Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Krog |
Class | Cursed |
Level / Exp | 50 / 3951% |
Size | huge |
Lifes / Deaths | Killed by Tomonbo's Inner Demon at level 28 on the 13rd Regrowth 123rd year of Ascendancy at 04:32 3 / 4Killed by freezing trap at level 29 on the 16th Regrowth 123rd year of Ascendancy at 23:13 Killed by Bethuvea the ghoul at level 29 on the 17th Regrowth 123rd year of Ascendancy at 02:58 Killed by Tomonbo at level 50 on the 41st Pyre 124th year of Ascendancy at 19:39 |
Antimagic | Follower |
Primary Stats
Strength | 60 (base 35) |
Dexterity | 105 (base 66) |
Constitution | 49 (base 12) |
Magic | 21 (base 10) |
Willpower | 113 (base 62) |
Cunning | 95.000000000001 (base 62) |
Resources
Life | 1886/1886 |
Hate | 67/108 |
Equilibrium | 51 |
Healing Factor | 1.329772835908 |
Regeneration | 18.258979279373 |
Speed
Mental | -1.1102230246252E-14% |
Attack | -1.1102230246252E-14% |
Movement | +124.39054527425% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 11 |
Infravision | 5 |
See Stealth | 43.973116976327 |
See Invisible | 53.973116976327 |
Offense: Mainhand
Damage | 132 |
Accuracy | 68 |
Crit Chance | 57% |
APR | 84 |
Speed | 1.00 |
Offense: Offhand
Damage | 161 |
Accuracy | 68 |
Crit Chance | 57% |
APR | 84 |
Speed | 1.00 |
Offense: Spell
Spellpower | 6 |
Crit Chance | 27% |
Speed | 1 |
Offense: Mind
Mindpower | 89 |
Crit Chance | 54% |
Speed | 1 |
Offense: Damage Bonus
Acid | +17% |
Physical | +19% |
Cold | +17% |
All | +11% |
Darkness | +45% |
Light | +29% |
Mind | +58% |
Fire | +17% |
Nature | +32% |
Offense: Damage Penetration
Lightning | +35% |
Light | +45% |
Darkness | +35% |
Cold | +30% |
Mind | +53% |
Fire | +40% |
All | +25% |
Defense: Base
Armour (hardiness) | 43 (63.914983985962%) |
Defense | 117 |
Ranged Defense | 117 |
Fatigue | 0 |
Physical Save | 47 |
Spell Save | 55 |
Mental Save | 55 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 70%( 70%) |
Arcane | + 69%( 70%) |
Cold | + 70%( 70%) |
All | + 48%( 70%) |
Physical | + 54%( 73%) |
Lightning | + 70%( 70%) |
Light | + 65%( 70%) |
Temporal | + 58%( 70%) |
Mind | + 70%( 70%) |
Darkness | + 72%( 79%) |
Fire | + 70%( 70%) |
Nature | + 63%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 44% |
Fear Resistance | 41% |
Poison Resistance | 20% |
Blind Resistance | 0% |
Disarm Resistance | 97% |
Bleed Resistance | 100% |
Pinning Resistance | 38% |
Instadeath Resistance | 100% |
Knockback Resistance | 76% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 703 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 31% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 316 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
Cursed / Predator | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Cursed / Rampage | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 4/5 |
| 5/5 |
| 4/5 |
| 1/5 |
Cursed / Endless hunt | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 4/5 |
Cursed / Gloom | 1.60 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Cursed / Slaughter | 1.30 |
| 4/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Antimagic | 1.40 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Cunning / Scoundrel | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Stalk |
talent | Surge |
talent | Psiblades |
talent | Gloom |
talent | Antimagic Shield |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 2.0)Penalty : Fractured Sanity: -5% Mind Resistance, -7% Confusion Immunity Power 1+: Unleashed: +6% critical damage, +8% off-hand weapon damage Power 2+: -1 Luck, +3 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 | Hunting: Marked Prey18% Received damage reduction against: - Human - Shalore |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 4.0)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+38% chance to avoid traps). Power 2+: -1 Luck, +7 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+13% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 38% if the increase would be enough to kill your opponent. |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 3.0)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 14% when tested. Power 1+: Removed from Reality: +4 Physical Resistance, +3 Maximum Physical Resistance Power 2+: -1 Luck, +5 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 89 mind and 82 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (summon Terrors and chances to slow, deal 156 Mind damage, and deal 144 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 2.0)Penalty : Fear of Death: -3% resistance against damage from the undead. Power 1+: Power over Death: +6% damage against the undead. Power 2+: -1 Luck, +2 Strength, +2 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 24 turns, retch (level 1) when you fall below 40% health Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+15% resist all). Shroud of Passing |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 4.0)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: +16 Darkness Resistance, +9% Max Darkness Resistance, +10 See Invisible Power 2+: -1 Luck, +7 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 15% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
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 |
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 |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved talent Thorn Grab (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Daikara. Escort: worried loremaster (level 1 of Daikara)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 |
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 ice dragon that dwelled there. | done |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past. You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has changed the iron acorn which now serves as a cruel reminder of your past and present. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * 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: 4815. | 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. You have been shown a secret entrance to his stronghold. * 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed honey tree root. * You've found the needed pouch of luminous horror dust. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed warg claw. * You've found the needed vial of elder vampire blood. 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. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 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 |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of 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 within | active |
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. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
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 | Silimida the Swampfiend (Nightmares) (12 def, 3 armour) Silimida the Swampfiend (Nightmares) (12 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +12 (+2 eff.) Effects on melee hit: * 20% chance to slow global speed by 75% * 20% chance to reduce damage dealt by 37% Damage when hit (Melee): 10 nature Changes stats: +10 Dex Changes resistances penetration: +20% light Changes damage: +12% nature / +18% light Curse of Nightmares A pair of boots made of leather. |
Light source | alchemist's lamp 'Smolderransom' alchemist's lamp 'Smolderransom'Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +10.0% Physical power: +13 (+3 eff.) Damage when hit (Melee): 2 acid / 8 fire Changes stats: +10 Wil Changes resistances: +12% acid / +6% fire Changes damage: +6% acid / +6% fire Critical mult.: +26.00% Mental save: +7 (+2 eff.) Mindpower: +9 (+2 eff.) Mental crit. chance: +7% Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Ivossra (Misfortune) (21 def, 12 armour) Ivossra (Misfortune) (21 def, 12 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Armour: +12 Defense: +21 (+4 eff.) Fatigue: +5% Effects on melee hit: * 20% chance to reduce all saves and defense by 46 Changes stats: +3 Cun / +4 Dex Changes resistances: +9% acid / +20% cold / +3% blight / +6% all Changes resistances penetration: +15% mind Allows you to breathe in: water Physical save: +12 (+4 eff.) Curse of Misfortune A cap made of leather. |
On hands | Fists of the Desert Scorpion (Corpses) (8 def, 4 armour) Fists of the Desert Scorpion (Corpses) (8 def, 4 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+2 eff.) Changes stats: +3 Str / +3 Wil / +3 Cun Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+1 eff.) When used to modify unarmed attacks: Power: 129% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 87% When this weapon hits: Poisonous Bite (20% chance level 3). When this weapon hits: Quick as Thought (10% chance level 3). When this weapon hits: Implode (5% chance level 1). Curse of Corpses It can be used to activate talent Mindhook (costing 16 power out of 24/24) : Effective talent level: 4.0 Power cost: 16 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Tool | 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 75% 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 (+6 eff.) Mindpower: +8 (+2 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. |
On fingers | gold ring 'Siletira' (Misfortune) gold ring 'Siletira' (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Defense: +30 (+5 eff.) Changes stats: +3 Con Changes resistances: +5% arcane / +6% mind Disarm immunity: +37% Pinning immunity: +38% Knockback immunity: +35% Maximum life: +26.00 Light radius: +3 Curse of Misfortune Rings make your fingers look great! |
On fingers | Wow nice upgrade Wow nice upgradeCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Armour: +6 Defense: +15 (+3 eff.) Fatigue: -10% Effects on melee hit: * 10 arcane resource burn Changes stats: +6 Con Changes resistances: +21% mind Changes resistances penetration: +10% lightning Changes damage: +18% mind Reduces incoming crit damage: 15.00% Maximum encumbrance: +40 Spell save: +19 (+6 eff.) Cut immunity: +10% Life regen: +4.00 Maximum life: +60.00 Maximum stamina: +37.00 Movement speed: +25% Activating this item is instant. Curse of Nightmares It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 3.0 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 29% for 5 turns. Rings make your fingers look great! |
Around neck | Goralen GoralenInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Defense: +30 (+5 eff.) Changes resistances: +12% blight Physical save: +18 (+6 eff.) Poison immunity: +20% Cut immunity: +90% Disarm immunity: +20% Stun/Freeze immunity: +20% Healing mod.: +22% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 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 434 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
In main hand | living mindstar 'Corruptionriver' (Shrouds) (111% power, 76 apr, mind damage) living mindstar 'Corruptionriver' (Shrouds) (111% power, 76 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 111% Range: 1.1x Uses stats: 93% Wil, 56% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +76 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 75% Damage (Melee): +12 cold / +16 nature When wielded/worn: Changes resistances: +17% lightning / +9% blight / +24% fire / +9% nature / +25% cold Changes resistances penetration: +5% cold / +13% mind / +10% darkness Changes damage: +24% darkness / +6% cold / +9% nature / +19% mind Talent masteries: +0.20 Psionic / Voracity +0.20 Psionic / Absorption Talent granted: +1 Attune Mindstar Disease immunity: +24% Maximum hate: +8.00 Mindpower: +19 (+4 eff.) Mental crit. chance: +5% 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. |
Around waist | Gledhethra the Oakwisp (Shrouds) Gledhethra the Oakwisp (Shrouds)Infused by nature Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +20 (+5 eff.) Effects on melee hit: * 23% chance to slow global speed by 75% Damage when hit (Melee): 6 nature Changes stats: +6 Str / +6 Con Changes resistances: +14% acid / +21% lightning / +12% light / +15% blight Critical mult.: +14.00% Physical save: +15 (+5 eff.) Size category: +1 Curse of Shrouds A belt that goes around your waist. |
In off hand | living mindstar 'Cloudquill' (Madness) (125% power, 76 apr, mind damage) living mindstar 'Cloudquill' (Madness) (125% power, 76 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 125% Range: 1.1x Uses stats: 93% Wil, 56% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +76 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 lightning Damage (radius 1) on hit: +12 acid When wielded/worn: Physical power: +32 (+8 eff.) Defense: +15 (+3 eff.) Effects on melee hit: * 21% chance to reduce armor by 11% Damage (Melee): 15 mind / 14 darkness Changes stats: +8 Con Changes resistances penetration: +15% fire Changes damage: +10% mind / +10% darkness Talent granted: +1 Attune Mindstar Critical mult.: +21.07% Mindpower: +19 (+4 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. |
