used to activate talent Shattering Shout (costing 10 power out of 48/48) : Effective talent level: 5.2 Power cost: 10 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 446.48 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Kodil the steel amulet (Shrouds) Kodil the steel amulet (Shrouds)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +18% lightning / +15% light / +6% blight Changes resistances penetration: +25% mind Changes damage: +9% mind Poison immunity: +20% Disarm immunity: +20% Stun/Freeze immunity: +32% Teleport immunity: +20% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Shrouds Amulets can have magical properties. |
Limmir's Amulet of the Moon (Shrouds) Limmir's Amulet of the Moon (Shrouds)0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Damage when hit (Melee): 34 darkness Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +50% light / +50% fire Changes damage: +9% all Damage affinity(heal): +20% light / +20% fire Grants telepathy: Demon/Major Demon/Minor Blindness immunity: +100% Spellpower: +16 (+6 eff.) Light radius: +4 Infravision radius: +3 See invisible: +34 Healing mod.: +50% Curse of Shrouds Amulets can have magical properties. |
Pendant of the Sun and Moons (Corpses) Pendant of the Sun and Moons (Corpses)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 (+3 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. Activating this item is instant. Curse of Corpses It can be used to activate talent Circle of Sanctity (costing 30 power out of 60/60) : Effective talent level: 3.9 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 17 light damage to everyone else who enters. The circle lasts 5 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
Radhydunafang (Misfortune) Radhydunafang (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Effects on melee hit: * 20% chance to reduce armor by 33% Changes stats: +1 Dex / +3 Con Changes resistances penetration: +25% blight Life regen: +2.00 Spellpower: +5 (+2 eff.) Infravision radius: +3 Damage Shield penetration: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Misfortune Amulets can have magical properties. |
Shard of Insanity (Madness) Shard of Insanity (Madness)Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+7 eff.) Confusion immunity: -100% Mindpower: +8 (+1 eff.) Talent on hit(mindpower): Sunder Mind (8% chance level 1). Curse of Madness A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
Unflinching Eye (Misfortune) Unflinching Eye (Misfortune)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. Curse of Misfortune It can be used to activate talent Arcane Eye (costing 60 power out of 60/60) : Effective talent level: 2.6 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 17 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
Velebeth the voratun amulet (Shrouds) Velebeth the voratun amulet (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Effects on melee hit: * 26% chance to reduce strength, dexterity, and constitution by 23 Changes stats: +4 Mag Changes resistances penetration: +32% blight / +30% arcane / +32% acid Changes damage: +18% arcane Life regen: +5.00 Maximum mana: +120.00 Spellpower: +25 (+9 eff.) Curse of Shrouds Amulets can have magical properties. |
archmage's voratun amulet of murder (Misfortune) archmage's voratun amulet of murder (Misfortune)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +16 Changes stats: +4 Mag Changes damage: +6% acid / +6% fire / +5% cold / +6% lightning Critical mult.: +17.00% Spellpower: +5 (+2 eff.) Spell crit. chance: +5% Curse of Misfortune Amulets can have magical properties. |
archmage's voratun amulet of perfection (0.40 Cursed / Shadows,0.40 Cursed / Gestures) (Nightmares) archmage's voratun amulet of perfection (0.40 Cursed / Shadows,0.40 Cursed / Gestures) (Nightmares)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Mag Changes damage: +6% acid / +6% fire / +6% cold / +8% lightning Talent masteries: +0.40 Cursed / Shadows +0.40 Cursed / Gestures Spellpower: +5 (+2 eff.) Spell crit. chance: +4% Curse of Nightmares Amulets can have magical properties. |
archmage's voratun amulet of strength (+8) (Corpses) archmage's voratun amulet of strength (+8) (Corpses)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +8 Str / +4 Mag Changes damage: +7% acid / +6% fire / +6% cold / +6% lightning Spellpower: +5 (+2 eff.) Spell crit. chance: +5% Curse of Corpses Amulets can have magical properties. |
clarifying steel amulet of constitution (+3) (Nightmares) clarifying steel amulet of constitution (+3) (Nightmares)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +13% mind Confusion immunity: +24% Curse of Nightmares Amulets can have magical properties. |
clarifying stralite amulet of constitution (+6) (Corpses) clarifying stralite amulet of constitution (+6) (Corpses)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +6 Con Changes resistances: +14% mind Confusion immunity: +40% Curse of Corpses Amulets can have magical properties. |
grounding stralite amulet of murder (Madness) grounding stralite amulet of murder (Madness)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +17 Changes resistances: +16% lightning Critical mult.: +11.00% Stun/Freeze immunity: +33% Curse of Madness Amulets can have magical properties. |
grounding voratun amulet of willpower (+8) (Shrouds) grounding voratun amulet of willpower (+8) (Shrouds)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +24% lightning Stun/Freeze immunity: +43% Curse of Shrouds Amulets can have magical properties. |
insulating steel amulet of healing (Corpses) insulating steel amulet of healing (Corpses)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% fire / +11% cold Cut immunity: +40% Healing mod.: +10% Curse of Corpses It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.9 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 686 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
insulating steel amulet of strength (+4) (Nightmares) insulating steel amulet of strength (+4) (Nightmares)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Str Changes resistances: +11% fire / +12% cold Curse of Nightmares Amulets can have magical properties. |
protective voratun amulet of cunning (+7) (Misfortune) protective voratun amulet of cunning (+7) (Misfortune)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +7 Defense: +7 (+3 eff.) Changes stats: +7 Cun Changes resistances cap: +7% all Physical save: +25 (+6 eff.) Curse of Misfortune Amulets can have magical properties. |
protective voratun amulet of the eclipse (Misfortune) protective voratun amulet of the eclipse (Misfortune)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +3 Defense: +6 (+2 eff.) Damage (Melee): 10 light / 11 darkness Effects when hit in melee: * 9% chance to reduce damage dealt by 42% * 15% chance to blind Changes resistances cap: +5% all Changes damage: +9% light / +13% darkness Physical save: +21 (+5 eff.) Curse of Misfortune Amulets can have magical properties. |
protective voratun amulet of willpower (+6) (Misfortune) protective voratun amulet of willpower (+6) (Misfortune)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +7 Defense: +10 (+4 eff.) Changes stats: +6 Wil Changes resistances cap: +5% all Physical save: +13 (+3 eff.) Curse of Misfortune Amulets can have magical properties. |
restful copper amulet of cunning (+2) (Nightmares) restful copper amulet of cunning (+2) (Nightmares)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Cun Life regen: +2.00 Curse of Nightmares Amulets can have magical properties. |
restful gold amulet of constitution (+4) (Corpses) restful gold amulet of constitution (+4) (Corpses)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +4 Con Life regen: +3.00 Curse of Corpses Amulets can have magical properties. |
restful stralite amulet of constitution (+6) (Misfortune) restful stralite amulet of constitution (+6) (Misfortune)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -5% Changes stats: +6 Con Life regen: +2.00 Curse of Misfortune Amulets can have magical properties. |
restful voratun amulet of the eclipse (Misfortune) restful voratun amulet of the eclipse (Misfortune)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -7% Damage (Melee): 9 light / 6 darkness Effects when hit in melee: * 11% chance to reduce damage dealt by 42% * 15% chance to blind Changes damage: +11% light / +11% darkness Life regen: +5.00 Curse of Misfortune Amulets can have magical properties. |
savior's gold amulet of magic (+4) (Nightmares) savior's gold amulet of magic (+4) (Nightmares)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Mag Physical save: +13 (+3 eff.) Spell save: +14 (+3 eff.) Mental save: +12 (+3 eff.) Curse of Nightmares Amulets can have magical properties. |
savior's stralite amulet (Madness) savior's stralite amulet (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical save: +15 (+4 eff.) Spell save: +14 (+3 eff.) Mental save: +10 (+2 eff.) Curse of Madness Amulets can have magical properties. |
savior's voratun amulet (Misfortune) savior's voratun amulet (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical save: +19 (+5 eff.) Spell save: +21 (+5 eff.) Mental save: +18 (+4 eff.) Curse of Misfortune Amulets can have magical properties. |
serendipitous stralite amulet of healing (Nightmares) serendipitous stralite amulet of healing (Nightmares)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +12 (+4 eff.) Changes stats: +11 Lck Cut immunity: +70% Healing mod.: +23% Reduce all damage from unseen attackers: 12% Curse of Nightmares It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.3 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 436 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
serendipitous voratun amulet of manastreaming (Madness) serendipitous voratun amulet of manastreaming (Madness)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +15 (+5 eff.) Defense: +9 (+3 eff.) Changes stats: +11 Lck / +5 Mag Mana each turn: +0.45 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +53.00 Reduce all damage from unseen attackers: 16% Curse of Madness Amulets can have magical properties. |
