Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Wall Clock 1.6.0A small modification to the Minimalist and Classic UIs, adding an interface element that displays the current time. (This is intended for use by players who play in full-screen mode, thus obscuring their computer's usual clock.) In the Minimalist UI, the clock element can be moved and resized in the same manner as other interface elements (via the padlock icon on the toolbar in the lower right corner); in both UIs, the clock's time format can be set via the "UI | Wall clock format" game option. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Items Vault 1.7.0Donators/Buyers bonus! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 Roguelike |
Sex | Male |
Race | Krog |
Class | Cursed |
Level / Exp | 50 / 2805% |
Size | big |
Lifes / Deaths | Killed by Osborne's Temporal Clone at level 50 on the 1st Summertide 124th year of Ascendancy at 01:06 / 2Killed by Osborne's Temporal Clone at level 50 on the 1st Summertide 124th year of Ascendancy at 01:11 |
Antimagic | Follower |
Primary Stats
Strength | 107 (base 60) |
Dexterity | 92 (base 66) |
Constitution | 82 (base 29) |
Magic | 35 (base 13) |
Willpower | 93 (base 60) |
Cunning | 36 (base 14) |
Resources
Hate | 136/136 |
Equilibrium | 0 |
Life | -710/2036 |
Steam | 100/100 |
Psi | 183/183 |
Healing Factor | 2.0294172276306 |
Regeneration | 48.997459763443 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20.000000000004% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 14 |
Infravision | 11 |
See Stealth | 20 |
See Invisible | 34 |
Stealth | 89 |
ESP Range | 10 |
ESP Kinds | demon/major, animal/canine, demon/minor |
Offense: Mainhand
Damage | 221 |
Accuracy | 90 |
Crit Chance | 99% |
APR | 71 |
Speed | 1.00 |
Offense: Offhand
Damage | 89 |
Accuracy | 90 |
Crit Chance | 83% |
APR | 50 |
Speed | 1.00 |
Offense: Spell
Spellpower | 44 |
Crit Chance | 13% |
Speed | 1 |
Offense: Mind
Mindpower | 84 |
Crit Chance | 25% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +63% |
Cold | +63% |
Darkness | +54% |
Blight | +39% |
Physical | +174% |
Mind | +93% |
All | +33% |
Offense: Damage Penetration
Darkness | +92% |
Temporal | +31% |
Lightning | +31% |
Physical | +67% |
Mind | +36% |
All | +21% |
Defense: Base
Armour (hardiness) | 94 (96.987013568881%) |
Defense | 71 |
Ranged Defense | 71 |
Fatigue | 0 |
Physical Save | 56 |
Spell Save | 45 |
Mental Save | 40 |
Defense: Resistances
Acid | + 58%( 70%) |
Arcane | + 53%( 70%) |
Cold | + 70%( 70%) |
All | + 50%( 70%) |
Physical | + 70%( 70%) |
Darkness | + 60%( 70%) |
Light | + 65%( 70%) |
Temporal | + 52%( 70%) |
Mind | + 70%( 70%) |
Lightning | + 70%( 70%) |
Fire | + 70%( 70%) |
Nature | + 63%( 70%) |
Defense: Immunities
Pinning Resistance | 55% |
Confusion Resistance | 51% |
Fear Resistance | 41% |
Teleport Resistance | 100% |
Blind Resistance | 50% |
Disarm Resistance | 100% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 854% 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. |
Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 113% efficiency and cooldown mod of 59%. |
Infusions | Effective talent level: 2.5 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 250 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 23% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Class Talents
Cursed / Predator | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Rampage | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 2/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cursed / Gloom | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Cursed / Slaughter | 1.30 |
| 2/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Krog | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
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. | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by armoured skeleton warrior. Escort: injured seer (level 1 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by Porisenn the forest troll. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost defiler from death by Bethelle the ghoul. Escort: lost defiler (level 2 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 8 of Dreadfell. Escort: lost tinker (level 8 of Dreadfell)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by Lisakira the giant eel. Escort: lost warrior (level 2 of Trollmire) | failed |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | 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 Wrathroot. * 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 defiled the iron acorn which now serves as a reminder of your vile nature. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
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: 1765. | 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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 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 within7 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * 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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Hanostir the pair of voratun boots (Shrouds) (0 def, 14 armour) Hanostir the pair of voratun boots (Shrouds) (0 def, 14 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +35 (+7 eff.) Armour: +14 Fatigue: +4% Damage when hit (Melee): 12 physical Changes stats: +6 Con Changes resistances: +15% acid / +23% light / +15% fire / +15% cold / +15% lightning Changes damage: +12% mind Physical save: +15 (+4 eff.) Spell save: +21 (+7 eff.) Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Mental crit. chance: +5% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Shrouds Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | dwarven lantern 'Tulugorn' dwarven lantern 'Tulugorn'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +9.0% Physical power: +15 (+2 eff.) Effects on melee hit: * 20% chance to slow global speed by 73% Changes stats: +12 Wil Changes resistances: +12% lightning / +3% fire / +3% temporal Changes resistances penetration: +5% mind Critical mult.: +34.00% Light radius: +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Steam Powered Helm (Corpses) (3 def, 12 armour) Steam Powered Helm (Corpses) (3 def, 12 armour) Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Con Changes resistances: +10% all Blindness immunity: +50% Infravision radius: +8 Sight radius: +2 See stealth: +20 See invisible: +20 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Curse of Corpses A Helmet. But with steam power! |
On hands | Steam Powered Gauntlets (Shrouds) (0 def, 12 armour) Steam Powered Gauntlets (Shrouds) (0 def, 12 armour) Requires: - Heavy armour training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Talent granted: +5 Iron Grip Critical mult.: +30.00% Disarm immunity: +150% Steam crit. chance: +10% When used to modify unarmed attacks: Power: 145% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 83% Curse of Shrouds Gauntlets. But with steam power! |