Cloak | Guise of the Hated (Misfortune) (14 def, 0 armour) Guise of the Hated (Misfortune) (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 (+3 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 (+3 eff.) Hate per kill: +5.00 Mindpower: +20 (+4 eff.) Mental crit. chance: +10% Talent on hit(mindpower): Creeping Darkness (10% chance level 3). Curse of Misfortune 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 | Breath of Eyal (Shrouds) (10 def, 10 armour) Breath of Eyal (Shrouds) (10 def, 10 armour)Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +10 Defense: +10 (+2 eff.) Fatigue: +20% Changes resistances: +20% lightning / +20% temporal / +20% light / +20% fire / +20% nature / +10% all / +20% acid / +20% blight / +20% cold / +15% arcane / +20% darkness Spell save: +20 (+6 eff.) Mindpower: +10 (+2 eff.) Curse of Shrouds This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
Inventory
healing infusion of the duelist (heal 305; cd 10) healing infusion of the duelist (heal 305; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 305 then cleanse 1 wound, poison, and disease effect. 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. |
This item will automatically be transmogrified when you leave the level. heroism infusion (die at -485; dur 9; cd 32)heroism infusion (die at -485; dur 9; cd 32) 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: 32 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 -485 life. The duration and life will increase by 1% for every 1% life you have lost (currently 485 life, 9 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
heroism infusion of the warrior (die at -475; dur 7; cd 30) heroism infusion of the warrior (die at -475; dur 7; cd 30)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: 30 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 7 turns. While Heroism is active, you will only die when reaching -475 life. The duration and life will increase by 1% for every 1% life you have lost (currently 475 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
movement infusion of the sneak (speed 1052%; cd 8) movement infusion of the sneak (speed 1052%; cd 8)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: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1052% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. 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 sneak (speed 744%; cd 8) movement infusion of the sneak (speed 744%; cd 8)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: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 744% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. 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 580%; cd 8) movement infusion of the warrior (speed 580%; cd 8)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: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 580% 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 duelist (heal 432; 12 cd) regeneration infusion of the duelist (heal 432; 12 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 432 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the titan (heal 276; 16 cd) regeneration infusion of the titan (heal 276; 16 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 276 life over 5 turns. 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. |
wild infusion (res 24%; mental, physical; dur 3; cd 12) wild infusion (res 24%; mental, physical; dur 3; 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 mental and physical effect and reduce all damage taken by 24% for 3 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%; magical, physical; dur 3; cd 13) wild infusion (res 24%; magical, physical; dur 3; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 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 24% for 3 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 titan (res 25%; magical, physical; dur 4; cd 12) wild infusion of the titan (res 25%; magical, physical; dur 4; 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 25% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 33%; magical, physical; dur 2; cd 10) wild infusion of the titan (res 33%; 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 33% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 24%; magical, physical; dur 4; cd 12) wild infusion of the wizard (res 24%; magical, physical; dur 4; 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 24% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic 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. |
Blood of Life Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
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 205 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. |
This item will automatically be transmogrified when you leave the level. biting gale rune (damage 223; dur 4; cd 23)biting gale rune (damage 223; dur 4; cd 23) 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: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 223.47 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. 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. |
This item will automatically be transmogrified when you leave the level. biting gale rune (damage 228; dur 4; cd 21)biting gale rune (damage 228; dur 4; cd 21) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 228.15 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. 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. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
Balancewitch BalancewitchInfused by nature Infused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +18 (+4 eff.) Defense: +13 (+3 eff.) Fatigue: -8% Effects on melee hit: * 20% chance to reduce armor by 11% Changes stats: +5 Dex / +9 Cun / +7 Con / +8 Lck Changes resistances: +30% blight / +26% nature / +3% mind Changes resistances penetration: +25% mind Poison immunity: +46% Disease immunity: +28% Life regen: +4.00 Stamina each turn: +0.90 Movement speed: +10% Reduce all damage from unseen attackers: 13% Amulets make your neck look great! |
Earthen Beads Earthen BeadsInfused 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% It can be used to activate talent Nature's Touch (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 402 (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. |
Emadhelle the Spidersmasher Emadhelle the SpidersmasherPowered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 75% Damage when hit (Melee): 2 nature / 4 cold Changes stats: +1 Wil Changes resistances: +27% light / +25% darkness / +3% nature Changes damage: +30% blight / +27% fire / +12% nature Critical mult.: +40.00% Mental save: +3 (+1 eff.) Blindness immunity: +50% Spellpower: +28 (+4 eff.) Mental crit. chance: +8% Amulets make your neck look great! |
Fanged Collar Fanged CollarPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: -7 (-3 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Garkul's Teeth Garkul's TeethCrafted 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 (+6 eff.) Mental save: +18 (+5 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 10 power out of 48/48) : Effective talent level: 4.0 Power cost: 10 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 322.27 physical damage in a radius 7 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. |
Lisirewen the gold amulet Lisirewen the gold amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +5 Dex / +5 Cun / +5 Con Changes resistances: +13% darkness / +13% temporal / +5% arcane / +16% light Changes resistances penetration: +25% mind Blindness immunity: +24% Pinning immunity: +26% Knockback immunity: +34% Life regen: +3.00 Stamina each turn: +0.30 Movement speed: +10% Amulets make your neck look great! |
Moderand the Lightstake Moderand the LightstakeInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +9 (+2 eff.) Damage when hit (Melee): 10 light Changes stats: +3 Mag / +1 Wil / +1 Cun Changes resistances: +23% lightning / +3% cold Changes resistances penetration: +5% cold Changes damage: +6% physical Blindness immunity: +22% Stun/Freeze immunity: +43% Light radius: +1 Infravision radius: +9 Sight radius: +2 See invisible: +17 Combat speed: +10% Amulets make your neck look great! |
Nerusenn NerusennInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +1% physical / +11% light / +10% darkness Blindness immunity: +21% Disease immunity: +20% Amulets make your neck look great! |
Shadedare ShadedareCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 37% Changes resistances: +6% mind / +18% light Changes damage: +7% physical Reduces incoming crit damage: 15.00% Disease immunity: +20% Stun/Freeze immunity: +20% Maximum life: +80.00 Combat speed: +10% Amulets make your neck look great! |
Shard of Insanity Shard of InsanityInfused 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 (+10 eff.) Confusion immunity: -100% Mindpower: +8 (+2 eff.) Talent on hit(mindpower): Sunder Mind (8% chance level 1). 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. |
Shimmertouch the voratun amulet Shimmertouch the voratun amuletInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Str / +10 Dex / +10 Wil / +3 Cun Changes resistances: +42% lightning Changes damage: +9% cold Stun/Freeze immunity: +50% Infravision radius: +3 Amulets make your neck look great! |
Sootrazor SootrazorInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 6 arcane Changes resistances: +20% temporal / +30% light / +39% darkness Changes resistances penetration: +30% acid Changes damage: +12% acid / +15% temporal / +9% darkness / +9% blight / +18% arcane Blindness immunity: +50% Maximum mana: +100.00 Spell crit. chance: +3% Damage Shield penetration: +30% Amulets make your neck look great! |
The Black Core The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +5 (+0 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
The Far-Hand The Far-HandPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 36 power out of 36/36) : Effective talent level: 4.0 Power cost: 36 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (106). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Xanonn XanonnCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +15 (+3 eff.) Physical power: +30 (+8 eff.) Armour: +7 Defense: +8 (+2 eff.) Changes resistances: +5% arcane Changes resistances cap: +6% all Changes resistances penetration: +10% arcane / +10% acid Changes damage: +9% physical Physical save: +23 (+8 eff.) Stamina each turn: +3.00 Amulets make your neck look great! |
cleansing steel amulet of healing cleansing steel amulet of healingInfused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +14% nature / +12% blight Poison immunity: +25% Disease immunity: +30% Cut immunity: +50% Healing mod.: +13% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 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 513 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
grounding gold amulet of healing grounding gold amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +13% lightning Cut immunity: +50% Stun/Freeze immunity: +20% Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 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 513 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
savior's voratun amulet of perfection (0.33 Wild-gift / Mindstar mastery,0.33 Technique / Combat training) savior's voratun amulet of perfection (0.33 Wild-gift / Mindstar mastery,0.33 Technique / Combat training)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Talent masteries: +0.33 Wild-gift / Mindstar mastery +0.33 Technique / Combat training Physical save: +24 (+8 eff.) Spell save: +25 (+7 eff.) Mental save: +25 (+7 eff.) Amulets make your neck look great! |
stralite amulet 'Emowe' stralite amulet 'Emowe'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +2 Wil / +2 Cun / +5 Con Changes resistances: +12% lightning / +18% cold / +15% acid Reduces incoming crit damage: 15.00% Physical save: +17 (+6 eff.) Spell save: +9 (+3 eff.) Life regen: +9.00 Maximum life: +56.00 Light radius: +3 Amulets make your neck look great! |