serendipitous voratun amulet of vision (Madness) serendipitous voratun amulet of vision (Madness)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +11 (+4 eff.) Changes stats: +14 Lck Blindness immunity: +16% Infravision radius: +7 Sight radius: +2 See invisible: +10 Reduce all damage from unseen attackers: 16% Curse of Madness Amulets can have magical properties. |
stabilizing gold amulet of murder (Corpses) stabilizing gold amulet of murder (Corpses)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +12 Changes resistances: +15% temporal Critical mult.: +13.00% Pinning immunity: +36% Knockback immunity: +21% Curse of Corpses Amulets can have magical properties. |
stabilizing voratun amulet of mastery (0.36 Cursed / Darkness) (Nightmares) stabilizing voratun amulet of mastery (0.36 Cursed / Darkness) (Nightmares)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +21% temporal Talent mastery: +0.36 Cursed / Darkness Pinning immunity: +38% Knockback immunity: +36% Curse of Nightmares Amulets can have magical properties. |
starlit voratun amulet of willpower (+8) (Misfortune) starlit voratun amulet of willpower (+8) (Misfortune)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +26% light / +16% darkness Blindness immunity: +29% Curse of Misfortune Amulets can have magical properties. |
steel amulet of cunning (+4) (Misfortune) steel amulet of cunning (+4) (Misfortune)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Cun Curse of Misfortune Amulets can have magical properties. |
stralite amulet (Nightmares) stralite amulet (Nightmares)0.10 Encumbrance. Type: jewelry / amulet ; tier 4 Curse of Nightmares Amulets can have magical properties. |
stralite amulet of perfection (0.33 Cunning / Survival,0.33 Cursed / Fears) (Nightmares) stralite amulet of perfection (0.33 Cunning / Survival,0.33 Cursed / Fears) (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Talent masteries: +0.33 Cunning / Survival +0.33 Cursed / Fears Curse of Nightmares Amulets can have magical properties. |
stralite amulet of vision (Nightmares) stralite amulet of vision (Nightmares)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Blindness immunity: +25% Infravision radius: +5 Sight radius: +2 See invisible: +8 Curse of Nightmares Amulets can have magical properties. |
vitalizing voratun amulet of willpower (+3) (Madness) vitalizing voratun amulet of willpower (+3) (Madness)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Wil / +3 Con Physical save: +14 (+4 eff.) Life regen: +7.00 Maximum life: +60.00 Curse of Madness Amulets can have magical properties. |
voratun amulet of vision (Madness) voratun amulet of vision (Madness)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Blindness immunity: +40% Infravision radius: +5 Sight radius: +2 See invisible: +9 Curse of Madness Amulets can have magical properties. |
wanderer's stralite amulet of manastreaming (Misfortune) wanderer's stralite amulet of manastreaming (Misfortune)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -9% Changes stats: +7 Dex / +5 Mag / +7 Cun / +6 Con Life regen: +3.00 Stamina each turn: +1.00 Mana each turn: +0.30 Spellpower on spell critical (stacks up to 3 times): +5 Maximum mana: +37.00 Movement speed: +10% Curse of Misfortune Amulets can have magical properties. |
warmaker's voratun amulet of perfection (0.37 Cursed / Advanced shadowmancy,0.37 Cursed / Gestures) (Misfortune) warmaker's voratun amulet of perfection (0.37 Cursed / Advanced shadowmancy,0.37 Cursed / Gestures) (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +10 Str / +9 Dex / +8 Wil Talent masteries: +0.37 Cursed / Gestures +0.37 Cursed / Advanced shadowmancy Curse of Misfortune Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered 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. |
Camolathadin (Misfortune) Camolathadin (Misfortune)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +15 (+3 eff.) Changes stats: +7 Str / +4 Dex / +9 Con Changes resistances: +15% cold / +12% temporal Physical save: +18 (+5 eff.) Poison immunity: +20% Confusion immunity: +20% Knockback immunity: +20% Curse of Misfortune Rings can have magical properties. |
Durigarefast the steel ring (Madness) Durigarefast the steel ring (Madness)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +30 (+6 eff.) Effects on melee hit: * 20 arcane resource burn Changes resistances: +26% lightning / +6% light Changes damage: +13% lightning Only die when reaching: -40.00 life Maximum stamina: +30.00 Curse of Madness Rings can have magical properties. |
Exiler (Misfortune) Exiler (Misfortune)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+4 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). Curse of Misfortune It can be used to attempt to inflict 101.40 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 2 turn(s) Activation costs 32 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
Glory of the Pride (Shrouds) Glory of the Pride (Shrouds)Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +10 (+2 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+2 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+11 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 Curse of Shrouds The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Hazehunger the voratun ring (Nightmares) Hazehunger the voratun ring (Nightmares)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +38% nature / +7% physical Changes resistances penetration: +26% cold Changes damage: +19% nature / +6% cold Spell save: +18 (+4 eff.) Mental save: +15 (+3 eff.) Healing mod.: +20% Curse of Nightmares Rings can have magical properties. |
Inertial Twine (Misfortune) Inertial Twine (Misfortune)Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+3 eff.) Knockback immunity: +100% Curse of Misfortune This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Issalathadekhad the Oozepall (Corpses) Issalathadekhad the Oozepall (Corpses)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes stats: +4 Con Changes resistances: +29% nature Changes damage: +6% physical / +22% nature / +12% light Curse of Corpses Rings can have magical properties. |
Mnemonic (Madness) Mnemonic (Madness)Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+4 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+2 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. Curse of Madness It can be used to activate talent Mental Shielding (costing 30 power out of 30/30) : Effective talent level: 2.6 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 3 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Neriradamira (Misfortune) Neriradamira (Misfortune)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +15 (+3 eff.) Changes stats: +4 Cun / +5 Mag Changes resistances: +6% acid / +12% temporal Changes damage: +9% arcane / +21% mind Life regen: +4.00 Only die when reaching: -80.00 life Maximum life: +80.00 Spellpower: +9 (+3 eff.) Curse of Misfortune Rings can have magical properties. |
Nightsong (Shrouds) Nightsong (Shrouds)Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+3 eff.) Maximum stamina: +25.00 Curse of Shrouds It can be used to activate talent Shadowstep (costing 50 power out of 50/50) : Effective talent level: 2.6 Power cost: 50 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 167% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Oozebreacher (Nightmares) Oozebreacher (Nightmares)Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Physical power: +6 (+1 eff.) Changes stats: +3 Dex Changes resistances: +14% arcane / +12% nature Changes damage: +14% arcane / +3% temporal Spellpower: +6 (+2 eff.) Mindpower: +7 (+1 eff.) Curse of Nightmares Rings can have magical properties. |
Ring of Growth (Misfortune) Ring of Growth (Misfortune)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 (+2 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. |
Ring of the Archlich (Corpses) Ring of the Archlich (Corpses)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 (+2 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+3 eff.) Curse of Corpses This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
Ring of the Dead (Nightmares) Ring of the Dead (Nightmares)Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! Curse of Nightmares 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. |
Ring of the War Master (Shrouds) Ring of the War Master (Shrouds)Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent category bonus: +0.30 Technique Curse of Shrouds A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
The Black Ring (Nightmares) The Black Ring (Nightmares)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+2 eff.) Spell crit. chance: +0% Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). Curse of Nightmares "An innocuous bauble. Until you look through the hole." |
Vargh Redemption (Shrouds) Vargh Redemption (Shrouds)Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 Curse of Shrouds It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 34.56 cold and 36.04 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
Void Orb (Madness) Void Orb (Madness)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+2 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+4 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). Curse of Madness It can be used to activate talent Manathrust (costing 6 power out of 6/6) : Effective talent level: 5.2 Power cost: 6 out of 6/6. Range: 10 Travel Speed: 2000% of base Is: a spell and usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 183.95 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
conjurer's gold ring of warding (Madness) conjurer's gold ring of warding (Madness)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Mag / +6 Wil Changes resistances: +15% acid / +12% fire / +15% lightning / +15% cold Spellpower: +8 (+3 eff.) Curse of Madness Rings can have magical properties. |
conjurer's stralite ring of arcana (+0.19/turn) (Madness) conjurer's stralite ring of arcana (+0.19/turn) (Madness)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Mag / +6 Wil Silence immunity: +28% Mana each turn: +0.19 Spellpower: +8 (+3 eff.) Curse of Madness Rings can have magical properties. |