Tool | Umbralash (dig speed 12 turns) Umbralash (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Armour: +10 Changes stats: +3 Str Changes resistances: +10% darkness / +10% fire Changes resistances penetration: +33% darkness Changes damage: +21% mind / +27% physical Hate when firing a critical mind attack: +6.61 Only die when reaching: -105.83 life Maximum hate: +13.23 Mindpower: +40 (+8 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | painweaver's voratun ring of life (Misfortune) painweaver's voratun ring of life (Misfortune)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +9 (+1 eff.) Changes damage: +7% all Life regen: +13.00 Maximum life: +76.00 Spellpower: +14 (+4 eff.) Mindpower: +13 (+2 eff.) Healing mod.: +10% Curse of Misfortune Rings make your fingers look great! |
On fingers | Shockfame the voratun ring (Nightmares) Shockfame the voratun ring (Nightmares)Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +12 Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Cun / +6 Str Changes resistances: +6% lightning / +18% mind Changes resistances penetration: +10% temporal / +10% mind / +10% all Changes damage: +18% mind Disarm immunity: +39% Pinning immunity: +30% Knockback immunity: +50% Maximum life: +34.00 Maximum hate: +8.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +3% Curse of Nightmares Rings make your fingers look great! |
Around neck | Limmir's Amulet of the Moon Limmir's Amulet of the Moon0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Damage when hit (Melee): 34 darkness Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +30 Con Changes resistances: +10% cold / +25% nature / +10% darkness Changes damage: +9% all Grants telepathy: Demon/Major Demon/Minor Reduces incoming crit damage: 23.00% Spellpower: +16 (+5 eff.) Infravision radius: +3 See invisible: +14 Healing mod.: +50% Amulets make your neck look great! |
In main hand | Chalachik the voratun mace (Nightmares) (169% power, 26 apr) Chalachik the voratun mace (Nightmares) (169% power, 26 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 169% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +26 Crit. chance: +23.0% Attack speed: 100% When wielded/worn: Accuracy: +25 (+5 eff.) Armour penetration: +28 Physical crit. chance: +11.0% Effects on melee hit: * 10% chance to reduce all saves and defense by 44 Changes stats: +4 Cun Changes resistances: +6% arcane / +6% mind Changes resistances penetration: +11% all Critical mult.: +44.41% Mindpower: +25 (+5 eff.) Curse of Nightmares Blunt and deadly. |
Around waist | Arawyn the Bleakoath (Misfortune) Arawyn the Bleakoath (Misfortune) Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +4 (+0 eff.) Armour: +13 Defense: +25 (+6 eff.) Changes resistances penetration: +20% darkness / +20% physical Changes damage: +6% blight / +25% physical Critical mult.: +7.00% Reduces incoming crit damage: 17.43% Physical save: +25 (+7 eff.) Spell save: +3 (+1 eff.) Mana when firing critical spell: +2.00 Damage Shield penetration: +10% Slows Projectiles: +25% Curse of Misfortune A belt that goes around your waist. |
In off hand | stralite waraxe 'Greenmalice' (Shrouds) (138% power, 5 apr) stralite waraxe 'Greenmalice' (Shrouds) (138% power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Power: 138% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * flashes light on your target dealing 72 damage On weapon crit: * Wound the target dealing 344 physical damage across 5 turns and reducing healing by 50% Damage (radius 1) on hit: +16 nature When wielded/worn: Armour penetration: +10 Physical crit. chance: +25.0% Physical power: +22 (+4 eff.) Changes stats: +3 Wil / +5 Con Changes resistances penetration: +12% physical Critical mult.: +51.00% Disarm immunity: +20% Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +2.00 Curse of Shrouds One-handed war axes. |
Cloak | Duathelreek (Misfortune) (2 def, 16 armour) Duathelreek (Misfortune) (2 def, 16 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +16 Defense: +2 (+1 eff.) Damage when hit (Melee): 4 darkness Changes stats: +5 Dex Changes resistances: +30% lightning / +15% cold Changes damage: +9% mind Stun/Freeze immunity: +50% 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. |
Main armor | elven-silk robe 'Nimbustaint' (Misfortune) (0 def, 5 armour) elven-silk robe 'Nimbustaint' (Misfortune) (0 def, 5 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +5 Armour Hardiness: +20% Fatigue: +1% Effects on melee hit: * 10% chance to slow global speed by 73% * 10 arcane resource burn Changes stats: +8 Str / +8 Mag / +8 Wil Changes resistances: +14% lightning / +29% physical / +6% light / +15% cold / +15% fire / +15% all Changes resistances penetration: +10% lightning / +14% physical / +18% darkness Changes damage: +30% lightning / +77% physical / +21% darkness / +30% cold Spell save: +6 (+2 eff.) Maximum hate: +15.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +4% Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
medical injector implant of the duelist (efficiency 218% / cooldown 93%) medical injector implant of the duelist (efficiency 218% / cooldown 93%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 218% efficiency and cooldown mod of 93%. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the psychic (efficiency 157% / cooldown 90%) medical injector implant of the psychic (efficiency 157% / cooldown 90%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 157% efficiency and cooldown mod of 90%. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Primal Infusion (affinity 19%; reduction 3; dur 4; cd 18) Primal Infusion (affinity 19%; reduction 3; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 19% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the duelist (heal 241; cd 11) healing infusion of the duelist (heal 241; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 241 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. |
healing infusion of the duelist (heal 224; cd 15) healing infusion of the duelist (heal 224; cd 15)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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 224 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. |
healing infusion of the psychic (heal 264; cd 11) healing infusion of the psychic (heal 264; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 264 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the sneak (heal 118; cd 11) healing infusion of the sneak (heal 118; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 118 then cleanse 1 wound, poison, and disease effect. 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. |
healing infusion of the warrior (heal 270; cd 13) healing infusion of the warrior (heal 270; 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 instantly heal yourself for 270 then cleanse 1 wound, poison, and disease effect. 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. |