stralite amulet 'Flashvagrant' stralite amulet 'Flashvagrant'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +9 Wil Changes resistances: +12% light Talent mastery: +0.34 Wild-gift / Antimagic Maximum mana: +60.00 Spellpower: +15 (+2 eff.) Spell crit. chance: +4% Amulets make your neck look great! |
vitalizing gold amulet of vision vitalizing gold amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Con Physical save: +11 (+4 eff.) Blindness immunity: +15% Life regen: +5.00 Maximum life: +46.00 Infravision radius: +5 Sight radius: +2 See invisible: +9 Amulets make your neck look great! |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets make your neck look great! |
warmaker's voratun amulet of perfection (0.40 Cursed / Strife,0.40 Technique / Combat training) warmaker's voratun amulet of perfection (0.40 Cursed / Strife,0.40 Technique / Combat training)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +7 Str / +7 Dex / +9 Wil Talent masteries: +0.40 Cursed / Strife +0.40 Technique / Combat training Amulets make your neck look great! |
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. |
Blazevile the voratun ring (Misfortune) Blazevile the voratun ring (Misfortune)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 11 temporal Changes stats: +2 Con Changes resistances: +12% lightning / +40% fire Changes damage: +18% temporal / +30% mind / +20% fire Maximum hate: +6.00 Maximum psi: +20.00 Mindpower: +10 (+2 eff.) Curse of Misfortune Rings make your fingers look great! |
Deepssting the gold ring (Misfortune) Deepssting the gold ring (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +16 Defense: +15 (+3 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 37% Changes damage: +15% darkness / +9% physical Physical save: +12 (+4 eff.) Stun/Freeze immunity: +36% Life regen: +6.00 Curse of Misfortune Rings make your fingers look great! |
Emelissra the gold ring (Misfortune) Emelissra the gold ring (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Str Changes resistances: +6% darkness Disease immunity: +10% Cut immunity: +20% Silence immunity: +20% Only die when reaching: -60.00 life Maximum life: +20.00 Curse of Misfortune Rings make your fingers look great! |
Gleambearer the gold ring (Shrouds) Gleambearer the gold ring (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +5.0% Changes stats: +5 Str / +7 Con Changes damage: +6% light / +12% mind Spell save: +15 (+5 eff.) Stamina each turn: +2.00 Maximum stamina: +25.00 Maximum hate: +8.00 Curse of Shrouds Rings make your fingers look great! |
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 (+2 eff.) Physical power: +10 (+3 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+15 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. |
Gorewoe the gold ring (Nightmares) Gorewoe the gold ring (Nightmares)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +30 (+5 eff.) Changes stats: +7 Con Changes resistances: +5% arcane Changes damage: +24% nature / +9% mind Physical save: +14 (+5 eff.) Mental save: +9 (+3 eff.) Maximum hate: +6.00 Healing mod.: +20% Curse of Nightmares Rings make your fingers look great! |
Hathatokor the Barkbone (Nightmares) Hathatokor the Barkbone (Nightmares)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 75% Changes resistances: +56% nature Changes resistances penetration: +10% nature / +10% fire Changes damage: +48% nature / +21% fire Curse of Nightmares Rings make your fingers look great! |
Mehor (Corpses) Mehor (Corpses)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +2.0% Armour: +4 Changes stats: +5 Str / +1 Mag / +5 Wil Mental save: +10 (+3 eff.) Stamina each turn: +1.00 See invisible: +15 Curse of Corpses Rings make your fingers look great! |
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 (+6 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: 2.0 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, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Neradalaith the voratun ring (Madness) Neradalaith the voratun ring (Madness)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 5 Damage when hit (Melee): 10 mind / 10 blight Changes resistances: +34% lightning Changes resistances penetration: +25% blight Changes damage: +17% lightning / +30% mind Curse of Madness Rings make your fingers look great! |
Ring of the Archlich (Madness) Ring of the Archlich (Madness)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 (+3 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+1 eff.) Curse of Madness 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 (Misfortune) Ring of the Dead (Misfortune)Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! Curse of Misfortune This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
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 (+3 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. |
Shiversaw the gold ring (Nightmares) Shiversaw the gold ring (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Wil Changes resistances: +12% cold Changes damage: +18% blight Disarm immunity: +25% Pinning immunity: +28% Knockback immunity: +29% Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +27.00 Maximum mana: +80.00 Spellpower: +30 (+4 eff.) Curse of Nightmares Rings make your fingers look great! |
Sleetwend the voratun ring (Corpses) Sleetwend the voratun ring (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Physical power: +15 (+4 eff.) Defense: +15 (+3 eff.) Changes stats: +10 Str / +4 Mag / +10 Con Changes resistances penetration: +33% cold Changes damage: +15% physical / +30% cold Critical mult.: +26.15% Maximum stamina: +39.23 Curse of Corpses Rings make your fingers look great! |
Vargh Redemption (Corpses) Vargh Redemption (Corpses)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 Corpses It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 24.75 cold and 25.17 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. |
Velymina (Corpses) Velymina (Corpses)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +10 Wil Changes resistances: +27% lightning / +8% physical / +17% mind / +6% arcane Changes damage: +17% mind Only die when reaching: -103.38 life Curse of Corpses Rings make your fingers look great! |
Venombane (Corpses) Venombane (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 75% * 20% chance to reduce damage dealt by 37% Changes resistances: +3% temporal Changes resistances penetration: +25% temporal Changes damage: +21% nature Physical save: +15 (+5 eff.) Spell save: +16 (+5 eff.) Mental save: +15 (+5 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Corpses Rings make your fingers look great! |
gladiator's steel ring of pilfering (Corpses) gladiator's steel ring of pilfering (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +11 Physical power: +7 (+2 eff.) Defense: +9 (+2 eff.) Changes stats: +5 Str / +5 Con Curse of Corpses It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
gladiator's stralite ring of life (Madness) gladiator's stralite ring of life (Madness)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +9 Str / +8 Con Life regen: +11.00 Maximum life: +79.00 Healing mod.: +18% Curse of Madness Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. 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: +17 (+4 eff.) Armour penetration: +10 Physical power: +14 (+4 eff.) Defense: +17 (+3 eff.) Changes stats: +10 Str / +10 Con Curse of Shrouds It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
gold ring 'Galadunagund' (Madness) gold ring 'Galadunagund' (Madness)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 46 Damage when hit (Melee): 8 mind Changes resistances: +15% darkness / +41% cold Changes damage: +9% arcane / +16% cold Spell save: +9 (+3 eff.) Pinning immunity: +20% Curse of Madness Rings make your fingers look great! |
gold ring (Misfortune) gold ring (Misfortune)0.10 Encumbrance. Type: jewelry / ring ; tier 3 Curse of Misfortune Rings make your fingers look great! |
gold ring of speed (Madness) gold ring of speed (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Defense: +6 (+1 eff.) Movement speed: +12% Activating this item is instant. Curse of Madness It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 4.0 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 35% for 5 turns. Rings make your fingers look great! |
marksman's voratun ring of misery (Madness) marksman's voratun ring of misery (Madness)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +20 (+5 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 46 Damage (Melee): 31 physical Effects on ranged hit: * 19% chance to reduce all saves and defense by 46 Damage (Ranged): 19 physical Changes stats: +8 Cun / +10 Dex Hate when firing a critical mind attack: +3.00 Maximum hate: +13.00 Curse of Madness It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
marksman's voratun ring of pilfering (Shrouds) marksman's voratun ring of pilfering (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +33 (+8 eff.) Armour penetration: +13 Defense: +12 (+2 eff.) Changes stats: +10 Dex Curse of Shrouds It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. painweaver's voratun ring of warding (Madness)painweaver's voratun ring of warding (Madness) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +17 (+4 eff.) Changes resistances: +30% acid / +30% fire / +26% lightning / +30% cold Changes damage: +8% all Spellpower: +20 (+2 eff.) Mindpower: +20 (+4 eff.) Curse of Madness Rings make your fingers look great! |
psionicist's copper ring of nature (+22%) (Misfortune) psionicist's copper ring of nature (+22%) (Misfortune)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +22% nature Changes damage: +11% nature Mental save: +4 (+1 eff.) Curse of Misfortune Rings make your fingers look great! |
psionicist's copper ring of perseverance (Shrouds) psionicist's copper ring of perseverance (Shrouds)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+2 eff.) Stun/Freeze immunity: +23% Life regen: +1.00 Curse of Shrouds Rings make your fingers look great! |
psionicist's steel ring of pilfering (Nightmares) psionicist's steel ring of pilfering (Nightmares)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +8 Defense: +9 (+2 eff.) Changes stats: +4 Wil Mental save: +8 (+2 eff.) Curse of Nightmares It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
psionicist's voratun ring of life (Corpses) psionicist's voratun ring of life (Corpses)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +10 Wil Mental save: +20 (+6 eff.) Life regen: +19.00 Maximum life: +73.00 Healing mod.: +18% Curse of Corpses Rings make your fingers look great! |
rogue's gold ring of fire (+24%) (Nightmares) rogue's gold ring of fire (+24%) (Nightmares)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +4 Cun Changes resistances: +24% fire Changes damage: +12% fire Curse of Nightmares Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. rogue's voratun ring (Corpses)rogue's voratun ring (Corpses) Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +18 (+3 eff.) Changes stats: +9 Cun Curse of Corpses Rings make your fingers look great! |
savage's voratun ring of speed (Corpses) savage's voratun ring of speed (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+2 eff.) Defense: +10 (+2 eff.) Changes stats: +4 Con Spell save: +15 (+5 eff.) Maximum stamina: +30.00 Movement speed: +16% Activating this item is instant. Curse of Corpses It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 4.0 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 35% for 5 turns. Rings make your fingers look great! |
sneakthief's voratun ring of life (Madness) sneakthief's voratun ring of life (Madness)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Changes stats: +9 Cun / +9 Dex Life regen: +20.00 Maximum life: +96.00 Healing mod.: +20% Curse of Madness Rings make your fingers look great! |
titan's copper ring of fire (+22%) (Nightmares) titan's copper ring of fire (+22%) (Nightmares)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +22% fire Changes damage: +11% fire Physical save: +6 (+2 eff.) Curse of Nightmares Rings make your fingers look great! |
treant's voratun ring of misery (Shrouds) treant's voratun ring of misery (Shrouds)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 46 Damage (Melee): 35 physical Effects on ranged hit: * 18% chance to reduce all saves and defense by 46 Damage (Ranged): 28 physical Changes stats: +6 Cun Changes resistances: +10% nature / +12% blight Poison immunity: +30% Disease immunity: +11% Hate when firing a critical mind attack: +2.00 Maximum hate: +11.00 Curse of Shrouds It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