conjurer's voratun ring of clarity (Misfortune) conjurer's voratun ring of clarity (Misfortune)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Mag / +7 Wil Mental save: +11 (+2 eff.) Confusion immunity: +46% Spellpower: +13 (+5 eff.) Curse of Misfortune Rings can have magical properties. |
gladiator's stralite ring of warding (Corpses) gladiator's stralite ring of warding (Corpses)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +7 Str / +6 Con Changes resistances: +16% acid / +19% fire / +12% lightning / +17% cold Curse of Corpses Rings can have magical properties. |
gladiator's voratun ring of life (Madness) gladiator's voratun ring of life (Madness)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +11 (+2 eff.) Changes stats: +7 Str / +5 Con Life regen: +14.00 Maximum life: +88.00 Healing mod.: +14% Curse of Madness Rings can have magical properties. |
gladiator's voratun ring of misery (Nightmares) gladiator's voratun ring of misery (Nightmares)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +11 (+2 eff.) Effects on melee hit: * 17% chance to reduce all saves and defense by 52 Damage (Melee): 16 physical Effects on ranged hit: * 14% chance to reduce all saves and defense by 52 Damage (Ranged): 31 physical Changes stats: +10 Str / +7 Cun / +6 Con Hate when firing a critical mind attack: +2.00 Maximum hate: +9.00 Curse of Nightmares It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 5.2 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 171% weapon damage. If the attack hits, the target will bleed for 322% weapon damage over 7 turns, and all healing will be reduced by 76%. Rings can have magical properties. |
gladiator's voratun ring of misery (Shrouds) gladiator's voratun ring of misery (Shrouds)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +9 (+2 eff.) Effects on melee hit: * 17% chance to reduce all saves and defense by 52 Damage (Melee): 22 physical Effects on ranged hit: * 17% chance to reduce all saves and defense by 52 Damage (Ranged): 22 physical Changes stats: +7 Str / +10 Cun / +10 Con Hate when firing a critical mind attack: +3.00 Maximum hate: +5.00 Curse of Shrouds It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.9 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 306% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings can have magical properties. |
gladiator's voratun ring of pilfering (Shrouds) gladiator's voratun ring of pilfering (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +12 Physical power: +15 (+3 eff.) Defense: +15 (+5 eff.) Changes stats: +7 Str / +8 Con Curse of Shrouds It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.6 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 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 92% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
gold ring 'Zubimira' (Corpses) gold ring 'Zubimira' (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +20 (+7 eff.) Changes stats: +5 Dex Changes resistances: +18% lightning / +9% darkness Spell save: +15 (+4 eff.) Disease immunity: +20% Silence immunity: +20% Healing mod.: +10% Curse of Corpses Rings can have magical properties. |
gold ring of darkness (+20%) (Corpses) gold ring of darkness (+20%) (Corpses)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes damage: +10% darkness Curse of Corpses Rings can have magical properties. |
gold ring of misery (Misfortune) gold ring of misery (Misfortune)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 52 Damage (Melee): 11 physical Effects on ranged hit: * 13% chance to reduce all saves and defense by 52 Damage (Ranged): 11 physical Changes stats: +3 Cun Hate when firing a critical mind attack: +1.00 Maximum hate: +5.00 Curse of Misfortune It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.6 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 150% weapon damage. If the attack hits, the target will bleed for 287% weapon damage over 7 turns, and all healing will be reduced by 51%. Rings can have magical properties. |
marksman's stralite ring of warding (Corpses) marksman's stralite ring of warding (Corpses)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +18 (+6 eff.) Changes stats: +9 Dex Changes resistances: +22% acid / +26% fire / +17% lightning / +20% cold Curse of Corpses Rings can have magical properties. |
marksman's voratun ring of life (Corpses) marksman's voratun ring of life (Corpses)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +16 (+5 eff.) Changes stats: +8 Dex Life regen: +14.00 Maximum life: +100.00 Healing mod.: +15% Curse of Corpses Rings can have magical properties. |
marksman's voratun ring of warding (Nightmares) marksman's voratun ring of warding (Nightmares)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +20 (+6 eff.) Changes stats: +10 Dex Changes resistances: +30% acid / +29% fire / +26% lightning / +29% cold Curse of Nightmares Rings can have magical properties. |
mule's copper ring of power (Nightmares) mule's copper ring of power (Nightmares)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Fatigue: -5% Maximum encumbrance: +21 Spellpower: +6 (+2 eff.) Mindpower: +6 (+1 eff.) Curse of Nightmares Rings can have magical properties. |
mule's voratun ring of misery (Corpses) mule's voratun ring of misery (Corpses)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -8% Effects on melee hit: * 16% chance to reduce all saves and defense by 52 Damage (Melee): 25 physical Effects on ranged hit: * 16% chance to reduce all saves and defense by 52 Damage (Ranged): 28 physical Changes stats: +5 Cun Maximum encumbrance: +31 Hate when firing a critical mind attack: +3.00 Maximum hate: +7.00 Curse of Corpses It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.9 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 306% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings can have magical properties. |
painweaver's gold ring of perseverance (Shrouds) painweaver's gold ring of perseverance (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +11 (+2 eff.) Changes damage: +6% all Stun/Freeze immunity: +26% Life regen: +5.00 Spellpower: +10 (+4 eff.) Mindpower: +9 (+1 eff.) Curse of Shrouds Rings can have magical properties. |
painweaver's stralite ring of misery (Corpses) painweaver's stralite ring of misery (Corpses)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +15 (+3 eff.) Effects on melee hit: * 18% chance to reduce all saves and defense by 52 Damage (Melee): 22 physical Effects on ranged hit: * 15% chance to reduce all saves and defense by 52 Damage (Ranged): 17 physical Changes stats: +1 Cun Changes damage: +5% all Hate when firing a critical mind attack: +2.00 Maximum hate: +10.00 Spellpower: +13 (+5 eff.) Mindpower: +13 (+2 eff.) Curse of Corpses It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 5.2 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 171% weapon damage. If the attack hits, the target will bleed for 322% weapon damage over 7 turns, and all healing will be reduced by 76%. Rings can have magical properties. |
painweaver's stralite ring of speed (Misfortune) painweaver's stralite ring of speed (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 (+4 eff.) Physical power: +13 (+3 eff.) Defense: +9 (+3 eff.) Changes damage: +6% all Spellpower: +10 (+4 eff.) Mindpower: +14 (+2 eff.) Movement speed: +18% Activating this item is instant. Curse of Misfortune It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 5.2 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 46% for 5 turns. Rings can have magical properties. |
painweaver's voratun ring of warding (Nightmares) painweaver's voratun ring of warding (Nightmares)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Changes resistances: +20% acid / +18% fire / +30% lightning / +23% cold Changes damage: +6% all Spellpower: +14 (+5 eff.) Mindpower: +11 (+2 eff.) Curse of Nightmares Rings can have magical properties. |
psionicist's gold ring of tenacity (Nightmares) psionicist's gold ring of tenacity (Nightmares)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Disarm immunity: +27% Pinning immunity: +35% Knockback immunity: +23% Maximum life: +20.00 Curse of Nightmares Rings can have magical properties. |
psionicist's stralite ring of warding (Shrouds) psionicist's stralite ring of warding (Shrouds)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +14% acid / +15% fire / +14% lightning / +13% cold Mental save: +8 (+2 eff.) Curse of Shrouds Rings can have magical properties. |
psionicist's voratun ring of life (Madness) psionicist's voratun ring of life (Madness)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Wil Mental save: +14 (+3 eff.) Life regen: +18.00 Maximum life: +65.00 Healing mod.: +16% Curse of Madness Rings can have magical properties. |
rogue's voratun ring of perseverance (Nightmares) rogue's voratun ring of perseverance (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +16 (+6 eff.) Changes stats: +8 Cun Stun/Freeze immunity: +41% Life regen: +5.00 Curse of Nightmares Rings can have magical properties. |
savage's stralite ring of fire (+32%) (Misfortune) savage's stralite ring of fire (+32%) (Misfortune)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Con Changes resistances: +32% fire Changes damage: +16% fire Spell save: +15 (+4 eff.) Maximum stamina: +18.00 Curse of Misfortune Rings can have magical properties. |
savage's voratun ring of fire (+36%) (Madness) savage's voratun ring of fire (+36%) (Madness)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Con Changes resistances: +36% fire Changes damage: +18% fire Spell save: +20 (+5 eff.) Maximum stamina: +21.00 Curse of Madness Rings can have magical properties. |
savage's voratun ring of misery (Misfortune) savage's voratun ring of misery (Misfortune)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 17% chance to reduce all saves and defense by 52 Damage (Melee): 20 physical Effects on ranged hit: * 15% chance to reduce all saves and defense by 52 Damage (Ranged): 23 physical Changes stats: +5 Cun / +2 Con Spell save: +15 (+4 eff.) Hate when firing a critical mind attack: +2.00 Maximum stamina: +33.00 Maximum hate: +5.00 Curse of Misfortune It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.9 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 306% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings can have magical properties. |