healing infusion of the warrior (heal 270; cd 12) healing infusion of the warrior (heal 270; 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 instantly heal yourself for 270 then cleanse 1 wound, poison, and disease effect. 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 psychic (speed 861%; cd 12) movement infusion of the psychic (speed 861%; cd 12)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 861% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 920%; cd 9) movement infusion of the sneak (speed 920%; cd 9)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 920% 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 wizard (speed 816%; cd 10) movement infusion of the wizard (speed 816%; cd 10)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 816% 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 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. |
regeneration infusion of the psychic (heal 581; 14 cd) regeneration infusion of the psychic (heal 581; 14 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 581 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 469; 16 cd) regeneration infusion of the psychic (heal 469; 16 cd)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: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 469 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the titan (heal 356; 12 cd) regeneration infusion of the titan (heal 356; 12 cd)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: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 356 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. |
Blood of Undeath Blood of UndeathPowered by arcane forces 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Acid Groove schematic: Acid GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Air Recycler 2 schematic: Air RecyclerRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Alchemist's Helper schematic: Alchemist's HelperRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Antimagic Shell 5 schematic: Antimagic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Armour Reinforcement schematic: Armour ReinforcementRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Botanical Shell 2 schematic: Botanical ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Corrosive Shell schematic: Corrosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Crystal Edge 2 schematic: Crystal EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Crystal Plating 2 schematic: Crystal PlatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Explosive Shell 2 schematic: Explosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fiery Salve 2 schematic: Fiery SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash Powder schematic: Flash PowderRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Focus Lens 2 schematic: Focus LensRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Frost Salve 7 schematic: Frost SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding Strap schematic: Grounding StrapRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Hand Cannon 3 schematic: Hand CannonRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Headlamp 2 schematic: HeadlampRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Healing Salve 3 schematic: Healing SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Iron Grip 2 schematic: Iron GripRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Itching Powder 2 schematic: Itching PowderRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic Stabiliser schematic: Kinetic StabiliserRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Lightning Coil 3 schematic: Lightning CoilRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Magnetic Shell 2 schematic: Magnetic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Mana Coil 2 schematic: Mana CoilRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator schematic: Mental StimulatorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss Tread schematic: Moss TreadRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Pain Suppressor Salve 3 schematic: Pain Suppressor SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Poison Groove schematic: Poison GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Power Distributor schematic: Power DistributorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Rocket Boots 2 schematic: Rocket BootsRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Saw Projector 4 schematic: Saw ProjectorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Saw Shell 4 schematic: Saw ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Shocking Edge 2 schematic: Shocking EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Silver Filigree schematic: Silver FiligreeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Solid Shell 3 schematic: Solid ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spike Attachment schematic: Spike AttachmentRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple schematic: Spring GrappleRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamgun 2 schematic: SteamgunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamsaw 2 schematic: SteamsawRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Thunder Grenade 2 schematic: Thunder GrenadeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Unstoppable Force Salve 2 schematic: Unstoppable Force SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Viral Needlegun 2 schematic: Viral NeedlegunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Sentry schematic: Voltaic SentryRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Water Salve 4 schematic: Water SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating schematic: Waterproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Winterchill Edge 4 schematic: Winterchill EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
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! |
Alabar the Burnstake Alabar the BurnstakeInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +18 (+4 eff.) Armour: +2 Defense: +25 (+6 eff.) Changes stats: +20 Lck / +14 Wil Changes resistances: +3% fire / +6% mind / +6% cold Mental save: +21 (+7 eff.) Disease immunity: +20% Confusion immunity: +25% Mindpower: +15 (+3 eff.) Reduce all damage from unseen attackers: 10% Amulets make your neck look great! |
Bloomravager the gold amulet Bloomravager the gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +25 (+5 eff.) Physical crit. chance: +2.0% Physical power: +30 (+5 eff.) Armour: +14 Defense: +5 (+1 eff.) Fatigue: -7% Effects on melee hit: * 20% chance to slow global speed by 73% Changes stats: +6 Dex / +7 Cun / +10 Con Life regen: +4.00 Stamina each turn: +0.90 Movement speed: +10% Amulets make your neck look great! |
Elenabers the voratun amulet Elenabers the voratun amuletPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour penetration: +3 Damage when hit (Melee): 10 acid Changes stats: +9 Str / +9 Dex / +6 Mag / +6 Wil Changes resistances: +6% acid / +24% temporal Changes damage: +7% acid / +9% physical / +7% cold / +8% lightning / +7% fire Pinning immunity: +50% Knockback immunity: +48% Only die when reaching: -60.00 life Maximum stamina: +20.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +6% Amulets make your neck look great! |