voratun ring of speed (Corpses) voratun ring of speed (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+3 eff.) Defense: +11 (+2 eff.) Movement speed: +16% Activating this item is instant. Curse of Corpses It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 3.0 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 29% for 5 turns. Rings make your fingers look great! |
warrior's voratun ring of pilfering (Corpses) warrior's voratun ring of pilfering (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +13 Armour: +10 Defense: +13 (+3 eff.) Changes stats: +5 Str Curse of Corpses It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. Blindclash the voratun battleaxe (Madness) (168% power, 4 apr)Blindclash the voratun battleaxe (Madness) (168% power, 4 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 168% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Damage (radius 1) on hit: +20 light Damage (radius 2) on crit: +16 light When wielded/worn: Changes stats: +17 Str / +4 Dex Changes resistances: +9% light / +4% physical Reduces incoming crit damage: 20.40% Silence immunity: +27% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Madness Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. stormbringer's voratun battleaxe of crippling (Madness) (168% power, 4 apr)stormbringer's voratun battleaxe of crippling (Madness) (168% power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 168% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 2) on crit: +41 lightning / +51 cold When wielded/worn: Physical crit. chance: +19.0% Changes resistances penetration: +35% lightning / +35% cold Movement speed: +70% Curse of Madness Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. truestriking voratun battleaxe of crippling (Misfortune) (168% power, 4 apr)truestriking voratun battleaxe of crippling (Misfortune) (168% power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 168% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +35 (+8 eff.) Armour penetration: +21 Physical crit. chance: +21.0% Changes resistances penetration: +21% physical Curse of Misfortune Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. voratun battleaxe (Corpses) (169% power, 4 apr)voratun battleaxe (Corpses) (169% power, 4 apr) Requires: - Strength 48 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 169% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Curse of Corpses Massive two-handed battleaxes. |
Shantiz the Stormblade (Corpses) (111% power, 20 apr) Shantiz the Stormblade (Corpses) (111% power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 111% Range: 1.3x Uses stat: 100% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Curse of Corpses This surreal dagger crackles with the intensity of a vicious storm. |
This item will automatically be transmogrified when you leave the level. blazebringer's voratun dagger (Nightmares) (144% power, 9 apr)blazebringer's voratun dagger (Nightmares) (144% power, 9 apr) Requires: - Dexterity 48 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 145% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (radius 2) on crit: +90 fire When wielded/worn: Changes resistances penetration: +17% fire Global speed: +10% Curse of Nightmares Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. plaguebringer's voratun dagger of ruin (Corpses) (146% power, 9 apr)plaguebringer's voratun dagger of ruin (Corpses) (146% power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 5 Damage (Melee): +10 blight When wielded/worn: Armour penetration: +13 Physical crit. chance: +13.0% Critical mult.: +28.00% Disease immunity: +35% Curse of Corpses Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. voratun greatmaul 'Scumkiss' (Misfortune) (179% power, 4 apr)voratun greatmaul 'Scumkiss' (Misfortune) (179% power, 4 apr) Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 179% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Damage (radius 1) on hit: +16 nature When wielded/worn: Accuracy: +30 (+7 eff.) Effects on melee hit: * 27 arcane resource burn Damage when hit (Melee): 8 nature Changes stats: +30 Str Changes resistances: +6% darkness / +33% acid Changes damage: +27% nature / +21% physical Reduces incoming crit damage: 20.00% Curse of Misfortune Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. arcing stralite greatsword of massacre (Corpses) (179% power, 3 apr)arcing stralite greatsword of massacre (Corpses) (179% power, 3 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 179% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Curse of Corpses Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. chilling voratun greatsword of crippling (Nightmares) (177% power, 4 apr)chilling voratun greatsword of crippling (Nightmares) (177% power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 177% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +42 cold When wielded/worn: Physical crit. chance: +17.0% Curse of Nightmares Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. truestriking voratun greatsword of amnesia (Misfortune) (172% power, 4 apr)truestriking voratun greatsword of amnesia (Misfortune) (172% power, 4 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 173% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 6 turns (checks Confusion immunity) When wielded/worn: Accuracy: +28 (+7 eff.) Armour penetration: +21 Changes resistances penetration: +21% physical Curse of Misfortune Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. flaming voratun longsword of rage (Misfortune) (151% power, 6 apr)flaming voratun longsword of rage (Misfortune) (151% power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 152% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (radius 1) on hit: +20 fire When wielded/worn: Accuracy: +25 (+6 eff.) Changes stats: +10 Str Changes damage: +13% physical Curse of Misfortune Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. truestriking dwarven-steel longsword of the mystic (Corpses) (125% power, 4 apr)truestriking dwarven-steel longsword of the mystic (Corpses) (125% power, 4 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 125% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +17 (+4 eff.) Armour penetration: +8 Changes stats: +7 Mag / +7 Wil Changes resistances penetration: +11% physical Spellpower: +11 (+1 eff.) Curse of Corpses Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. blazebringer's voratun mace of evisceration (Nightmares) (156% power, 6 apr)blazebringer's voratun mace of evisceration (Nightmares) (156% power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Power: 157% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Wound the target dealing 260 physical damage across 5 turns and reducing healing by 50% Damage (radius 2) on crit: +79 fire When wielded/worn: Physical crit. chance: +15.0% Physical power: +14 (+4 eff.) Changes resistances penetration: +18% fire Global speed: +11% Curse of Nightmares Blunt and deadly. |
Glorigatha the Magmabearer (Madness) (114% power, 40 apr, nature damage) Glorigatha the Magmabearer (Madness) (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: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 8 fire Changes stats: +5 Cun Changes resistances: +16% blight / +20% fire / +25% cold / +22% lightning Changes resistances penetration: +5% mind / +25% fire Changes damage: +6% blight / +28% mind / +10% nature Talent masteries: +0.20 Psionic / Voracity +0.10 Psionic / Absorption Talent granted: +1 Attune Mindstar Disease immunity: +25% Psi when firing a critical mind attack: +5.00 Mindpower: +16 (+3 eff.) Mental crit. chance: +11% 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. |
Scabterror the living mindstar (Misfortune) (114% power, 40 apr, nature damage) Scabterror the living mindstar (Misfortune) (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: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (radius 1) on hit: +16 blight When wielded/worn: Effects on melee hit: * 23% chance to slow global speed by 75% Damage (Melee): 20 lightning Damage when hit (Melee): 4 lightning Changes stats: +6 Str / +7 Dex / +7 Mag / +14 Wil / +2 Cun / +7 Con Changes resistances: +20% lightning Changes resistances penetration: +20% lightning / +20% nature Changes damage: +20% lightning / +12% blight Talent granted: +1 Attune Mindstar Spell save: +6 (+2 eff.) Life regen: +1.80 Maximum life: +50.00 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. |
This item will automatically be transmogrified when you leave the level. caller's living mindstar of storms (Misfortune) (111% power, 40 apr, nature damage)caller's living mindstar of storms (Misfortune) (111% power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 111% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 18 lightning Changes stats: +6 Str / +4 Dex / +7 Mag / +6 Wil / +6 Cun / +6 Con Changes resistances: +19% lightning Changes resistances penetration: +20% lightning / +9% physical / +10% cold / +10% fire / +8% acid Changes damage: +13% lightning / +15% physical / +15% cold / +13% fire / +13% acid Talent granted: +1 Attune Mindstar Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Heals friendly targets nearby when you use a nature summon: +36 Max wilder summons: +3 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 storms (Misfortune) (115% power, 40 apr, nature damage) creative living mindstar of storms (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: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 20 lightning Changes stats: +6 Str / +7 Dex / +7 Mag / +7 Wil / +15 Cun / +7 Con Changes resistances: +20% lightning Changes resistances penetration: +20% lightning Changes damage: +13% lightning Talent granted: +1 Attune Mindstar Critical mult.: +25.00% 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. |
This item will automatically be transmogrified when you leave the level. creative mossy mindstar of storms (Shrouds) (77% power, 12 apr, nature damage)creative mossy mindstar of storms (Shrouds) (77% power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 77% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage (Melee): 8 lightning Changes stats: +3 Str / +3 Dex / +3 Mag / +2 Wil / +7 Cun / +3 Con Changes resistances: +8% lightning Changes resistances penetration: +6% lightning Changes damage: +8% lightning Talent granted: +1 Attune Mindstar Critical mult.: +9.00% Mindpower: +2 (+0 eff.) Mental crit. chance: +1% 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. |
epiphanous living mindstar of storms (Shrouds) (114% power, 40 apr, mind damage) epiphanous living mindstar of storms (Shrouds) (114% power, 40 apr, mind 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: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 20 lightning Changes stats: +5 Str / +7 Dex / +6 Mag / +7 Wil / +7 Cun / +7 Con Changes resistances: +20% lightning Changes resistances penetration: +20% lightning Changes damage: +20% lightning / +20% mind Talent granted: +1 Attune Mindstar Psi when firing a critical mind attack: +5.00 Mindpower: +16 (+3 eff.) Mental crit. chance: +11% 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. |
harmonious living mindstar of gales (Misfortune) (114% power, 40 apr, mind damage) harmonious living mindstar of gales (Misfortune) (114% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 114% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +33 (+5 eff.) Changes resistances: +9% nature Changes resistances penetration: +9% nature Changes damage: +16% lightning / +14% cold / +7% nature / +14% physical Talent mastery: +0.20 Wild-gift / Harmony Talent granted: +1 Attune Mindstar Pinning immunity: +32% 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. |
This item will automatically be transmogrified when you leave the level. hateful living mindstar of storms (Shrouds) (111% power, 40 apr, mind damage)hateful living mindstar of storms (Shrouds) (111% power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 111% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 14 lightning Changes stats: +7 Str / +6 Dex / +7 Mag / +7 Wil / +7 Cun / +5 Con Changes resistances: +20% lightning Changes resistances penetration: +20% lightning / +15% mind / +13% darkness Changes damage: +19% lightning / +24% mind / +23% darkness Talent granted: +1 Attune Mindstar Maximum hate: +10.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% 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. |