savage's voratun ring of pilfering (Madness) savage's voratun ring of pilfering (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +16 (+5 eff.) Armour penetration: +16 Defense: +14 (+5 eff.) Changes stats: +6 Con Spell save: +20 (+5 eff.) Maximum stamina: +32.00 Curse of Madness It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.6 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 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 92% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
savage's voratun ring of sensing (Corpses) savage's voratun ring of sensing (Corpses)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +4 Con Spell save: +17 (+4 eff.) Blindness immunity: +44% Maximum stamina: +24.00 Infravision radius: +3 See stealth: +17 See invisible: +18 Curse of Corpses Rings can have magical properties. |
savage's voratun ring of speed (Shrouds) savage's voratun ring of speed (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +13 (+5 eff.) Changes stats: +4 Con Spell save: +11 (+3 eff.) Maximum stamina: +30.00 Movement speed: +19% 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: 2.6 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 28% for 5 turns. Rings can have magical properties. |
savior's steel ring of lightning (+22%) (Nightmares) savior's steel ring of lightning (+22%) (Nightmares)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +22% lightning Changes damage: +11% lightning Physical save: +9 (+2 eff.) Spell save: +11 (+3 eff.) Mental save: +8 (+2 eff.) Curse of Nightmares Rings can have magical properties. |
savior's voratun ring of life (Madness) savior's voratun ring of life (Madness)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical save: +13 (+3 eff.) Spell save: +14 (+3 eff.) Mental save: +15 (+3 eff.) Life regen: +14.00 Maximum life: +71.00 Healing mod.: +16% Curse of Madness Rings can have magical properties. |
sneakthief's stralite ring of clarity (Misfortune) sneakthief's stralite ring of clarity (Misfortune)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +11 (+3 eff.) Changes stats: +7 Cun / +7 Dex Mental save: +12 (+3 eff.) Confusion immunity: +36% Curse of Misfortune Rings can have magical properties. |
sneakthief's stralite ring of pilfering (Corpses) sneakthief's stralite ring of pilfering (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +23 (+7 eff.) Armour penetration: +9 Defense: +9 (+3 eff.) Changes stats: +7 Cun / +9 Dex Curse of Corpses It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.6 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 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 92% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
sneakthief's voratun ring of luminosity (Nightmares) sneakthief's voratun ring of luminosity (Nightmares)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+4 eff.) Damage (Melee): 19 light Damage (Ranged): 34 light Changes stats: +7 Dex / +9 Mag / +7 Cun Changes damage: +16% light Curse of Nightmares Rings can have magical properties. |
solipsist's copper ring of life (Corpses) solipsist's copper ring of life (Corpses)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +5 Cun / +5 Wil Life regen: +7.00 Maximum life: +46.00 Mindpower: +7 (+1 eff.) Healing mod.: +12% Curse of Corpses Rings can have magical properties. |
solipsist's stralite ring of the mind (+15%) (Misfortune) solipsist's stralite ring of the mind (+15%) (Misfortune)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Changes damage: +15% mind Mindpower: +5 (+1 eff.) Curse of Misfortune Rings can have magical properties. |
solipsist's voratun ring of pilfering (Corpses) solipsist's voratun ring of pilfering (Corpses)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +12 Defense: +13 (+5 eff.) Changes stats: +6 Cun / +7 Wil Mindpower: +11 (+2 eff.) Curse of Corpses It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.6 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 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 92% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
solipsist's voratun ring of warding (Shrouds) solipsist's voratun ring of warding (Shrouds)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Cun / +6 Wil Changes resistances: +25% acid / +20% fire / +23% lightning / +26% cold Mindpower: +10 (+2 eff.) Curse of Shrouds Rings can have magical properties. |
stralite ring (Shrouds) stralite ring (Shrouds)0.10 Encumbrance. Type: jewelry / ring ; tier 4 Curse of Shrouds Rings can have magical properties. |
titan's gold ring of life (Nightmares) titan's gold ring of life (Nightmares)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +7 Con Physical save: +14 (+4 eff.) Life regen: +8.00 Maximum life: +62.00 Healing mod.: +15% Curse of Nightmares Rings can have magical properties. |
titan's stralite ring of misery (Corpses) titan's stralite ring of misery (Corpses)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 14% chance to reduce all saves and defense by 52 Damage (Melee): 24 physical Effects on ranged hit: * 17% chance to reduce all saves and defense by 52 Damage (Ranged): 28 physical Changes stats: +5 Cun / +2 Con Physical save: +4 (+1 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +8.00 Curse of Corpses It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.6 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 150% weapon damage. If the attack hits, the target will bleed for 287% weapon damage over 7 turns, and all healing will be reduced by 51%. Rings can have magical properties. |
titan's voratun ring of frost (+36%) (Madness) titan's voratun ring of frost (+36%) (Madness)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +10 Con Changes resistances: +36% cold Changes damage: +18% cold Physical save: +20 (+5 eff.) Curse of Madness Rings can have magical properties. |
titan's voratun ring of nature (+26%) (Corpses) titan's voratun ring of nature (+26%) (Corpses)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +10 Con Changes resistances: +26% nature Changes damage: +13% nature Physical save: +20 (+5 eff.) Curse of Corpses Rings can have magical properties. |
titan's voratun ring of pilfering (Shrouds) titan's voratun ring of pilfering (Shrouds)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+5 eff.) Armour penetration: +16 Defense: +10 (+4 eff.) Changes stats: +6 Con Physical save: +12 (+3 eff.) Curse of Shrouds It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.6 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 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 92% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
treant's stralite ring (Shrouds) treant's stralite ring (Shrouds)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +13% nature / +12% blight Poison immunity: +22% Disease immunity: +22% Curse of Shrouds Rings can have magical properties. |
treant's stralite ring of life (Misfortune) treant's stralite ring of life (Misfortune)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +12% nature / +10% blight Poison immunity: +20% Disease immunity: +20% Life regen: +9.00 Maximum life: +52.00 Healing mod.: +13% Curse of Misfortune Rings can have magical properties. |
treant's stralite ring of misery (Madness) treant's stralite ring of misery (Madness)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 14% chance to reduce all saves and defense by 52 Damage (Melee): 19 physical Effects on ranged hit: * 18% chance to reduce all saves and defense by 52 Damage (Ranged): 13 physical Changes stats: +5 Cun Changes resistances: +9% nature / +7% blight Poison immunity: +14% Disease immunity: +12% Hate when firing a critical mind attack: +1.00 Maximum hate: +8.00 Curse of Madness It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 5.2 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 171% weapon damage. If the attack hits, the target will bleed for 322% weapon damage over 7 turns, and all healing will be reduced by 76%. Rings can have magical properties. |
treant's voratun ring (Nightmares) treant's voratun ring (Nightmares)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +8% nature / +13% blight Poison immunity: +25% Disease immunity: +22% Curse of Nightmares Rings can have magical properties. |
treant's voratun ring of pilfering (Nightmares) treant's voratun ring of pilfering (Nightmares)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+4 eff.) Armour penetration: +13 Defense: +13 (+5 eff.) Changes resistances: +10% nature / +11% blight Poison immunity: +19% Disease immunity: +14% Curse of Nightmares It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.6 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 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 92% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
voratun ring 'Chaluntir' (Shrouds) voratun ring 'Chaluntir' (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Defense: +25 (+9 eff.) Changes stats: +3 Dex Changes damage: +32% acid Physical save: +18 (+5 eff.) Stun/Freeze immunity: +47% Life regen: +7.00 Stamina each turn: +3.20 Curse of Shrouds Rings can have magical properties. |
voratun ring 'Ebonyqueen' (Nightmares) voratun ring 'Ebonyqueen' (Nightmares)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +30 (+10 eff.) Armour penetration: +3 Effects on melee hit: * 20% chance to reduce armor by 33% Changes resistances: +24% cold Changes resistances penetration: +20% darkness Reduces incoming crit damage: 15.15% Spell save: +18 (+4 eff.) Blindness immunity: +43% Infravision radius: +6 See stealth: +24 See invisible: +24 Curse of Nightmares Rings can have magical properties. |
voratun ring (Nightmares) voratun ring (Nightmares)0.10 Encumbrance. Type: jewelry / ring ; tier 5 Curse of Nightmares Rings can have magical properties. |
voratun ring of life (Shrouds) voratun ring of life (Shrouds)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Life regen: +16.00 Maximum life: +88.00 Healing mod.: +14% Curse of Shrouds Rings can have magical properties. |