Elirin the voratun amulet Elirin the voratun amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +3 Cun / +4 Wil Changes resistances penetration: +25% mind Talent masteries: +0.40 Cursed / Strife +0.40 Cursed / Fears Equilibrium when hit: +0.24 Maximum mana: +103.44 Maximum hate: +6.00 Mindpower: +30 (+6 eff.) 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 (+4 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. |
Snowbright the voratun amulet Snowbright the voratun amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Changes stats: +9 Dex / +10 Cun / +10 Con Changes resistances: +9% acid / +9% temporal / +5% arcane / +9% blight Changes resistances penetration: +10% cold Changes damage: +15% fire Cut immunity: +20% Life regen: +5.00 Stamina each turn: +1.50 Maximum life: +100.00 Movement speed: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets make your neck look great! |
The Far-Hand =10 Con= The Far-Hand =10 Con=Powered 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: 5.5 Power cost: 36 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (144). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). 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. |
Xerysewyn the Smolderrace Xerysewyn the SmolderraceInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 44 Damage when hit (Melee): 6 fire Changes stats: +3 Cun Changes resistances penetration: +5% fire Changes damage: +3% mind Amulets make your neck look great! |
archmage's voratun amulet of murder archmage's voratun amulet of murderPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +16 Changes stats: +4 Mag Changes damage: +6% acid / +6% fire / +7% cold / +6% lightning Critical mult.: +17.00% Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Amulets make your neck look great! |
cleansing voratun amulet of perfection (0.39 Cunning / Survival,0.39 Cursed / Endless hunt) cleansing voratun amulet of perfection (0.39 Cunning / Survival,0.39 Cursed / Endless hunt)Infused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +20% nature / +18% blight Talent masteries: +0.39 Cunning / Survival +0.39 Cursed / Endless hunt Poison immunity: +41% Disease immunity: +37% Amulets make your neck look great! |
copper amulet of murder copper amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +11 Critical mult.: +11.00% Amulets make your neck look great! |
stabilizing voratun amulet of soulsearing stabilizing voratun amulet of soulsearingPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +20% temporal Changes damage: +11% blight / +13% fire Critical mult.: +17.00% Pinning immunity: +47% Knockback immunity: +49% Spellpower: +12 (+4 eff.) Amulets make your neck look great! |
starseer's voratun amulet of the eclipse starseer's voratun amulet of the eclipsePowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage (Melee): 15 light / 15 darkness Effects when hit in melee: * 14% chance to reduce damage dealt by 35% * 15% chance to blind Changes stats: +6 Mag Changes damage: +8% temporal / +8% physical / +23% darkness / +21% light Spellpower: +6 (+2 eff.) Spell crit. chance: +6% Amulets make your neck look great! |
steel amulet 'Stormorder' =6 Cun= steel amulet 'Stormorder' =6 Cun=Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Effects on melee hit: * 10% chance to slow global speed by 73% Damage when hit (Melee): 2 lightning Changes stats: +4 Dex / +6 Cun / +4 Con Changes resistances: +12% lightning / +10% cold / +14% fire Changes resistances penetration: +10% lightning Changes damage: +6% lightning Stun/Freeze immunity: +20% Life regen: +1.00 Stamina each turn: +0.50 Movement speed: +10% Amulets make your neck look great! |
vitalizing voratun amulet of perfection (0.30 Cursed / Endless hunt,0.30 Steamtech / Chemistry) vitalizing voratun amulet of perfection (0.30 Cursed / Endless hunt,0.30 Steamtech / Chemistry)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +3 Con Talent masteries: +0.30 Steamtech / Chemistry +0.30 Cursed / Endless hunt Physical save: +10 (+3 eff.) Life regen: +7.00 Maximum life: +47.00 Amulets make your neck look great! |
voratun amulet 'Elyriavena' voratun amulet 'Elyriavena'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Fatigue: -10% Critical mult.: +21.07% Physical save: +19 (+5 eff.) Mental save: +19 (+7 eff.) Life regen: +5.00 Only die when reaching: -84.29 life Maximum stamina: +31.61 Amulets make your neck look great! |
voratun amulet of soulsearing voratun amulet of soulsearingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes damage: +7% blight / +8% fire Critical mult.: +17.00% Spellpower: +9 (+3 eff.) Amulets make your neck look great! |
voratun amulet of vision voratun amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Blindness immunity: +21% Infravision radius: +6 Sight radius: +2 See invisible: +10 Amulets make your neck look great! |
wanderer's gold amulet =5 Dex= wanderer's gold amulet =5 Dex=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -5% Changes stats: +5 Dex / +4 Cun / +3 Con Life regen: +2.00 Stamina each turn: +0.40 Movement speed: +10% Amulets make your neck look great! |
warrior's voratun amulet of murder warrior's voratun amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +18 Changes resistances: +11% physical Critical mult.: +15.00% Stamina each turn: +0.80 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. |
This item will automatically be transmogrified when you leave the level. Aeruvena the Blazespike (Shrouds)Aeruvena the Blazespike (Shrouds) Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 26% chance to reduce strength, dexterity, and constitution by 23 * 20% chance to reduce all saves and defense by 44 Damage (Melee): 30 physical Effects on ranged hit: * 20% chance to reduce all saves and defense by 44 Damage (Ranged): 27 physical Changes stats: +6 Cun / +6 Con Changes resistances: +18% blight / +3% lightning Changes resistances penetration: +5% lightning Changes damage: +12% arcane Spell save: +17 (+6 eff.) Stun/Freeze immunity: +39% Life regen: +9.00 Hate when firing a critical mind attack: +3.00 Maximum stamina: +40.00 Maximum hate: +15.00 Curse of Shrouds It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 300% weapon damage over 7 turns, and all healing will be reduced by 60%. Rings make your fingers look great! |
Chillwarden the steel ring (Nightmares) Chillwarden the steel ring (Nightmares)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +10 Physical power: +8 (+1 eff.) Defense: +9 (+2 eff.) Changes stats: +6 Str / +5 Con Changes resistances: +24% lightning / +9% cold / +3% blight Changes damage: +12% lightning / +15% blight Curse of Nightmares It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Demontide (Misfortune) Demontide (Misfortune)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 73% * 21% chance to reduce damage dealt by 35% Changes stats: +10 Wil Changes resistances: +15% blight / +31% cold / +9% nature Changes resistances penetration: +26% fire Spell save: +9 (+3 eff.) Mental save: +20 (+7 eff.) Curse of Misfortune Rings make your fingers look great! |