This item will automatically be transmogrified when you leave the level. inquisitor's living mindstar of resolve (Corpses) (113% power, 40 apr, mind damage)inquisitor's living mindstar of resolve (Corpses) (113% power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 113% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Deals 137 Manaburn damage and puts 1 random spell talent on cooldown for 6 turns (checks Confusion immunity) When wielded/worn: Changes stats: +8 Wil Talent granted: +1 Attune Mindstar Spell save: +8 (+3 eff.) 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. |
protector's living mindstar of sand (Nightmares) (114% power, 40 apr, nature damage) protector's living mindstar of sand (Nightmares) (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: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 20 physical Changes resistances: +19% physical / +10% all Changes resistances penetration: +20% physical Changes damage: +15% physical Talent mastery: +0.20 Wild-gift / Antimagic Talent granted: +1 Attune Mindstar 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. |
resonating living mindstar of disruption (Misfortune) (113% power, 40 apr, mind damage) resonating living mindstar of disruption (Misfortune) (113% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 113% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 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: +20% Unnatural When wielded/worn: Changes resistances: +6% mind Changes resistances penetration: +6% mind Changes damage: +6% mind Talent granted: +1 Attune Mindstar Psi when hit: +1.20 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Damage Resonance (when hit): +19% 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. |
This item will automatically be transmogrified when you leave the level. wrathful living mindstar of clarity (Shrouds) (112% power, 40 apr, mind damage)wrathful living mindstar of clarity (Shrouds) (112% power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 112% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Mental save: +10 (+3 eff.) Hate when firing a critical mind attack: +6.00 Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +17% 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. |
This item will automatically be transmogrified when you leave the level. drakeskin leather sling of piercing (Shrouds)drakeskin leather sling of piercing (Shrouds) Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 When wielded/worn: Accuracy: +25 (+6 eff.) Armour penetration: +13 Changes resistances penetration: +15% all Curse of Shrouds Slings are used to hurl stones or metal shots at your foes. |
Awakened Staff of Absorption (172% power, 60 apr, arcane element) Awakened Staff of Absorption (172% power, 60 apr, arcane 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 stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% 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 (+5 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 96/200. 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." |
This item will automatically be transmogrified when you leave the level. Hellwing the dragonbone starstaff (Misfortune) (136% power, 6 apr, darkness element)Hellwing the dragonbone starstaff (Misfortune) (136% power, 6 apr, darkness element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +14 Mag / +6 Wil Changes resistances: +24% fire Changes resistances penetration: +30% acid / +20% blight Changes damage: +12% acid / +33% fire / +30% darkness / +12% light Talent granted: +1 Command Staff Critical mult.: +27.20% Spellpower on spell critical (stacks up to 3 times): +11 Maximum vim: +50.00 Spellpower: +15 (+2 eff.) Spell crit. chance: +5% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. blighted dragonbone vilestaff (Misfortune) (136% power, 6 apr, acid element)blighted dragonbone vilestaff (Misfortune) (136% power, 6 apr, acid element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% acid Talent granted: +1 Command Staff Vim when firing critical spell: +5.00 Maximum vim: +37.00 Spellpower: +26 (+3 eff.) Spell crit. chance: +15% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. lifebinding dragonbone magestaff of illumination (Corpses) (136% power, 6 apr, lightning element)lifebinding dragonbone magestaff of illumination (Corpses) (136% power, 6 apr, lightning element) Requires: - Magic 48 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +15 (+3 eff.) Changes stats: +7 Con Changes damage: +30% lightning Talent granted: +1 Command Staff Life regen: +1.70 Spellpower: +25 (+3 eff.) Spell crit. chance: +5% Light radius: +5 Healing mod.: +30% Curse of Corpses It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 55.68 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. potent dragonbone vilestaff of channeling (Madness) (152% power, 6 apr, blight element)potent dragonbone vilestaff of channeling (Madness) (152% power, 6 apr, blight element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 152% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +42% blight Talent granted: +1 Command Staff Mana each turn: +0.46 Spellpower: +38 (+4 eff.) Spell crit. chance: +5% Curse of Madness It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. steel steamsaw of corruption (Corpses) (108% power, 0 apr)steel steamsaw of corruption (Corpses) (108% power, 0 apr) Requires: - Strength 16 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Power: 108% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +2.0% Attack speed: 100% Block value: +26 When this weapon hits: Curse of Defenselessness (20% chance level 2). Attacks use: 1.0 Steam When wielded/worn: Armour: +3 Defense: +4 (+1 eff.) Fatigue: +6% Talent granted: +1 Block Curse of Corpses Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level. windwalling steel steamsaw of physical resistance (+28%) (Corpses) (65% power, 0 apr)windwalling steel steamsaw of physical resistance (+28%) (Corpses) (65% power, 0 apr) Requires: - Strength 16 - Talent Steam Pool Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Power: 108% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +2.0% Attack speed: 100% Block value: +24 Attacks use: 1.0 Steam When used to attack (with talents): Damage (Melee): +18 physical When wielded/worn: Armour: +3 Defense: +4 (+1 eff.) Fatigue: +6% Changes stats: +3 Wil Changes resistances: +28% physical Talent granted: +1 Block Slows Projectiles: +22% Bonus block near projectiles: +50 Curse of Corpses Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level. acidic voratun waraxe of massacre (Misfortune) (166% power, 6 apr)acidic voratun waraxe of massacre (Misfortune) (166% power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 166% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Curse of Misfortune One-handed war axes. |
This item will automatically be transmogrified when you leave the level. flaming voratun waraxe of crippling (Nightmares) (148% power, 6 apr)flaming voratun waraxe of crippling (Nightmares) (148% power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 149% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 1) on hit: +20 fire When wielded/worn: Physical crit. chance: +15.0% Curse of Nightmares One-handed war axes. |
This item will automatically be transmogrified when you leave the level. voratun waraxe 'Xeryseba' (Misfortune) (150% power, 6 apr)voratun waraxe 'Xeryseba' (Misfortune) (150% power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 150% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +27 arcane Damage (radius 2) on crit: +8 temporal / +90 fire When wielded/worn: Changes stats: +2 Wil Changes resistances: +30% acid / +9% temporal / +18% nature / +6% darkness Changes resistances penetration: +20% fire Silence immunity: +27% Disarm immunity: +27% Maximum life: +100.00 Global speed: +9% Curse of Misfortune One-handed war axes. |
Gilubar the Snowobsidian (Shrouds) Gilubar the Snowobsidian (Shrouds)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Defense: +40 (+6 eff.) Changes resistances: +12% lightning / +15% temporal / +7% arcane / +4% physical Changes resistances penetration: +25% cold Changes damage: +18% light / +9% fire Disarm immunity: +27% Confusion immunity: +27% Life regen: +5.32 Only die when reaching: -100.00 life Healing mod.: +27% Curse of Shrouds A belt that goes around your waist. |
Girdle of Preservation (Nightmares) Girdle of Preservation (Nightmares)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 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: +15 (+5 eff.) Confusion immunity: +20% Curse of Nightmares A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
Layikira the drakeskin leather belt (Misfortune) Layikira the drakeskin leather belt (Misfortune)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Physical power: +12 (+3 eff.) Changes stats: +5 Str / +6 Dex / +6 Cun / +6 Con Changes resistances: +10% acid / +9% fire / +8% lightning / +8% cold Physical save: +18 (+6 eff.) Mental save: +9 (+3 eff.) Blindness immunity: +20% Confusion immunity: +20% Spellpower on spell critical (stacks up to 3 times): +4 Only die when reaching: -60.00 life Maximum life: +60.00 Mental crit. chance: +15% Size category: +1 Curse of Misfortune A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. cleansing drakeskin leather belt of the vagrant (Nightmares)cleansing drakeskin leather belt of the vagrant (Nightmares) Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +14% acid / +15% blight Mental save: +15 (+5 eff.) Mindpower: +9 (+2 eff.) Curse of Nightmares A belt that goes around your waist. |
drakeskin leather belt 'Greensmash' (Shrouds) drakeskin leather belt 'Greensmash' (Shrouds)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +13 (+3 eff.) Armour: +21 Defense: +20 (+4 eff.) Damage when hit (Melee): 2 temporal Changes stats: +6 Str / +5 Con Changes resistances: +6% nature / +3% temporal Changes resistances penetration: +15% temporal Physical save: +52 (+16 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Size category: +1 Curse of Shrouds A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. insulating drakeskin leather belt of the vagrant (Nightmares)insulating drakeskin leather belt of the vagrant (Nightmares) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +14% fire / +12% cold Mental save: +12 (+4 eff.) Mindpower: +10 (+2 eff.) Curse of Nightmares A belt that goes around your waist. |
noble's drakeskin leather belt of burglary (Shrouds) noble's drakeskin leather belt of burglary (Shrouds)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +6 Dex / +7 Wil / +14 Cun / +10 Lck Damage against: +42% Summoned Reduced damage from: +43% Summoned Trap disarming bonus: +23 Stealth bonus: +15 Infravision radius: +5 Curse of Shrouds A belt that goes around your waist. |
Cloth of Dreams (Nightmares) (10 def, 0 armour) Cloth of Dreams (Nightmares) (10 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Mindpower: +6 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. Curse of Nightmares It can be used to activate talent Slumber (costing 10 power out of 25/25) : Effective talent level: 3.0 Power cost: 10 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 86 points of damage the target suffers will reduce the effect duration by one turn. When Slumber 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. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Lightningvenom (Shrouds) (18 def, 0 armour) Lightningvenom (Shrouds) (18 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +18 (+3 eff.) Changes resistances: +30% lightning / +18% acid Changes damage: +18% lightning Physical save: +11 (+4 eff.) Poison immunity: +27% Stun/Freeze immunity: +27% Life regen: +5.38 Only die when reaching: -107.63 life Maximum life: +134.54 Healing mod.: +27% 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. |
Mayosevena the cashmere cloak (Misfortune) (27 def, 0 armour) Mayosevena the cashmere cloak (Misfortune) (27 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +13 Defense: +27 (+5 eff.) Changes stats: +4 Cun / +4 Dex Changes resistances: +12% acid / +6% cold / +5% arcane Critical mult.: +15.00% Stealth bonus: +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. |
Serpentine Cloak (Corpses) (20 def, 0 armour) Serpentine Cloak (Corpses) (20 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +20 (+4 eff.) Changes stats: +4 Dex / +4 Wil / +4 Cun Changes resistances penetration: +20% nature Changes damage: +20% nature Talent masteries: +0.20 Cunning / Stealth +0.50 Cunning / Poisons Poison immunity: +50% Talent on hit(mindpower): Poison Strike (10% chance level 1). Curse of Corpses Cunning and malice seem to emanate from this cloak. |