voratun ring of misery (Misfortune) voratun ring of misery (Misfortune)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 11% chance to reduce all saves and defense by 52 Damage (Melee): 13 physical Effects on ranged hit: * 16% chance to reduce all saves and defense by 52 Damage (Ranged): 27 physical Changes stats: +10 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +11.00 Curse of Misfortune It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 5.2 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 171% weapon damage. If the attack hits, the target will bleed for 322% weapon damage over 7 turns, and all healing will be reduced by 76%. Rings can have magical properties. |
voratun ring of speed (Misfortune) voratun ring of speed (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Defense: +14 (+5 eff.) Movement speed: +20% Activating this item is instant. Curse of Misfortune It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 2.6 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 28% for 5 turns. Rings can have magical properties. |
voratun ring of warding (Misfortune) voratun ring of warding (Misfortune)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +30% acid / +27% fire / +21% lightning / +19% cold Curse of Misfortune Rings can have magical properties. |
16k for this? (115% power, 40 apr, nature damage) 16k for this? (115% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 115% Range: 1.1x Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +10% When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 52 Damage (Melee): 9 lightning / 10 physical / 8 darkness / 9 acid / 10 cold / 15 mind / 10 fire Damage when hit (Melee): 4 blight Changes stats: +8 Cun / +4 Wil Changes resistances: +10% lightning / +10% physical / +10% cold / +10% fire / +6% mind / +10% acid Changes resistances penetration: +20% blight Changes damage: +35% mind / +10% darkness Critical mult.: +23.00% Vim when firing critical spell: +2.37 Psi when firing a critical mind attack: +5.00 Mindpower: +16 (+3 eff.) Mental crit. chance: +11% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% 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. |
Core of the Forge (Madness) (127% power, 40 apr, dreamforge damage) Core of the Forge (Madness) (127% power, 40 apr, dreamforge damage)Requires: - Willpower 40 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Power: 127% Range: 1.1x Uses stats: 100% Wil, 20% Cun Damage type: Dreamforge Mastery: Psiblades Accuracy bonus: +0.3% 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: Accuracy: +10 (+3 eff.) Physical power: +10 (+2 eff.) Damage (Melee): 30 dreamforge Changes stats: +4 Cun / +6 Wil Changes resistances: +5% physical / +5% mind / +15% fire Changes resistances penetration: +10% mind / +10% physical Changes damage: +10% physical / +10% mind / +10% fire Talent masteries: +0.20 Psionic / Dream Forge +0.20 Psionic / Dream Smith Mindpower: +16 (+3 eff.) Mental crit. chance: +8% Curse of Madness It can be used to activate talent Forge Bellows (costing 24 power out of 30/30) : Effective talent level: 3.9 Power cost: 24 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 70.60 mind damage, 85.13 burning damage, and knocking back your enemies in a radius 4 cone. Empty terrain may be changed (50% chance) for 4 turns into forge walls, which block movement and inflict 6.49 mind and 7.82 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
Eyal's Will (Shrouds) (124% power, 40 apr, nature damage) Eyal's Will (Shrouds) (124% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Power: 124% Range: 1.1x Uses stats: 100% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% 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: Changes stats: +10 Wil Changes resistances: +25% blight / +15% nature Changes resistances penetration: +20% nature / +10% acid Changes damage: +20% nature / +10% acid Talent mastery: +0.10 Wild-gift / Mindstar mastery Talent granted: +3 Ooze Spit Mindpower: +18 (+3 eff.) Mental crit. chance: +9% Curse of Shrouds It can be used to activate talent Slime Wave (costing 30 power out of 30/30) : Effective talent level: 3.9 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 9, doing 154.21 slime damage for 16 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
Filthstinger the living mindstar (Nightmares) (113% power, 40 apr, nature damage) Filthstinger the living mindstar (Nightmares) (113% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 113% Range: 1.1x Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% 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: * 20% chance to reduce damage dealt by 42% Damage (radius 1) on hit: +20 cold Damage (radius 2) on crit: +20 nature When wielded/worn: Damage (Melee): 19 physical Changes resistances: +20% physical Changes resistances penetration: +19% physical / +15% mind / +25% nature Changes damage: +19% physical Mental save: +12 (+3 eff.) Maximum psi: +50.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% 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. |
Maddy Mad Mad (114% power, 40 apr, nature damage) Maddy Mad Mad (114% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 114% Range: 1.1x Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 temporal Damage (radius 2) on crit: +8 light When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +14 Cun Changes damage: +24% lightning / +25% fire / +25% cold Talent masteries: +0.20 Psionic / Focus +0.20 Psionic / Projection Critical mult.: +22.00% Life regen: +1.70 Hate when firing a critical mind attack: +6.00 Psi when firing a critical mind attack: +6.00 Maximum life: +50.00 Mindpower: +30 (+5 eff.) Mental crit. chance: +17% Light radius: +1 Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Mind damage lul (116% power, 40 apr, nature damage) Mind damage lul (116% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 116% Range: 1.1x Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% 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 all saves and defense by 52 Damage (Melee): +24 fire Damage (radius 1) on hit: +12 fire When wielded/worn: Damage (Melee): 15 mind / 11 darkness Changes resistances: +10% blight Changes resistances penetration: +10% darkness Changes damage: +25% lightning / +10% darkness / +42% mind / +23% cold / +6% nature / +27% fire Talent masteries: +0.20 Psionic / Focus +0.20 Psionic / Projection Disease immunity: +23% Psi when firing a critical mind attack: +5.00 Mindpower: +15 (+2 eff.) Mental crit. chance: +10% 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. |
Nexus of the Way (Madness) (124% power, 40 apr, mind damage) Nexus of the Way (Madness) (124% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Power: 124% Range: 1.1x Uses stats: 100% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.3% 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: Changes stats: +3 Cun / +6 Wil Changes resistances: +20% mind Changes resistances penetration: +20% mind Changes damage: +20% mind Confusion immunity: +30% Mindpower: +18 (+3 eff.) Mental crit. chance: +9% Activating this item is instant. Curse of Madness It can be used to activate talent Wayist (costing 60 power out of 60/60) : Effective talent level: 1.3 Power cost: 60 out of 60/60. Range: 4 Travel Speed: instantaneous Is: a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. All their primary stats will be set to 76 (based on your Willpower and Talent Level). Your increased damage, damage penetration, and many other stats will be inherited. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
Ulforak the living mindstar (Madness) (114% power, 40 apr, nature damage) Ulforak the living mindstar (Madness) (114% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 114% Range: 1.1x Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% 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 when hit (Melee): 6 blight Changes stats: +8 Cun / +4 Mag Critical mult.: +35.00% Mana each turn: +0.20 Mana when firing critical spell: +2.09 Maximum mana: +80.00 Maximum vim: +50.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% See invisible: +18 Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Zudin the Shinestreak (Shrouds) (114% power, 40 apr, nature damage) Zudin the Shinestreak (Shrouds) (114% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 114% Range: 1.1x Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% 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: Armour: +18 Damage (Melee): 20 cold Changes stats: +3 Wil Changes resistances: +20% cold Changes resistances penetration: +26% arcane / +20% cold Changes damage: +20% cold Critical mult.: +20.49% Maximum mana: +60.00 Maximum vim: +51.23 Spell crit. chance: +8% Mindpower: +10 (+2 eff.) Mental crit. chance: +5% 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. |
blooming living mindstar of storms (Misfortune) (114% power, 40 apr, nature damage) blooming living mindstar of storms (Misfortune) (114% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 114% Range: 1.1x Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% 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): 8 lightning Changes stats: +4 Str / +7 Dex / +4 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +17% lightning Changes resistances penetration: +8% lightning Changes damage: +14% lightning Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Healing mod.: +19% Heals friendly targets nearby when you use a nature summon: +60 Curse of Misfortune 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. |
creative living mindstar of life (Misfortune) (115% power, 40 apr, nature damage) creative living mindstar of life (Misfortune) (115% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 115% Range: 1.1x Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% 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: Changes stats: +8 Cun Critical mult.: +25.00% Life regen: +2.00 Maximum life: +45.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Misfortune 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. |