Dimvengeance the gold ring (Corpses) Dimvengeance the gold ring (Corpses)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 35% * 20% chance to reduce armor by 33% Changes resistances: +9% acid / +32% cold / +6% darkness Changes resistances penetration: +25% acid / +25% darkness / +25% mind Changes damage: +16% cold Curse of Corpses Rings make your fingers look great! |
Durigorab the voratun ring (Shrouds) Durigorab the voratun ring (Shrouds)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +7 Defense: +10 (+3 eff.) Changes stats: +8 Mag / +8 Wil Physical save: +19 (+5 eff.) Spellpower on spell critical (stacks up to 3 times): +8 Only die when reaching: -60.00 life Maximum stamina: +31.61 Spellpower: +47 (+15 eff.) Spell crit. chance: +3% Curse of Shrouds Rings make your fingers look great! |
Erelehad the Furnacesweep (Misfortune) Erelehad the Furnacesweep (Misfortune)Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 (+2 eff.) Armour: +4 Defense: +5 (+1 eff.) Changes stats: +10 Str / +2 Dex / +8 Mag / +8 Wil / +12 Con Changes resistances: +6% blight Changes resistances penetration: +15% fire Physical save: +12 (+4 eff.) Mental save: +14 (+5 eff.) Confusion immunity: +43% Stamina each turn: +3.49 Spellpower: +15 (+5 eff.) Curse of Misfortune Rings make your fingers look great! |
Ereloroddatir (Nightmares) Ereloroddatir (Nightmares)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +31 (+7 eff.) Armour penetration: +3 Effects on melee hit: * 21% chance to reduce armor by 33% Changes stats: +7 Str Changes resistances: +36% lightning Changes resistances penetration: +15% physical Changes damage: +18% lightning / +21% acid Curse of Nightmares Rings make your fingers look great! |
Glesenor the gold ring (Corpses) Glesenor the gold ring (Corpses)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -4% Changes resistances: +20% lightning / +9% fire / +12% acid Changes damage: +10% lightning Reduces incoming crit damage: 10.00% Maximum encumbrance: +21 Disarm immunity: +22% Pinning immunity: +26% Knockback immunity: +25% Maximum life: +24.00 Curse of Corpses Rings make your fingers look great! |
Grinedunarand the stralite ring (Madness) Grinedunarand the stralite ring (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +6 Changes stats: +2 Dex / +4 Con Changes resistances: +6% physical Changes resistances penetration: +15% acid Critical mult.: +10.00% Disarm immunity: +44% Pinning immunity: +44% Knockback immunity: +40% Only die when reaching: -80.00 life Maximum life: +37.00 Curse of Madness Rings make your fingers look great! |
Hettydin the voratun ring (Nightmares) Hettydin the voratun ring (Nightmares)Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+4 eff.) Armour penetration: +15 Defense: +10 (+3 eff.) Changes stats: +3 Dex / +2 Mag / +7 Wil / +8 Cun / +4 Con Changes resistances: +12% acid / +18% physical / +6% cold Changes damage: +18% physical Mindpower: +13 (+2 eff.) Curse of Nightmares It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Isulrana the Dazzlespar (Nightmares) Isulrana the Dazzlespar (Nightmares)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +25 (+6 eff.) Changes stats: +4 Dex / +8 Mag Changes resistances: +38% cold / +15% light / +18% mind Changes damage: +39% blight / +19% cold Reduces incoming crit damage: 19.50% Spellpower: +30 (+10 eff.) Spell crit. chance: +6% Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Curse of Nightmares Rings make your fingers look great! |
Lisebeth the voratun ring (Corpses) Lisebeth the voratun ring (Corpses)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 21% chance to reduce strength, dexterity, and constitution by 23 Damage when hit (Melee): 8 mind Changes stats: +5 Dex / +8 Mag / +8 Cun Changes resistances: +6% lightning / +9% cold / +15% light / +15% mind Changes damage: +6% mind Poison immunity: +21% Silence immunity: +21% Spellpower: +15 (+5 eff.) Curse of Corpses Rings make your fingers look great! |
Mirezephyr, (Madness) Mirezephyr, (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +7 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 73% Damage when hit (Melee): 4 light Changes resistances: +12% nature / +3% cold Changes damage: +9% nature / +5% all Spellpower: +7 (+2 eff.) Mindpower: +6 (+1 eff.) Curse of Madness Rings make your fingers look great! |
Morbusworth the copper ring (Nightmares) Morbusworth the copper ring (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 73% Changes stats: +6 Dex / +4 Mag / +2 Wil Changes resistances penetration: +15% mind Infravision radius: +3 Curse of Nightmares Rings make your fingers look great! |
Nerilramira (Madness) Nerilramira (Madness)Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +20 (+3 eff.) Changes stats: +8 Mag / +8 Wil / +5 Con Changes resistances: +24% darkness / +9% mind Changes damage: +12% darkness / +12% mind Physical save: +6 (+2 eff.) Spell save: +18 (+6 eff.) Maximum stamina: +54.32 Spellpower: +15 (+5 eff.) Curse of Madness Rings make your fingers look great! |
Pitchrazor (Shrouds) Pitchrazor (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 10 darkness Changes damage: +6% darkness Stun/Freeze immunity: +44% Life regen: +8.00 Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +100.00 Spell crit. chance: +3% Light radius: +3 Curse of Shrouds Rings make your fingers look great! |
Radiancekin the voratun ring (Shrouds) Radiancekin the voratun ring (Shrouds)Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Changes stats: +10 Dex / +17 Mag / +7 Wil / +5 Cun Changes resistances: +12% acid / +15% light Changes resistances penetration: +15% temporal Changes damage: +6% light / +6% acid Spell save: +18 (+6 eff.) Spellpower: +15 (+5 eff.) Curse of Shrouds Rings make your fingers look great! |
Ring of the Dead (Shrouds) Ring of the Dead (Shrouds)Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+4 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! Curse of Shrouds 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. |
Writhing Ring of the Hunter (Nightmares) Writhing Ring of the Hunter (Nightmares)Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). Curse of Nightmares A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
copper ring 'Eilinewyn' (Misfortune) copper ring 'Eilinewyn' (Misfortune)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 44 Changes resistances: +22% nature / +6% mind Changes resistances penetration: +25% mind Changes damage: +11% nature / +12% mind Curse of Misfortune Rings make your fingers look great! |
gladiator's voratun ring of life (Misfortune) gladiator's voratun ring of life (Misfortune)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+2 eff.) Changes stats: +10 Str / +10 Con Life regen: +16.00 Maximum life: +82.00 Healing mod.: +19% Curse of Misfortune Rings make your fingers look great! |