Zubutha the Blizzardscar (Corpses) (10 def, 0 armour) Zubutha the Blizzardscar (Corpses) (10 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Damage when hit (Melee): 8 cold Changes stats: +3 Str / +4 Con Changes resistances: +12% cold / +19% fire / +5% arcane / +25% light Changes resistances penetration: +25% arcane Stealth bonus: +13 Physical save: +10 (+4 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -50.00 life Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. regal elven-silk cloak of the Shaloren (Misfortune) (3 def, 0 armour)regal elven-silk cloak of the Shaloren (Misfortune) (3 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +4 Mag / +7 Wil Mental save: +15 (+5 eff.) 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. |
This item will automatically be transmogrified when you leave the level. Berobar (Corpses) (0 def, 0 armour)Berobar (Corpses) (0 def, 0 armour) Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 5 Changes stats: +8 Con / +9 Mag Changes resistances: +26% mind / +13% all Changes resistances penetration: +10% acid / +13% temporal / +10% blight / +36% arcane / +13% physical Changes damage: +12% acid / +25% temporal / +21% physical / +6% blight / +6% arcane / +23% nature / +26% mind Poison immunity: +44% Disease immunity: +44% Reduces paradox anomalies(equivalent to willpower): +14 Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spider-Silk Robe of Spydrë (Madness) (10 def, 15 armour) Spider-Silk Robe of Spydrë (Madness) (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+2 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Madness This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
elven-silk robe 'Ragalarach' (Nightmares) (0 def, 0 armour) elven-silk robe 'Ragalarach' (Nightmares) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +20% blight / +12% mind / +15% all Changes resistances penetration: +18% mind Changes damage: +36% mind Mental save: +28 (+8 eff.) Life regen: +3.90 Psi each turn: +1.00 Equilibrium when hit: +0.08 Maximum life: +100.00 Maximum psi: +40.00 Mindpower: +25 (+5 eff.) Mental crit. chance: +14% Healing mod.: +30% Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. shimmering elven-silk robe of alchemy (Corpses) (0 def, 0 armour)shimmering elven-silk robe of alchemy (Corpses) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +19% acid / +20% physical / +20% fire / +16% cold / +15% all Changes damage: +24% acid / +25% physical / +24% fire / +28% arcane / +25% cold Talent cooldown: Refit Golem (-6 turns) Maximum mana: +110.00 Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. sunsealed elven-silk robe (Corpses) (8 def, 8 armour)sunsealed elven-silk robe (Corpses) (8 def, 8 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Armour: +8 Defense: +8 (+2 eff.) Changes stats: +10 Mag Changes resistances: +14% darkness / +15% light / +15% all Changes damage: +27% light Maximum life: +67.00 Light radius: +4 Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. timebroken elven-silk robe of alchemy (Misfortune) (0 def, 0 armour)timebroken elven-silk robe of alchemy (Misfortune) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +5 Mag / +6 Wil Changes resistances: +20% acid / +16% physical / +19% fire / +20% cold / +15% all Changes damage: +21% acid / +30% temporal / +23% fire / +18% cold / +28% arcane / +21% physical Talent cooldown: Refit Golem (-6 turns) Maximum mana: +110.00 Spellpower: +9 (+1 eff.) Spell crit. chance: +6% Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eden's Guile (Shrouds) (2 def, 1 armour) Eden's Guile (Shrouds) (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival Curse of Shrouds It can be used to boost speed by 68% (based on Cunning) Activation costs 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Gliyalle the pair of voratun boots (Corpses) (10 def, 5 armour) Gliyalle the pair of voratun boots (Corpses) (10 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +10 (+2 eff.) Fatigue: +4% Effects on melee hit: * 27% chance to reduce strength, dexterity, and constitution by 5 * 10% chance to reduce all saves and defense by 46 Changes stats: +4 Dex / +10 Cun / +4 Con Changes resistances: +9% mind / +9% acid Changes resistances penetration: +25% arcane / +10% acid Changes damage: +9% mind / +18% blight Physical save: +25 (+9 eff.) Mental save: +25 (+7 eff.) Curse of Corpses It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 168% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Hikaltholdil the Shimmerpython (Nightmares) (25 def, 14 armour) Hikaltholdil the Shimmerpython (Nightmares) (25 def, 14 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Defense: +25 (+4 eff.) Fatigue: +4% Changes resistances: +12% blight Changes resistances penetration: +25% lightning Changes damage: +12% blight / +15% temporal Critical mult.: +15.00% Spell save: +24 (+7 eff.) Mental save: +21 (+6 eff.) Life regen: +5.37 Mana when firing critical spell: +2.68 Infravision radius: +2 Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Unbreakable Greaves (Nightmares) (8 def, 20 armour) Unbreakable Greaves (Nightmares) (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 (+3 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 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 Nightmares These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Wanderer's Rest (Shrouds) (4 def, 0 armour) Wanderer's Rest (Shrouds) (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% Curse of Shrouds It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
This item will automatically be transmogrified when you leave the level. blood-soaked pair of voratun boots (Misfortune) (0 def, 5 armour)blood-soaked pair of voratun boots (Misfortune) (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +4 (+1 eff.) Armour: +5 Fatigue: +4% Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. pair of drakeskin leather boots (Shrouds) (0 def, 5 armour)pair of drakeskin leather boots (Shrouds) (0 def, 5 armour) 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Curse of Shrouds A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. undeterred pair of drakeskin leather boots of speed (Corpses) (0 def, 5 armour)undeterred pair of drakeskin leather boots of speed (Corpses) (0 def, 5 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Silence immunity: +39% Confusion immunity: +50% Stun/Freeze immunity: +50% Movement speed: +25% Curse of Corpses A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. wanderer's pair of voratun boots of disengagement (Shrouds) (0 def, 5 armour)wanderer's pair of voratun boots of disengagement (Shrouds) (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +4 Dex / +10 Cun / +5 Con Physical save: +24 (+8 eff.) Mental save: +25 (+7 eff.) Curse of Shrouds It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 1.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 2 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 100% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Gorebreacher (Madness) (0 def, 3 armour) Gorebreacher (Madness) (0 def, 3 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +27 (+6 eff.) Armour: +3 Changes stats: +4 Str / +7 Dex / +4 Mag / +5 Wil / +8 Con Changes resistances: +6% nature Talent mastery: +0.20 Technique / Grappling Physical save: +9 (+3 eff.) Mental save: +10 (+3 eff.) Disarm immunity: +97% Light radius: +3 When used to modify unarmed attacks: Power: 130% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +21 Armour Penetration: +5 Crit. chance: +17.0% Attack speed: 100% When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Perfect Control (10% chance level 5). Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
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 (+1 eff.) Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +25% nature Changes damage: +25% nature Spell save: +15 (+5 eff.) Maximum life: +100.00 Mindpower: +12 (+2 eff.) Mental crit. chance: +15% Light radius: +1 When used to modify unarmed attacks: Power: 142% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Armour Penetration: +18 Crit. chance: +12.0% Attack speed: 83% When this weapon hits: Mana Clash (15% chance level 3). When this weapon hits: Antimagic Zone (15% chance level 3). On weapon hit: * 50 arcane resource burn Damage (Melee): +20 silence 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 209.79 arcane damage and stunned) Activation costs 100 power out of 146/150. 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. |
Xiwyn (Corpses) (0 def, 9 armour) Xiwyn (Corpses) (0 def, 9 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +9 Changes resistances: +12% mind / +9% cold Changes damage: +15% mind Reduces incoming crit damage: 15.66% Physical save: +15 (+5 eff.) Disease immunity: +21% Disarm immunity: +21% Life regen: +11.00 Stamina each turn: +1.80 Maximum stamina: +35.00 When used to modify unarmed attacks: Power: 134% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Nightmare (10% chance level 5). Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
brawler's voratun gauntlets of archery (Corpses) (0 def, 3 armour) brawler's voratun gauntlets of archery (Corpses) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +10 Armour: +3 Fatigue: +5% Changes stats: +2 Str / +8 Dex / +9 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +6 (+2 eff.) When used to modify unarmed attacks: Power: 133% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +17 Armour Penetration: +23 Crit. chance: +21.0% Attack speed: 83% When this weapon hits: Set Up (10% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). Curse of Corpses It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% 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. |
heroic voratun gauntlets of the verdant (Corpses) (0 def, 8 armour) heroic voratun gauntlets of the verdant (Corpses) (0 def, 8 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +8 Fatigue: +5% Changes resistances: +18% blight / +14% darkness / +12% arcane Damage affinity(heal): +11% nature Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +16 (+5 eff.) Mental save: +8 (+2 eff.) Maximum life: +63.00 When used to modify unarmed attacks: Power: 149% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +7 Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Battle Shout (10% chance level 5). When this weapon crits: Call of the Ooze (20% chance level 2). Curse of Corpses Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. restful dwarven-steel gauntlets of war-making (Shrouds) (0 def, 2 armour)restful dwarven-steel gauntlets of war-making (Shrouds) (0 def, 2 armour) Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +14.0% Armour: +2 Fatigue: +3% Critical mult.: +11.00% Life regen: +7.00 Stamina each turn: +1.30 Maximum stamina: +28.00 Spell crit. chance: +14% Mental crit. chance: +14% When used to modify unarmed attacks: Power: 132% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +18.0% Attack speed: 83% When this weapon hits: Nightmare (10% chance level 3). When this weapon crits: Cripple (20% chance level 3). Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
restful voratun gauntlets of war-making (Nightmares) (0 def, 3 armour) restful voratun gauntlets of war-making (Nightmares) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +7.0% Armour: +3 Fatigue: +5% Critical mult.: +11.00% Life regen: +4.00 Stamina each turn: +0.80 Maximum stamina: +36.00 Spell crit. chance: +19% Mental crit. chance: +14% When used to modify unarmed attacks: Power: 151% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +20.0% Attack speed: 83% When this weapon hits: Nightmare (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. voratun gauntlets of spellstriking (Nightmares) (0 def, 3 armour)voratun gauntlets of spellstriking (Nightmares) (0 def, 3 armour) Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Damage (Melee): 19 arcane Changes stats: +8 Mag / +6 Wil Changes resistances: +10% arcane Changes damage: +10% arcane Spellpower: +16 (+2 eff.) When used to modify unarmed attacks: Power: 139% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +19 arcane Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