epiphanous living mindstar (Nightmares) (113% power, 40 apr, nature damage) epiphanous living mindstar (Nightmares) (113% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 113% Range: 1.1x Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% 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: Changes damage: +25% mind Psi when firing a critical mind attack: +4.00 Mindpower: +16 (+3 eff.) Mental crit. chance: +11% 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. |
epiphanous living mindstar of storms (Shrouds) (114% power, 40 apr, nature damage) epiphanous living mindstar of storms (Shrouds) (114% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 114% Range: 1.1x Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% 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): 17 lightning Changes stats: +4 Str / +4 Dex / +4 Mag / +6 Wil / +6 Cun / +6 Con Changes resistances: +19% lightning Changes resistances penetration: +11% lightning Changes damage: +18% mind / +14% lightning Psi when firing a critical mind attack: +4.00 Mindpower: +12 (+2 eff.) Mental crit. chance: +9% 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. |
gifted living mindstar of storms (Madness) (114% power, 40 apr, nature damage) gifted living mindstar of storms (Madness) (114% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 114% Range: 1.1x Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% 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): 13 lightning Changes stats: +5 Str / +3 Dex / +4 Mag / +7 Wil / +7 Cun / +5 Con Changes resistances: +18% lightning Changes resistances penetration: +18% lightning Changes damage: +15% lightning Mindpower: +19 (+3 eff.) Mental crit. chance: +5% Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
horrifying living mindstar of storms (Corpses) (115% power, 40 apr, nature damage) horrifying living mindstar of storms (Corpses) (115% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 115% Range: 1.1x Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% 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): 17 lightning / 10 mind / 11 darkness Changes stats: +6 Str / +6 Dex / +6 Mag / +6 Wil / +5 Cun / +5 Con Changes resistances: +18% lightning Changes resistances penetration: +15% lightning Changes damage: +10% lightning / +6% mind / +8% darkness Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Corpses 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. |
inquisitor's living mindstar of storms (Madness) (113% power, 40 apr, nature damage) inquisitor's living mindstar of storms (Madness) (113% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 113% Range: 1.1x Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Deals 159 Manaburn damage and puts 1 random spell talent on cooldown for 7 turns (checks Confusion immunity) When wielded/worn: Damage (Melee): 15 lightning Changes stats: +4 Str / +6 Dex / +3 Mag / +5 Wil / +4 Cun / +4 Con Changes resistances: +15% lightning Changes resistances penetration: +10% lightning Changes damage: +10% lightning Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
resonating living mindstar (Corpses) (115% power, 40 apr, nature damage) resonating living mindstar (Corpses) (115% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 115% Range: 1.1x Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% 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: Changes resistances: +6% mind Changes resistances penetration: +10% mind Changes damage: +10% mind Psi when hit: +2.20 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Damage Resonance (when hit): +25% Curse of Corpses 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. |
wyrm's living mindstar of disruption (Corpses) (114% power, 40 apr, nature damage) wyrm's living mindstar of disruption (Corpses) (114% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 114% Range: 1.1x Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% 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: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage against: +16% Unnatural When wielded/worn: Damage (Melee): 8 lightning / 7 physical / 2 cold / 7 acid / 7 fire Changes resistances: +5% lightning / +7% physical / +6% fire / +6% cold / +6% acid Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Corpses 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. |
Awakened Staff of Absorption (172% power, 60 apr, cold element) Awakened Staff of Absorption (172% power, 60 apr, cold element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 172% Range: 1.2x Uses stats: 130% Mag, 40% Wil Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+16 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Girdle of Preservation (Corpses) Girdle of Preservation (Corpses)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+4 eff.) Spell save: +15 (+4 eff.) Mental save: +15 (+3 eff.) Confusion immunity: +20% Curse of Corpses A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
Mighty Girdle (Nightmares) Mighty Girdle (Nightmares)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 Curse of Nightmares This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
noble's drakeskin leather belt of burglary (Corpses) noble's drakeskin leather belt of burglary (Corpses)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +4 Dex / +6 Wil / +11 Cun / +10 Lck Damage against: +31% Summoned Reduced damage from: +38% Summoned Trap disarming bonus: +17 Stealth bonus: +14 Infravision radius: +3 Curse of Corpses A belt that goes around your waist. |
reinforced drakeskin leather belt of shielding (Corpses) reinforced drakeskin leather belt of shielding (Corpses)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour: +23 Defense: +8 (+3 eff.) Physical save: +23 (+6 eff.) Curse of Corpses It can be used to create a temporary shield that absorbs 242 damage Activation puts all charms on cooldown for 30 turns. A belt that goes around your waist. |
Ethereal Embrace (Nightmares) (10 def, 0 armour) Ethereal Embrace (Nightmares) (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+4 eff.) Changes stats: +8 Mag Changes resistances: +12% arcane / +12% darkness Changes damage: +15% arcane / +15% darkness Talent masteries: +0.10 Spell / Aether +0.20 Spell / Arcane +0.20 Spell / Nightfall Spellpower on spell critical (stacks up to 3 times): +5 Spell crit. chance: +6% Damage Shield Duration: +1 Damage Shield Power: +15% Damage shields have +1 duration and +15% power Curse of Nightmares It can be used to activate talent Aether Breach (costing 28 power out of 28/28) : Effective talent level: 2.6 Power cost: 28 out of 28/28. Range: 7 Travel Speed: instantaneous Is: a spell and usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area. Each explosion does 103.65 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
Frozen Shroud (Madness) (12 def, 0 armour) Frozen Shroud (Madness) (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+4 eff.) Damage when hit (Melee): 60 ice Changes stats: +12 Mag Changes resistances: +25% cold / -15% fire / +8% all Changes damage: +25% cold Curse of Madness It can be used to release a radius 4 chilling blast, instantly dealing 340.09 cold damage and condensing the air into freezing vapors that deal 113.36 cold damage (based on Magic) each turn for 10 turns Activation costs 30 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
battlemaster's elven-silk cloak of mindcraft (Misfortune) (3 def, 0 armour) battlemaster's elven-silk cloak of mindcraft (Misfortune) (3 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +3 Str / +4 Dex / +4 Wil / +4 Cun / +4 Con Talent mastery: +0.20 Technique / Combat training Spell save: -25 (-7 eff.) Stamina each turn: +0.60 Mana each turn: -0.28 Mental crit. chance: +7% Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Branukalthoran' (Shrouds) (13 def, 12 armour) cashmere cloak 'Branukalthoran' (Shrouds) (13 def, 12 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +20 (+6 eff.) Armour: +12 Defense: +13 (+5 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 23 Changes resistances: +12% darkness / +6% temporal Changes resistances penetration: +25% blight Changes damage: +6% blight Physical save: +17 (+4 eff.) Spell save: +18 (+4 eff.) Mental save: +16 (+3 eff.) Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled elven-silk cloak of backstabbing (Shrouds) (3 def, 0 armour) spellcowled elven-silk cloak of backstabbing (Shrouds) (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +13 (+4 eff.) Armour penetration: +11 Defense: +3 (+1 eff.) Changes stats: +4 Mag / +4 Wil Critical mult.: +22.00% Stealth bonus: +9 Spell save: +11 (+3 eff.) Maximum mana: +44.00 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. |
Glaciersnake the pair of drakeskin leather boots (Madness) (20 def, 15.822199406775 armour) Glaciersnake the pair of drakeskin leather boots (Madness) (20 def, 15.822199406775 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Armour: +16 Defense: +20 (+7 eff.) Changes stats: +7 Str / +7 Cun / +16 Con Changes resistances: +15% lightning / +15% temporal / +5% physical / +27% cold Curse of Madness A pair of boots made of leather. |
Hailmonster (Misfortune) (0 def, 13 armour) Hailmonster (Misfortune) (0 def, 13 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +13 Damage when hit (Melee): 2 physical Changes stats: +5 Wil / +5 Cun / +9 Con Changes resistances: +6% mind / +1% physical Changes resistances penetration: +10% cold / +10% physical Changes damage: +3% mind Critical mult.: +5.00% Physical save: +27 (+7 eff.) Mental save: +23 (+5 eff.) Life regen: +10.00 Stamina each turn: +3.00 Mindpower: +9 (+1 eff.) Healing mod.: +20% Curse of Misfortune It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 3.9 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 53% (at 0 Hate) to 176% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 39 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Woewrither (Corpses) (0 def, 5 armour) Woewrither (Corpses) (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Effects on melee hit: * 27% chance to gain 10% of a turn (3/turn limit) Changes stats: +7 Str / +4 Dex / +17 Mag / +14 Cun Changes damage: +15% darkness Silence immunity: +50% Confusion immunity: +50% Stun/Freeze immunity: +50% Mental crit. chance: +4% Light radius: +4 Curse of Corpses A pair of boots made of leather. |