gold ring 'Chorakhad' (Corpses) gold ring 'Chorakhad' (Corpses)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +14 Defense: +30 (+8 eff.) Changes stats: +7 Wil Changes resistances: +15% cold Changes damage: +15% mind Mental save: +14 (+5 eff.) Maximum stamina: +30.00 Curse of Corpses Rings make your fingers look great! |
marksman's copper ring of the mind (+10%) (Misfortune) marksman's copper ring of the mind (+10%) (Misfortune)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Changes resistances: +10% mind Changes damage: +10% mind Curse of Misfortune Rings make your fingers look great! |
rogue's copper ring (Corpses) =3 Cun= rogue's copper ring (Corpses) =3 Cun=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Curse of Corpses Rings make your fingers look great! |
rogue's copper ring of nature (+20%) (Corpses) =3 Cun= rogue's copper ring of nature (+20%) (Corpses) =3 Cun=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Changes resistances: +20% nature Changes damage: +10% nature Curse of Corpses Rings make your fingers look great! |
rogue's steel ring (Shrouds) =3 Cun= rogue's steel ring (Shrouds) =3 Cun=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Curse of Shrouds Rings make your fingers look great! |
savage's voratun ring of fire (+32%) (Misfortune) savage's voratun ring of fire (+32%) (Misfortune)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +3 Con Changes resistances: +32% fire Changes damage: +16% fire Spell save: +18 (+6 eff.) Maximum stamina: +19.00 Curse of Misfortune Rings make your fingers look great! |
savior's voratun ring of pilfering (Madness) savior's voratun ring of pilfering (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +10 Defense: +13 (+3 eff.) Physical save: +14 (+4 eff.) Spell save: +16 (+6 eff.) Mental save: +12 (+4 eff.) Curse of Madness It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
sneakthief's voratun ring of the mind (+15%) (Corpses) sneakthief's voratun ring of the mind (+15%) (Corpses)Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +10 Cun / +7 Dex Changes resistances: +15% mind Changes damage: +15% mind Curse of Corpses Rings make your fingers look great! |
solipsist's voratun ring (Madness) solipsist's voratun ring (Madness)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Cun / +6 Wil Mindpower: +11 (+2 eff.) Curse of Madness Rings make your fingers look great! |
steel ring 'Islowen' (Nightmares) steel ring 'Islowen' (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +10 Damage when hit (Melee): 4 temporal Changes stats: +5 Str Changes resistances penetration: +15% acid / +25% temporal Changes damage: +21% arcane Curse of Nightmares Rings make your fingers look great! |
steel ring of pilfering (Nightmares) steel ring of pilfering (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +7 Defense: +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: 3.5 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
stralite ring 'Morningwind' (Shrouds) =14 Cun T4 Ring= stralite ring 'Morningwind' (Shrouds) =14 Cun T4 Ring=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +14 Cun / +8 Wil Changes resistances penetration: +25% light / +15% mind Changes damage: +9% arcane Critical mult.: +15.00% Equilibrium when hit: +0.12 Maximum psi: +50.00 Mindpower: +13 (+2 eff.) Curse of Shrouds Rings make your fingers look great! |
voratun pearl ring voratun pearl ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +11% blight / +13% nature / +5% all Poison immunity: +26% Disease immunity: +24% Rings make your fingers look great! |
voratun pearl ring voratun pearl ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +5 Damage (Melee): 36 light Damage (Ranged): 33 light Changes stats: +4 Mag Changes resistances: +5% all Changes damage: +18% light Rings make your fingers look great! |
voratun ring 'Huregohor' (Madness) voratun ring 'Huregohor' (Madness)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +9% acid / +18% temporal / +15% blight / +12% lightning / +9% physical Changes damage: +18% temporal Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +6 Maximum life: +100.00 Curse of Madness Rings make your fingers look great! |
voratun ring 'Kindlewell' (Nightmares) voratun ring 'Kindlewell' (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Mag / +4 Wil / +3 Con Changes resistances: +27% light / +30% fire Changes resistances penetration: +20% fire Changes damage: +33% fire Stun/Freeze immunity: +47% Life regen: +7.00 Infravision radius: +4 Curse of Nightmares Rings make your fingers look great! |
voratun ring of life (Corpses) voratun ring of life (Corpses)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Life regen: +11.00 Maximum life: +74.00 Healing mod.: +16% Curse of Corpses Rings make your fingers look great! |
Glutha (Madness) (175% power, 4 apr) Glutha (Madness) (175% power, 4 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 175% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Wound the target dealing 344 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +28 darkness Damage against: +28% Living When wielded/worn: Physical crit. chance: +21.0% Physical power: +42 (+7 eff.) Changes stats: +9 Con Changes resistances: +9% acid / +18% cold / +7% arcane / +15% lightning Changes resistances penetration: +21% physical Changes damage: +6% physical Disarm immunity: +43% Curse of Madness Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. elemental voratun battleaxe of massacre (Corpses) (190% power, 4 apr)elemental voratun battleaxe of massacre (Corpses) (190% power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 190% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 76 fire damage (1/turn) When wielded/worn: Changes resistances penetration: +41% fire Changes damage: +42% fire Curse of Corpses Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. arcing dwarven-steel dagger of rage (Shrouds) (119% power, 7 apr)arcing dwarven-steel dagger of rage (Shrouds) (119% power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 120% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 76 damage When wielded/worn: Accuracy: +17 (+4 eff.) Changes stats: +7 Str Changes damage: +11% physical Curse of Shrouds Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. warbringer's stralite dagger of rage (Madness) (132% power, 9 apr)warbringer's stralite dagger of rage (Madness) (132% power, 9 apr) Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 132% 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: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +21 (+4 eff.) Physical power: +13 (+2 eff.) Changes stats: +8 Str / +5 Con Changes resistances penetration: +13% physical Changes damage: +13% physical Disarm immunity: +29% Curse of Madness Sharp, short and deadly. |
voratun greatsword 'Wildroar' (Corpses) (171% power, 4 apr) =40 Wil 40 Con= voratun greatsword 'Wildroar' (Corpses) (171% power, 4 apr) =40 Wil 40 Con=Requires: - Strength 48 Powered by arcane forces Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 171% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +12 lightning Damage (radius 1) on hit: +19 fire When wielded/worn: Changes stats: +19 Str / +16 Dex / +19 Mag / +40 Wil / +17 Cun / +40 Con Changes resistances: +9% nature / +2% physical Changes damage: +12% lightning Physical save: +6 (+2 eff.) Maximum life: +125.00 Curse of Corpses Massive two-handed swords. |