Grinadubar (Shrouds) (3 def, 0 armour) Grinadubar (Shrouds) (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Physical power: +15 (+4 eff.) Defense: +3 (+1 eff.) Changes stats: +8 Str / +7 Wil / +6 Cun / +2 Con Changes resistances: +27% fire / +18% darkness / +17% physical Changes damage: +18% fire / +18% darkness / +17% physical Physical save: +3 (+1 eff.) Mental save: +30 (+8 eff.) Maximum hate: +11.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +12% Curse of Shrouds It can be used to activate talent Hateful Whisper, placing all other charms into a 15 cooldown : Effective talent level: 4.0 Power cost: 15 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 476 Mind damage and spreads amongst your foes, dealing damage and feeding you 4.2 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 30% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
Omniscience (Corpses) (7 def, 0 armour) Omniscience (Corpses) (7 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+2 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+7 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+4 eff.) Mental crit. chance: +9% Infravision radius: +5 Curse of Corpses It can be used to reveal the surrounding area (range 20) Activation costs 30 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
Scabquell the voratun helm (Shrouds) (40 def, 5 armour) Scabquell the voratun helm (Shrouds) (40 def, 5 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Physical crit. chance: +6.0% Armour: +5 Defense: +40 (+6 eff.) Fatigue: +5% Damage when hit (Melee): 13 acid Changes stats: +9 Str / +9 Dex / +9 Cun / +7 Con Changes resistances: +15% acid Changes damage: +24% nature Mental save: +12 (+4 eff.) Mindpower: +40 (+8 eff.) Mental crit. chance: +4% Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. aegis elven-silk wizard hat of the Brotherhood (Nightmares) (3 def, 0 armour)aegis elven-silk wizard hat of the Brotherhood (Nightmares) (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +8 Mag / +10 Con Changes damage: +20% arcane Life regen: +6.00 Damage Shield Power: +13% Activating this item is instant. Curse of Nightmares It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 5.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
drakeskin leather cap 'Hailusher' (Nightmares) (0 def, 5 armour) drakeskin leather cap 'Hailusher' (Nightmares) (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 10 cold Changes stats: +10 Dex Changes resistances: +24% darkness Critical mult.: +20.00% Equilibrium when hit: +0.20 Spellpower on spell critical (stacks up to 3 times): +13 Hate when firing a critical mind attack: +6.61 Maximum hate: +13.23 Spellpower: +40 (+4 eff.) Mental crit. chance: +11% Infravision radius: +8 Curse of Nightmares A cap made of leather. |
This item will automatically be transmogrified when you leave the level. insulating voratun helm of the depths (Madness) (0 def, 5 armour)insulating voratun helm of the depths (Madness) (0 def, 5 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +14% fire / +23% cold Allows you to breathe in: water Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. prismatic drakeskin leather cap of knowledge (Madness) (0 def, 5 armour)prismatic drakeskin leather cap of knowledge (Madness) (0 def, 5 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +5 Cun / +5 Wil Changes resistances: +19% light / +19% darkness Mindpower: +6 (+1 eff.) Curse of Madness A cap made of leather. |
This item will automatically be transmogrified when you leave the level. spellwoven elven-silk wizard hat of blight (+20%) (Shrouds) (3 def, 0 armour)spellwoven elven-silk wizard hat of blight (+20%) (Shrouds) (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +20% blight Changes damage: +20% blight Mana each turn: +0.40 Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Curse of Shrouds A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. stabilizing elven-silk wizard hat of the Brotherhood (Corpses) (3 def, 0 armour)stabilizing elven-silk wizard hat of the Brotherhood (Corpses) (3 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +10 Mag / +9 Wil / +10 Con Changes damage: +20% arcane Physical save: +15 (+5 eff.) Activating this item is instant. Curse of Corpses It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 5.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. thaloren drakeskin leather cap of ire (Madness) (0 def, 5 armour)thaloren drakeskin leather cap of ire (Madness) (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +5 Str / +10 Wil / +6 Con Changes resistances: +14% blight Physical save: +15 (+5 eff.) Mental save: +26 (+7 eff.) Curse of Madness It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
This item will automatically be transmogrified when you leave the level. warlord's drakeskin leather cap of fortune (Shrouds) (0 def, 5 armour)warlord's drakeskin leather cap of fortune (Shrouds) (0 def, 5 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Physical power: +12 (+3 eff.) Armour: +5 Fatigue: +5% Changes stats: +7 Str / +7 Wil / +15 Lck Changes resistances: +15% physical Physical save: +15 (+5 eff.) Spell crit. chance: +8% Mental crit. chance: +8% Curse of Shrouds A cap made of leather. |
This item will automatically be transmogrified when you leave the level. enlightening dwarven-steel mail armour of command (Shrouds) (14 def, 15 armour)enlightening dwarven-steel mail armour of command (Shrouds) (14 def, 15 armour) Requires: - Heavy armour training - Strength 28 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +15 Defense: +14 (+3 eff.) Fatigue: +12% Changes stats: +11 Cun / +7 Wil Mental save: +38 (+10 eff.) Curse of Shrouds A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. enlightening steel mail armour (Misfortune) (2 def, 6 armour)enlightening steel mail armour (Misfortune) (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +5 Cun / +5 Wil Mental save: +16 (+5 eff.) Curse of Misfortune A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. enlightening voratun mail armour of fire resistance (Misfortune) (5 def, 10 armour)enlightening voratun mail armour of fire resistance (Misfortune) (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +12% Changes stats: +9 Cun / +8 Wil Changes resistances: +30% fire Mental save: +25 (+7 eff.) Curse of Misfortune A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. fearforged voratun mail armour (Shrouds) (5 def, 10 armour)fearforged voratun mail armour (Shrouds) (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +27% Changes stats: +10 Con Changes resistances: +15% fire / -18% light / +15% darkness Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Curse of Shrouds A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. fortifying voratun mail armour of Eyal (Nightmares) (5 def, 10 armour)fortifying voratun mail armour of Eyal (Nightmares) (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +12% Changes stats: +6 Str / +7 Con Life regen: +11.00 Maximum life: +180.00 Healing mod.: +20% Curse of Nightmares A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. hardened voratun mail armour of natural resilience (Misfortune) (5 def, 17 armour)hardened voratun mail armour of natural resilience (Misfortune) (5 def, 17 armour) Requires: - Heavy armour training - Strength 48 Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +17 Defense: +5 (+1 eff.) Fatigue: +12% Changes resistances: +12% acid / +13% physical / +13% lightning / +20% blight / +13% fire / +20% nature / +8% cold Reduced damage from: +14% Unnatural Curse of Misfortune A suit of armour made of mail. |
Glata (Nightmares) (30 def, 8 armour) Glata (Nightmares) (30 def, 8 armour)Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +30 (+5 eff.) Fatigue: +8% Changes stats: +10 Str / +8 Dex / +3 Con Changes resistances: +7% physical Physical save: +20 (+7 eff.) Blindness immunity: +27% Silence immunity: +27% Confusion immunity: +27% Spellpower on spell critical (stacks up to 3 times): +13 Maximum vim: +66.90 Spellpower: +40 (+4 eff.) Curse of Nightmares A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. cleansing drakeskin leather armour of the deep (Madness) (20 def, 13 armour)cleansing drakeskin leather armour of the deep (Madness) (20 def, 13 armour) Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +13 Defense: +20 (+4 eff.) Fatigue: +8% Changes resistances: +14% acid / +14% cold / +19% nature / +17% blight Allows you to breathe in: water Curse of Madness A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. prismatic reinforced leather armour of the wind (Madness) (25 def, 7 armour)prismatic reinforced leather armour of the wind (Madness) (25 def, 7 armour) Requires: - Strength 18 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour penetration: +17 Physical crit. chance: +9.0% Armour: +7 Defense: +25 (+4 eff.) Fatigue: +8% Changes resistances: +18% light / +17% darkness Stamina each turn: +1.30 Activating this item is instant. Curse of Madness It can be used to activate talent Second Wind, placing all other charms into a 35 cooldown : Effective talent level: 4.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 193 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. radiant drakeskin leather armour of Eyal (Madness) (20 def, 8 armour)radiant drakeskin leather armour of Eyal (Madness) (20 def, 8 armour) Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+4 eff.) Fatigue: +8% Changes stats: +6 Wil Changes resistances: +29% blight / +25% darkness Life regen: +9.00 Maximum life: +73.00 Light radius: +2 Healing mod.: +20% Curse of Madness A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. rejuvenating drakeskin leather armour of Toknor (Corpses) (20 def, 8 armour)rejuvenating drakeskin leather armour of Toknor (Corpses) (20 def, 8 armour) Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +9 (+2 eff.) Armour: +8 Defense: +20 (+4 eff.) Fatigue: +8% Critical mult.: +20.00% Life regen: +8.00 Stamina each turn: +2.00 Curse of Corpses A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. fortifying voratun plate armour (Madness) (0 def, 16 armour)fortifying voratun plate armour (Madness) (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Changes stats: +7 Str / +7 Con Maximum life: +82.00 Curse of Madness A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. prismatic voratun plate armour of delving (Shrouds) (0 def, 16 armour)prismatic voratun plate armour of delving (Shrouds) (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Changes stats: +10 Str Changes resistances: +15% physical / +40% darkness / +18% light Light radius: +2 Curse of Shrouds It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 22 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. radiant voratun plate armour of the dragon (Madness) (0 def, 16 armour)radiant voratun plate armour of the dragon (Madness) (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Changes stats: +4 Wil Changes resistances: +15% acid / +15% physical / +22% darkness / +23% blight / +15% fire / +15% lightning / +13% cold Talent cooldown: Rush (-5 turns) Disarm immunity: +37% Stun/Freeze immunity: +38% Knockback immunity: +39% Light radius: +2 Curse of Madness A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. searing voratun plate armour of command (Shrouds) (13 def, 23 armour)searing voratun plate armour of command (Shrouds) (13 def, 23 armour) Requires: - Massive armour training - Strength 60 Powered by arcane forces Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +23 Defense: +13 (+3 eff.) Fatigue: +22% Damage (Melee): 22 acid / 19 fire Damage when hit (Melee): 16 acid / 16 fire Changes stats: +6 Cun Changes resistances: +24% acid / +29% fire Mental save: +25 (+7 eff.) Curse of Shrouds A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. voratun shield of earthen fury (Madness) (0 def, 21 armour, 180% power, 204 block)voratun shield of earthen fury (Madness) (0 def, 21 armour, 180% power, 204 block) Requires: - Shield usage training - Strength 48 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Power: 180% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +204 On weapon hit: * Deal physical damage equal to your armor (43) When wielded/worn: Armour: +21 Fatigue: +8% Talent granted: +1 Block Curse of Madness Handheld deflection devices. |
3 agate 3 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. |
1748 alchemist agate 1748 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. |
9 onyx 9 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. |
2 aquamarine 2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 lapis lazuli 10 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 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. |