Spellhunt Remnants (Madness) (6 def, 8 armour) Spellhunt Remnants (Madness) (6 def, 8 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+2 eff.) Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +25% nature Changes damage: +25% nature Spell save: +15 (+4 eff.) Maximum life: +100.00 Mindpower: +12 (+2 eff.) Mental crit. chance: +15% Light radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Curse of Madness It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 253.86 arcane damage and stunned) Activation costs 100 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Will of Ul'Gruth (Nightmares) (0 def, 15 armour) Will of Ul'Gruth (Nightmares) (0 def, 15 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +15 Changes stats: +5 Str / +5 Mag Changes resistances penetration: +10% all Changes damage: +15% all Talent masteries: +0.10 Corruption / Wrath +0.10 Corruption / Brutality Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Your Obliterating Smash can destroy walls. Curse of Nightmares It can be used to activate talent Obliterating Smash (costing 25 power out of 25/25) : Effective talent level: 3.9 Power cost: 25 out of 25/25. Range: 3 Travel Speed: instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 162% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 18. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
heroic voratun gauntlets of archery (Madness) (0 def, 9 armour) heroic voratun gauntlets of archery (Madness) (0 def, 9 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +15 Armour: +9 Fatigue: +5% Changes stats: +9 Cun / +9 Dex Mental save: +15 (+3 eff.) Maximum life: +80.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.9 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 171% damage with a 28% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
defender's voratun helm of the depths (Nightmares) (6 def, 12 armour) defender's voratun helm of the depths (Nightmares) (6 def, 12 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +12 Defense: +6 (+2 eff.) Fatigue: +5% Changes resistances: +20% cold / +4% all Allows you to breathe in: water Physical save: +10 (+3 eff.) Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Death's Embrace (Nightmares) (18 def, 18 armour) Death's Embrace (Nightmares) (18 def, 18 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +15% Defense: +18 (+6 eff.) Damage when hit (Melee): 15 darkness / 15 cold Changes stats: +5 Dex / +5 Mag / +5 Cun Changes resistances: +30% temporal / +30% darkness / +30% cold Changes damage: +20% darkness / +20% cold Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Shades +0.10 Cunning / Stealth Critical mult.: +20.00% Stealth bonus: +10 Spellpower: +10 (+4 eff.) Curse of Nightmares It can be used to turn yourself invisible (power 48, based on Cunning and Magic) for 10 turns Activation costs 50 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
The Black Plate (Madness) (25 def, 35 armour) The Black Plate (Madness) (25 def, 35 armour)Requires: - Massive armour training - Strength 48 Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +0 (+0 eff.) Armour: +35 Defense: +25 (+9 eff.) Fatigue: +15% Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +20% darkness / +15% blight / +25% fire / +20% cold Talent masteries: +0.20 Corruption / Doom covenant +0.20 Corruption / Oppression +0.20 Corruption / Wrath +0.20 Corruption / Infernal combat Physical save: +15 (+4 eff.) Spell save: +25 (+6 eff.) Confusion immunity: +100% Fear immunity: +100% Light radius: -2 Infravision radius: +3 Shadow Power: +10 Grants physical power equal to your Shadow Power. Curse of Madness "Wreckage all about you. Is there anything left inside?" |
2 agate 2 agate0.00 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. |
532 alchemist agate 532 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
7 onyx 7 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
5 aquamarine 5 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 lapis lazuli 7 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 opal 9 opal0.00 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. |
15 sapphire 15 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 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. |
4 topaz 4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 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. |
voratun pickaxe of wreckage (dig speed 18 turns) voratun pickaxe of wreckage (dig speed 18 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +11 Changes stats: +8 Str When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 5.2 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +103 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "Home, Horrific Home" Forbidden Tome: "Home, Horrific Home"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 5 It can be used to read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
7 emerald 7 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
12 jade 12 jade0.00 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. |
10 turquoise 10 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Cloudfury the alchemist's lamp Cloudfury the alchemist's lampInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +2 Cun / +7 Wil Changes resistances: +12% lightning Changes damage: +9% lightning Mental save: +10 (+2 eff.) Light radius: +4 See stealth: +13 See invisible: +34 A normal brass lantern, enhanced by alchemy to make it brighter. |
Deledil the dwarven lantern Deledil the dwarven lanternPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Changes stats: +10 Str / +9 Wil Changes resistances: +10% cold / +10% temporal Changes resistances penetration: +25% arcane Reduces incoming crit damage: 20.29% Physical save: +24 (+6 eff.) Spellpower on spell critical (stacks up to 3 times): +14 Maximum stamina: +40.58 Light radius: +5 Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +28% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Eclipsebearer EclipsebearerCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour: +8 Effects on melee hit: * 20% chance to slow global speed by 83% Changes resistances: +15% mind Changes resistances penetration: +25% mind Changes damage: +12% darkness Maximum life: +100.00 Light radius: +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+4 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 5.2 Power cost: 80 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 34.89 cold damage and 36.38 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
alchemist's lamp 'Ebonypyre' alchemist's lamp 'Ebonypyre'Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +10 Physical crit. chance: +5.0% Physical power: +8 (+2 eff.) Damage when hit (Melee): 6 light / 20 fire Changes stats: +6 Wil Changes resistances: +7% fire / +18% darkness / +12% light Changes resistances penetration: +20% light / +11% all Changes damage: +12% darkness Critical mult.: +16.00% Light radius: +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: mirror / mirror It can be used to change your appearance Activation costs 1 power out of 1/1. A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.9 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 28 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Fortune's Eye Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+4 eff.) Armour penetration: +12 Defense: +12 (+4 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 18 power out of 35/35) : Effective talent level: 2.6 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 52 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Crystal Heart Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered 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. |
Telos's Staff Crystal Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)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. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)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. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 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. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Runed Skull Runed SkullPowered 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. |
52 alchemist bloodstone 52 alchemist bloodstone0.00 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. |
36 bloodstone 36 bloodstone0.00 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. |
44 fire opal 44 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 garnet 4 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
12 ruby 12 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)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. |
Rod of Spydric Poison (1/1) Rod of Spydric Poison (1/1)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 623.51 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 25 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Eilinissra [power 91] (25 cooldown) Eilinissra [power 91] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Physical power: +15 (+3 eff.) Armour: +8 Damage when hit (Melee): 4 mind Changes stats: +2 Con Changes resistances penetration: +25% mind Changes damage: +12% mind It can be used to setup a psionic shield, reducing all damage taken by 91 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Heal for 42. Torques are made by powerful psionics to store psionic powers. |
extending voratun torque of gale force [power 355] (15 cooldown) extending voratun torque of gale force [power 355] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to project a gust of wind in a cone knocking enemies back 12 spaces and dealing 520 damage Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
overpowered voratun torque of mindblast [power 780] (20 cooldown) overpowered voratun torque of mindblast [power 780] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to blast the opponent's mind dealing 780 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
quick voratun torque of clear mind [power 4] (25 cooldown) quick voratun torque of clear mind [power 4] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
quick voratun torque of mindblast [power 290] (10 cooldown) quick voratun torque of mindblast [power 290] (10 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to blast the opponent's mind dealing 290 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 10 turns. Torques are made by powerful psionics to store psionic powers. |