Brenydulin the voratun longsword (Madness) (152% power, 30 apr) Brenydulin the voratun longsword (Madness) (152% power, 30 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 152% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +30 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 21% chance to gain 10% of a turn (3/turn limit) On weapon crit: * Splash the target with acid dealing 127 damage over 5 turns and reducing armor and accuracy by 16 Damage Shield penetration (this weapon only): +20% Damage (radius 2) on crit: +4 temporal When wielded/worn: Accuracy: +19 (+4 eff.) Armour penetration: +15 Damage when hit (Melee): 4 temporal Changes resistances penetration: +7% all Changes damage: +3% mind / +3% temporal Mental crit. chance: +3% Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +16% Curse of Madness Sharp, long, and deadly. |
Obsidianshear (Nightmares) (152% power, 6 apr) Obsidianshear (Nightmares) (152% power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 152% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +56 (+11 eff.) Armour penetration: +20 Changes stats: +2 Str / +6 Dex Changes resistances: +9% darkness Changes resistances penetration: +20% darkness / +23% physical See invisible: +6 Combat speed: +10% Curse of Nightmares Sharp, long, and deadly. |
Xerytha the Ravenschism (Misfortune) (169% power, 6 apr) Xerytha the Ravenschism (Misfortune) (169% power, 6 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 169% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 73% * 50% chance to put 1 talent on cooldown for 6 turns (checks Confusion immunity) When wielded/worn: Physical power: +10 (+2 eff.) Damage when hit (Melee): 2 darkness Changes stats: +6 Con Changes resistances: +12% lightning / +6% blight Changes resistances penetration: +12% physical Disarm immunity: +29% Curse of Misfortune Sharp, long, and deadly. |
Alatochak (Misfortune) (155% power, 6 apr) Alatochak (Misfortune) (155% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 155% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 127 damage over 5 turns and reducing armor and accuracy by 16 * Wound the target dealing 344 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +24 (+5 eff.) Armour penetration: +14 Physical crit. chance: +15.0% Physical power: +13 (+2 eff.) Effects on melee hit: * 21% chance to reduce all saves and defense by 44 Changes stats: +2 Str / +2 Dex / +3 Mag / +1 Wil Changes resistances penetration: +15% physical Reduces incoming crit damage: 10.00% Light radius: +1 Curse of Misfortune Blunt and deadly. |
Stokedeath the voratun mace (Nightmares) (155% power, 6 apr) Stokedeath the voratun mace (Nightmares) (155% power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 155% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 2) on crit: +40 lightning / +45 cold When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +15 Physical crit. chance: +12.0% Effects on melee hit: * 10% chance to slow global speed by 73% Changes resistances: +9% light / +9% fire / +3% darkness / +5% arcane Changes resistances penetration: +25% lightning / +15% physical / +5% fire / +25% cold Spell save: +6 (+2 eff.) Movement speed: +48% Curse of Nightmares Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Issodar (Nightmares) (134% power, 40 apr, nature damage)Issodar (Nightmares) (134% power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 134% 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: Armour: +8 Defense: +15 (+4 eff.) Damage when hit (Melee): 8 temporal Changes stats: +3 Dex Changes damage: +15% arcane / +21% physical Talent granted: +1 Attune Mindstar Critical mult.: +26.46% Physical save: +21 (+6 eff.) Stamina each turn: +2.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Healing mod.: +29% Heals friendly targets nearby when you use a nature summon: +55 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. |
This item will automatically be transmogrified when you leave the level. Sleetvalor (Nightmares) (114% power, 40 apr, mind damage)Sleetvalor (Nightmares) (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% Damage (radius 1) on hit: +26 cold Damage (radius 2) on crit: +20 temporal / +16 physical When wielded/worn: Physical power: +20 (+3 eff.) Changes stats: +8 Cun Changes resistances: +12% cold Changes resistances penetration: +33% acid / +33% cold Changes damage: +15% cold Talent granted: +1 Attune Mindstar Critical mult.: +25.00% Stamina each turn: +3.97 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. |
Awakened Staff of Absorption (172% power, 60 apr, lightning element) Awakened Staff of Absorption (172% power, 60 apr, lightning 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 (+16 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Dayonslaught (Corpses) (152% power, 6 apr) Dayonslaught (Corpses) (152% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 152% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +14 temporal Damage (radius 2) on crit: +8 light When wielded/worn: Accuracy: +31 (+6 eff.) Armour penetration: +5 Changes stats: +5 Str / +4 Mag / +3 Wil / +1 Con Changes resistances: +3% light / +9% temporal Changes resistances penetration: +10% all Changes damage: +9% physical Infravision radius: +3 Curse of Corpses One-handed war axes. |
Hettyldil the stralite waraxe (Madness) (158% power, 5 apr) =Stat Stick= Hettyldil the stralite waraxe (Madness) (158% power, 5 apr) =Stat Stick=Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Power: 159% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +11 (+3 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +7 Str / +9 Dex / +11 Mag / +7 Wil / +8 Cun / +8 Con Disarm immunity: +26% Curse of Madness One-handed war axes. |
Kykalthorand the stralite waraxe (Nightmares) (135% power, 5 apr) Kykalthorand the stralite waraxe (Nightmares) (135% power, 5 apr)Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Power: 136% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 23 On weapon crit: * Wound the target dealing 344 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +4 blight / +11 darkness Damage against: +12% Living When wielded/worn: Armour penetration: +11 Physical crit. chance: +20.0% Physical power: +13 (+2 eff.) Changes resistances penetration: +10% blight / +15% acid Changes damage: +9% blight Critical mult.: +22.00% Curse of Nightmares One-handed war axes. |
Layyrialaith (Corpses) (148% power, 6 apr) Layyrialaith (Corpses) (148% power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 149% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +4 arcane When wielded/worn: Accuracy: +60 (+12 eff.) Armour penetration: +12 Armour: +4 Defense: +13 (+3 eff.) Changes stats: +10 Str / +5 Mag Changes resistances: +3% physical Changes resistances penetration: +11% physical Changes damage: +7% physical Disarm immunity: +43% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Curse of Corpses One-handed war axes. |