10 sapphire 10 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz 6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Runiharagrim the voratun pickaxe (dig speed 7 turns) Runiharagrim the voratun pickaxe (dig speed 7 turns)Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +13 Defense: +10 (+2 eff.) Changes stats: +11 Str / +4 Con Changes resistances: +14% darkness / +9% temporal Changes damage: +13% mind / +13% fire Damage affinity(heal): +15% darkness Mental save: +13 (+4 eff.) Pinning immunity: +20% Maximum life: +40.00 Infravision radius: +8 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: 4.0 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 +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
6 emerald 6 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. |
6 jade 6 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. |
6 spinel 6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
14 turquoise 14 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Crackleminister CrackleministerInfused by nature 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +20 (+4 eff.) Changes stats: +10 Con Changes resistances: +27% blight / +3% light / +9% nature Changes damage: +3% lightning Poison immunity: +10% Stun/Freeze immunity: +20% Life regen: +28.00 Maximum life: +77.00 Light radius: +5 Healing mod.: +5% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+3 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 (+2 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 4.0 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 3, doing 5.44 cold damage and 5.53 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 3 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. |
Umbraphage UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+3 eff.) Mindpower: +10 (+2 eff.) Light radius: +10 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 517.65 darkness damage (based on Mindpower and charge) Activation costs 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
Fortune's Eye Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +12 Defense: +12 (+2 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 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: 2.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 22 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." |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
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 (+1 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
38 alchemist bloodstone 38 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. |
39 bloodstone 39 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. |
37 fire opal 37 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. |
9 garnet 9 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. |
10 ruby 10 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. |
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. |
This item will automatically be transmogrified when you leave the level. Lorular the Squalorwasp (23/23, 192% power, 20 apr)Lorular the Squalorwasp (23/23, 192% power, 20 apr) Requires: - Dexterity 48 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 192% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +20 Crit. chance: +15.0% Capacity: 23 Damage (Ranged): +47 nature / +27 mind When wielded/worn: Ammo reloads per turn: +5 Shots are used with slings to pummel your foes to death. |
Blazekarma [power 173] (25 cooldown) Blazekarma [power 173] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Physical power: +15 (+4 eff.) Armour: +16 Defense: +30 (+5 eff.) Damage when hit (Melee): 6 lightning Changes stats: +3 Con Changes resistances: +9% lightning / +12% fire Changes damage: +9% fire It can be used to setup a psionic shield, reducing all damage taken by 173 for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
Flamehacker [power 475] (15 cooldown) Flamehacker [power 475] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Changes stats: +8 Cun / +4 Wil Changes resistances: +18% acid Changes resistances penetration: +20% acid Changes damage: +12% light / +39% fire Critical mult.: +26.00% Mental save: +15 (+5 eff.) Equilibrium when hit: +0.16 Maximum psi: +40.00 Light radius: +4 It can be used to blast the opponent's mind dealing 750 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 29% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
extending voratun torque of clear mind [power 5] (25 cooldown) extending voratun torque of clear mind [power 5] (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 5 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase the duration of 3 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
voratun torque of clear mind [power 4] (25 cooldown) 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. |
voratun torque of mindblast 'Iceglean' [power 475] (15 cooldown) voratun torque of mindblast 'Iceglean' [power 475] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 8 arcane Changes stats: +13 Str / +5 Wil / +3 Con Changes resistances: +15% acid Changes damage: +18% arcane / +21% cold It can be used to blast the opponent's mind dealing 750 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Emelidakira the Freezewilter [power 500] (15 cooldown) Emelidakira the Freezewilter [power 500] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +6 Cun / +5 Wil Changes damage: +18% mind / +15% cold Critical mult.: +23.24% Equilibrium when hit: +0.16 Hate when firing a critical mind attack: +5.00 It can be used to sting an enemy dealing 660 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 27% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
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. |
Zanarath [power 73] (20 cooldown) Zanarath [power 73] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Defense: +30 (+5 eff.) Changes stats: +5 Str / +4 Mag / +3 Wil / +9 Con Changes damage: +15% physical Reduces incoming crit damage: 15.00% It can be used to harden the skin for 7 turns increasing armour by 73 and armour hardiness by 70% Activation puts all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level. supercharged dragonbone totem of healing [power 740] (18 cooldown)supercharged dragonbone totem of healing [power 740] (18 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 740 Activation puts all charms on cooldown for 18 turns. Natural totems are made by powerful wilders to store nature power. |
Iron Acorn Iron AcornInfused by psionic forces 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 When carried: Changes resistances: +30% mind / +8% physical Maximum life: +40.00 Mindpower: +15 (+3 eff.) A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. You find having the acorn helps to anchor your mind and prepare you for the trials ahead. |
2 amethyst 2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning 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. |
30 diamond 30 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. |
44 moonstone 44 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
38 pearl 38 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. |
11 amber 11 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. |
3 citrine 3 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 Tomonbo the Krog Cursed level 33
24th Regrowth 123rd year of Ascendancy at 17:18 see stats
By Tomonbo the Krog Cursed level 50
27th Regrowth 124th year of Ascendancy at 14:57 see stats
By Tomonbo the Krog Cursed level 32
22nd Regrowth 123rd year of Ascendancy at 09:17 see stats
By Tomonbo the Krog Cursed level 16
47th Haze 122nd year of Ascendancy at 09:23 see stats
By Tomonbo the Krog Cursed level 42
5th Dusk 123rd year of Ascendancy at 04:37 see stats
By Tomonbo the Krog Cursed level 50
64th Haze 123rd year of Ascendancy at 08:51 see stats
By Tomonbo the Krog Cursed level 41
2nd Dusk 123rd year of Ascendancy at 23:54 see stats
By Tomonbo the Krog Cursed level 36
44th Regrowth 123rd year of Ascendancy at 14:21 see stats
By Tomonbo the Krog Cursed level 50
50th Regrowth 124th year of Ascendancy at 07:29 see stats
By Tomonbo the Krog Cursed level 34
30th Regrowth 123rd year of Ascendancy at 02:24 see stats
By Tomonbo the Krog Cursed level 40
41st Pyre 123rd year of Ascendancy at 09:21 see stats
By Tomonbo the Krog Cursed level 33
27th Regrowth 123rd year of Ascendancy at 23:05 see stats
By Tomonbo the Krog Cursed level 22
3rd Decay 122nd year of Ascendancy at 10:44 see stats
By Tomonbo the Krog Cursed level 50
44th Pyre 124th year of Ascendancy at 00:54 see stats
By Tomonbo the Krog Cursed level 24
5th Allure 123rd year of Ascendancy at 06:20 see stats
By Tomonbo the Krog Cursed level 22
8th Decay 122nd year of Ascendancy at 00:18 see stats
By Tomonbo the Krog Cursed level 37
46th Regrowth 123rd year of Ascendancy at 10:27 see stats
By Tomonbo the Krog Cursed level 50
16th Pyre 124th year of Ascendancy at 19:38 see stats
By Tomonbo the Krog Cursed level 50
50th Regrowth 124th year of Ascendancy at 09:23 see stats
By Tomonbo the Krog Cursed level 36
44th Regrowth 123rd year of Ascendancy at 07:40 see stats
By Tomonbo the Krog Cursed level 24
5th Allure 123rd year of Ascendancy at 10:52 see stats
By Tomonbo the Krog Cursed level 38
49th Regrowth 123rd year of Ascendancy at 21:17 see stats
By Tomonbo the Krog Cursed level 10
15th Haze 122nd year of Ascendancy at 17:42 see stats
By Tomonbo the Krog Cursed level 20
58th Haze 122nd year of Ascendancy at 12:54 see stats
By Tomonbo the Krog Cursed level 30
17th Regrowth 123rd year of Ascendancy at 13:07 see stats
By Tomonbo the Krog Cursed level 40
35th Pyre 123rd year of Ascendancy at 00:54 see stats
By Tomonbo the Krog Cursed level 50
63rd Haze 123rd year of Ascendancy at 21:42 see stats
By Tomonbo the Krog Cursed level 50
15th Pyre 124th year of Ascendancy at 18:03 see stats
By Tomonbo the Krog Cursed level 50
46th Regrowth 124th year of Ascendancy at 19:20 see stats
By Tomonbo the Krog Cursed level 38
61st Regrowth 123rd year of Ascendancy at 13:18 see stats
By Tomonbo the Krog Cursed level 36
37th Regrowth 123rd year of Ascendancy at 04:37 see stats
By Tomonbo the Krog Cursed level 50
36th Regrowth 124th year of Ascendancy at 16:12 see stats
By Tomonbo the Krog Cursed level 48
52nd Haze 123rd year of Ascendancy at 04:46 see stats
By Tomonbo the Krog Cursed level 40
10th Flare 123rd year of Ascendancy at 06:21 see stats
By Tomonbo the Krog Cursed level 50
44th Pyre 124th year of Ascendancy at 00:54 see stats
By Tomonbo the Krog Cursed level 12
20th Haze 122nd year of Ascendancy at 18:27 see stats
By Tomonbo the Krog Cursed level 50
15th Pyre 124th year of Ascendancy at 17:10 see stats
By Tomonbo the Krog Cursed level 50
44th Pyre 124th year of Ascendancy at 00:54 see stats
By Tomonbo the Krog Cursed level 44
48th Dusk 123rd year of Ascendancy at 01:20 see stats
By Tomonbo the Krog Cursed level 25
5th Regrowth 123rd year of Ascendancy at 08:49 see stats
By Tomonbo the Krog Cursed level 16
44th Haze 122nd year of Ascendancy at 23:01 see stats
By Tomonbo the Krog Cursed level 32
22nd Regrowth 123rd year of Ascendancy at 02:08 see stats
Log
Tomonbo's creeping dark hits High Sun Paladin Aeryn for (22 absorbed), (22 absorbed), 0 darkness (0 total damage).
Tomonbo picks up ( .): insulating drakeskin leather belt of the vagrant (Nightmares).
Tomonbo picks up ( .): gladiator's voratun ring of pilfering (Shrouds).
High Sun Paladin Aeryn deactivates Retribution.
High Sun Paladin Aeryn unleashes the stored damage in retribution!
Tomonbo's creeping dark hits High Sun Paladin Aeryn for (20 absorbed), (24 absorbed), 0 darkness (0 total damage).
Talent Leaves Tide is ready to use.
Tomonbo is no longer attuned.
High Sun Paladin Aeryn casts Healing Light.
High Sun Paladin Aeryn receives 702 healing.
High Sun Paladin Aeryn receives 128 healing from High Sun Paladin Aeryn's healing light area effect.
High Sun Paladin Aeryn receives 128 healing from High Sun Paladin Aeryn's healing light area effect.
Tomonbo picks up ( .): blazebringer's voratun mace of evisceration (Nightmares) (156% power, 6 apr).
Talent Nature's Equilibrium is ready to use.
Tomonbo picks up ( .): timebroken elven-silk robe of alchemy (Misfortune) (0 def, 0 armour).
Tomonbo picks up ( .): rogue's voratun ring (Corpses).
Tomonbo picks up ( .): pair of drakeskin leather boots (Shrouds) (0 def, 5 armour).
Connection to online server lost, trying to reconnect.
Connection to online server established.
Talent Wrath of the Wilds is ready to use.