voratun torque of psionic shield [power 147] (25 cooldown) voratun torque of psionic shield [power 147] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all damage taken by 147 for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
Manithel the elven-wood totem of stinging [power 354] (15 cooldown) Manithel the elven-wood totem of stinging [power 354] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Accuracy: +20 (+6 eff.) Changes stats: +4 Str Changes resistances: +27% lightning / +12% temporal / +12% blight Critical mult.: +10.00% It can be used to sting an enemy dealing 354 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Gain a 34% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Prismvenom the elven-wood totem of healing [power 252] (15 cooldown) Prismvenom the elven-wood totem of healing [power 252] (15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 83% Changes resistances: +12% blight / +9% acid Light radius: +2 It can be used to heal yourself and all friendly characters within 10 spaces for 252 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 17% for 2 turns. * Reduce 2 talent cooldowns by 2. * Increase all damage penetration by 20% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
The Guardian's Totem The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects when hit in melee: * 18% chance to slow global speed by 83% Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+5 eff.) Mindpower: +8 (+1 eff.) It can be used to call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.) Activation costs 50 power out of 50/50. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
supercharged dragonbone totem of healing [power 552] (20 cooldown) supercharged dragonbone totem of healing [power 552] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to heal yourself and all friendly characters within 10 spaces for 552 Activation puts all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
3 amethyst 3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
focusing elven-wood wand of lightning storm [power 336] (15 cooldown) focusing elven-wood wand of lightning storm [power 336] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 110 lightning damage and will be dazed for 1 turn (552 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
supercharged dragonbone wand of shielding [power 618] (25 cooldown) supercharged dragonbone wand of shielding [power 618] (25 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to create a shield absorbing up to 618 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 25 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 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. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
37 diamond 37 diamond0.00 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. |
35 moonstone 35 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+4 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+4 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
43 pearl 43 pearl0.00 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. |
7 quartz 7 quartz0.00 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. |
7 amber 7 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
ametrine ametrine0.00 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. |
2 citrine 2 citrine0.00 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. |
2 zircon 2 zircon0.00 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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Arlboar the Dwarf Doomed level 35
20th Profit 123rd year of Ascendancy at 11:34 see stats
By Arlboar the Dwarf Doomed level 50
13rd Iron 124th year of Ascendancy at 20:55 see stats
By Arlboar the Dwarf Doomed level 34
18th Profit 123rd year of Ascendancy at 18:42 see stats
By Arlboar the Dwarf Doomed level 40
28th Dearth 123rd year of Ascendancy at 23:25 see stats
By Arlboar the Dwarf Doomed level 41
33rd Dearth 123rd year of Ascendancy at 22:19 see stats
By Arlboar the Dwarf Doomed level 48
26th Shortage 123rd year of Ascendancy at 13:50 see stats
By Arlboar the Dwarf Doomed level 50
30th Profit 124th year of Ascendancy at 19:25 see stats
By Arlboar the Dwarf Doomed level 39
25th Dearth 123rd year of Ascendancy at 12:36 see stats
By Arlboar the Dwarf Doomed level 50
29th Dearth 124th year of Ascendancy at 14:09 see stats
By Arlboar the Dwarf Doomed level 50
31st Voratun 124th year of Ascendancy at 13:10 see stats
By Arlboar the Dwarf Doomed level 13
28th Loss 122nd year of Ascendancy at 20:07 see stats
By Arlboar the Dwarf Doomed level 50
17th Stralite 124th year of Ascendancy at 07:12 see stats
By Arlboar the Dwarf Doomed level 36
27th Profit 123rd year of Ascendancy at 23:07 see stats
By Arlboar the Dwarf Doomed level 50
40th Stralite 124th year of Ascendancy at 21:17 see stats
By Arlboar the Dwarf Doomed level 50
9th Voratun 124th year of Ascendancy at 17:44 see stats
By Arlboar the Dwarf Doomed level 50
10th Steel 124th year of Ascendancy at 09:15 see stats
By Arlboar the Dwarf Doomed level 50
34th Dearth 124th year of Ascendancy at 04:29 see stats
By Arlboar the Dwarf Doomed level 19
27th Iron 123rd year of Ascendancy at 04:05 see stats
By Arlboar the Dwarf Doomed level 27
25th Voratun 123rd year of Ascendancy at 11:59 see stats
By Arlboar the Dwarf Doomed level 38
37th Profit 123rd year of Ascendancy at 20:39 see stats
By Arlboar the Dwarf Doomed level 50
39th Stralite 124th year of Ascendancy at 18:03 see stats
By Arlboar the Dwarf Doomed level 50
17th Stralite 124th year of Ascendancy at 09:36 see stats
By Arlboar the Dwarf Doomed level 50
25th Stralite 124th year of Ascendancy at 05:23 see stats
By Arlboar the Dwarf Doomed level 35
24th Profit 123rd year of Ascendancy at 06:32 see stats
By Arlboar the Dwarf Doomed level 22
40th Steel 123rd year of Ascendancy at 20:03 see stats
By Arlboar the Dwarf Doomed level 43
34th Dearth 123rd year of Ascendancy at 06:27 see stats
By Arlboar the Dwarf Doomed level 37
30th Profit 123rd year of Ascendancy at 04:45 see stats
By Arlboar the Dwarf Doomed level 10
36th Dearth 122nd year of Ascendancy at 22:35 see stats
By Arlboar the Dwarf Doomed level 20
27th Iron 123rd year of Ascendancy at 14:41 see stats
By Arlboar the Dwarf Doomed level 30
9th Profit 123rd year of Ascendancy at 07:28 see stats
By Arlboar the Dwarf Doomed level 40
27th Dearth 123rd year of Ascendancy at 03:42 see stats
By Arlboar the Dwarf Doomed level 50
9th Iron 124th year of Ascendancy at 22:25 see stats
By Arlboar the Dwarf Doomed level 50
2nd Stralite 124th year of Ascendancy at 22:32 see stats
By Arlboar the Dwarf Doomed level 50
30th Wealth 124th year of Ascendancy at 14:51 see stats
By Arlboar the Dwarf Doomed level 50
12nd Steel 124th year of Ascendancy at 11:14 see stats
By Arlboar the Dwarf Doomed level 23
6th Gold 123rd year of Ascendancy at 16:43 see stats
By Arlboar the Dwarf Doomed level 45
2nd Shortage 123rd year of Ascendancy at 20:56 see stats
By Arlboar the Dwarf Doomed level 27
24th Voratun 123rd year of Ascendancy at 14:34 see stats
By Arlboar the Dwarf Doomed level 39
21st Dearth 123rd year of Ascendancy at 23:32 see stats
By Arlboar the Dwarf Doomed level 5
18th Voratun 122nd year of Ascendancy at 19:58 see stats
By Arlboar the Dwarf Doomed level 50
34th Dearth 124th year of Ascendancy at 04:27 see stats
By Arlboar the Dwarf Doomed level 11
39th Dearth 122nd year of Ascendancy at 16:00 see stats
By Arlboar the Dwarf Doomed level 50
3rd Stralite 124th year of Ascendancy at 00:49 see stats
By Arlboar the Dwarf Doomed level 50
34th Dearth 124th year of Ascendancy at 04:29 see stats
By Arlboar the Dwarf Doomed level 50
12nd Iron 124th year of Ascendancy at 15:05 see stats
By Arlboar the Dwarf Doomed level 19
24th Iron 123rd year of Ascendancy at 08:33 see stats
By Arlboar the Dwarf Doomed level 43
16th Loss 123rd year of Ascendancy at 10:22 see stats
By Arlboar the Dwarf Doomed level 32
14th Profit 123rd year of Ascendancy at 15:36 see stats
By Arlboar the Dwarf Doomed level 20
27th Iron 123rd year of Ascendancy at 22:41 see stats
By Arlboar the Dwarf Doomed level 34
18th Profit 123rd year of Ascendancy at 05:21 see stats
By Arlboar the Dwarf Doomed level 50
40th Stralite 124th year of Ascendancy at 04:17 see stats
Log
Arlboar performs a melee critical strike against Training Dummy!
Training Dummy shrugs off the critical damage!
Arlboar performs a melee critical strike against Training Dummy!
Arlboar hits Training Dummy for 409 nature, 19 nature, 28 lightning, 39 darkness, 53 mind, 34 physical, 1901 nature, 28 lightning, 39 darkness, 53 mind, 34 physical (2638 total damage).
The One That Hunts casts Twisted Evolution.
Arlboar performs a melee critical strike against Training Dummy!
Arlboar performs a melee critical strike against Training Dummy!
Training Dummy's is vulnerable to attacks and effects!
Arlboar hits Training Dummy for 1630 nature, 18 nature, 26 lightning, 36 darkness, 25 mind, 32 physical, 1761 nature, 26 lightning, 36 darkness, 49 mind, 32 physical (3672 total damage).
The One That Hunts casts Twisted Evolution.
Training Dummy is evolved and acting faster!
Arlboar performs a melee critical strike against Training Dummy!
Arlboar performs a melee critical strike against Training Dummy!
Training Dummy is stunned by madness!
Arlboar hits Training Dummy for 1571 nature, 18 nature, 26 lightning, 36 darkness, 49 mind, 32 physical, 1741 nature, 26 lightning, 36 darkness, 49 mind, 32 physical (3617 total damage).
Training Dummy overcomes the madness.
The One That Hunts casts Twisted Evolution.
Arlboar performs a melee critical strike against Training Dummy!
Arlboar performs a melee critical strike against Training Dummy!
Arlboar hits Training Dummy for 1577 nature, 18 nature, 26 lightning, 36 darkness, 49 mind, 32 physical, 1787 nature, 26 lightning, 36 darkness, 49 mind, 32 physical (3670 total damage).
Arlboar no longer feels strong.
The One That Hunts casts Twisted Evolution.
Arlboar deactivates Deflection.
Arlboar deactivates Shadows Empathy.
Arlboar deactivates Shadow Decoy.
Arlboar deactivates Psiblades.