voratun waraxe 'Frigidwreck' (Shrouds) (150% power, 6 apr) voratun waraxe 'Frigidwreck' (Shrouds) (150% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 150% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (radius 2) on crit: +8 cold When wielded/worn: Accuracy: +33 (+7 eff.) Armour penetration: +28 Effects on melee hit: * 20% chance to reduce all saves and defense by 44 Damage when hit (Melee): 4 cold Changes stats: +11 Mag / +10 Wil Changes resistances: +3% cold Changes resistances penetration: +13% physical / +20% mind / +13% all Changes damage: +6% mind Spellpower: +11 (+3 eff.) Curse of Shrouds One-handed war axes. |
Brodyrand the rough leather belt (Nightmares) =3 Cun= Brodyrand the rough leather belt (Nightmares) =3 Cun=Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Accuracy: +20 (+4 eff.) Defense: +5 (+1 eff.) Changes stats: +3 Cun Reduces incoming crit damage: 10.00% Physical save: +6 (+2 eff.) Equilibrium when hit: +0.08 Mindpower: +13 (+2 eff.) Curse of Nightmares A belt that goes around your waist. |
Gythra the Frigidvalor (Misfortune) =4 Con= Gythra the Frigidvalor (Misfortune) =4 Con=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Str / +1 Wil / +4 Con Changes resistances: +6% fire / +12% cold Light radius: +1 Curse of Misfortune A belt that goes around your waist. |
Mighty Girdle (Misfortune) Mighty Girdle (Misfortune)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 Curse of Misfortune This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Sepsiswhisper (Corpses) Sepsiswhisper (Corpses)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Armour: +4 Changes resistances: +9% blight / +7% fire / +10% cold Changes resistances penetration: +20% physical Changes damage: +6% nature Only die when reaching: -40.00 life Curse of Corpses A belt that goes around your waist. |
hardened leather belt 'Elawyn' (Nightmares) =4 Con= hardened leather belt 'Elawyn' (Nightmares) =4 Con=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +2 (+0 eff.) Armour: +8 Changes stats: +4 Str / +3 Dex / +4 Con Spell save: +8 (+3 eff.) Only die when reaching: -80.00 life Size category: +1 Curse of Nightmares A belt that goes around your waist. |
hardened leather belt 'Layatira' (Misfortune) hardened leather belt 'Layatira' (Misfortune)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Cun / +9 Wil Changes damage: +3% arcane Damage against: +27% Summoned Reduced damage from: +32% Summoned Life regen: +2.00 Maximum life: +41.00 Maximum mana: +60.00 Spell crit. chance: +2% Healing mod.: +19% Curse of Misfortune A belt that goes around your waist. |
Skyoracle (Corpses) (8 def, 0 armour) Skyoracle (Corpses) (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes resistances: +7% acid / +16% light / +19% fire / +7% cold / +6% mind / +15% lightning Changes resistances penetration: +15% lightning Stealth bonus: +7 Physical save: +8 (+2 eff.) Mental save: +7 (+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. |
Xanegada the cashmere cloak (Madness) (12 def, 0 armour) =11 Dex T3 Cloak= Xanegada the cashmere cloak (Madness) (12 def, 0 armour) =11 Dex T3 Cloak=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +12 (+3 eff.) Changes stats: +11 Dex / +2 Mag / +3 Cun Reduces incoming crit damage: 10.00% Physical save: +12 (+4 eff.) Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Malyvor' (Madness) (1 def, 0 armour) =2 Cun 4 Con= linen cloak 'Malyvor' (Madness) (1 def, 0 armour) =2 Cun 4 Con=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Str / +2 Dex / +2 Cun / +4 Con Changes resistances: +6% acid / +9% cold / +3% darkness Stamina each turn: +2.00 Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Boltthorn the pair of dwarven-steel boots (Corpses) (0 def, 9 armour) Boltthorn the pair of dwarven-steel boots (Corpses) (0 def, 9 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Fatigue: +3% Changes stats: +5 Str / +5 Con Changes resistances: +7% acid / +7% fire / +21% lightning / +7% cold Changes resistances penetration: +10% lightning Changes damage: +7% physical Stamina each turn: +0.50 Maximum stamina: +13.00 See invisible: +3 Size category: +1 Curse of Corpses Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Demonmonster the pair of drakeskin leather boots (Shrouds) (0 def, 14 armour) Demonmonster the pair of drakeskin leather boots (Shrouds) (0 def, 14 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Effects on melee hit: * 10 arcane resource burn Damage when hit (Melee): 6 darkness Changes stats: +5 Wil / +6 Cun / +11 Con Changes resistances: +18% acid / +9% temporal / +3% light / +9% lightning Changes resistances penetration: +15% darkness / +10% physical Physical save: +20 (+6 eff.) Mental save: +22 (+8 eff.) Mindpower: +9 (+1 eff.) Infravision radius: +3 Curse of Shrouds It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 5.9 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 60% (at 0 Hate) to 200% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 40 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Eden's Guile (Madness) (2 def, 1 armour) Eden's Guile (Madness) (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 Madness It can be used to boost speed by 38% (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. |
Hanegofast (Corpses) (0 def, 9 armour) Hanegofast (Corpses) (0 def, 9 armour)Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +9 Fatigue: +4% Changes stats: +3 Dex / +5 Wil / +2 Cun / +7 Con Changes resistances penetration: +10% physical Reduces incoming crit damage: 10.00% Mental save: +12 (+4 eff.) Life regen: +10.00 Psi when hit: +0.20 Mindpower: +7 (+1 eff.) Infravision radius: +3 Healing mod.: +18% Curse of Corpses It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 4.5 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 55% (at 0 Hate) to 184% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 36 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Ivyra the Flashbreak (Corpses) (21 def, 5 armour) Ivyra the Flashbreak (Corpses) (21 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +8 Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +5 Defense: +21 (+5 eff.) Changes stats: +12 Dex / +5 Cun / +5 Wil Changes resistances: +6% nature Changes resistances penetration: +20% lightning Reduces incoming crit damage: 15.00% Physical save: +15 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +6 (+2 eff.) Silence immunity: +20% Knockback immunity: +20% Maximum life: +60.00 Curse of Corpses A pair of boots made of leather. |
Shoes of Moving Quickly (Misfortune) (10 def, 12 armour) Shoes of Moving Quickly (Misfortune) (10 def, 12 armour)Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +12 Defense: +10 (+3 eff.) Fatigue: +3% Changes stats: +8 Cun / +8 Dex Pinning immunity: +100% Knockback immunity: -100% Steampower: +5 (+3 eff.) You move 3 spaces at once. Curse of Misfortune Accurately? Less so. |
Steam Powered Boots (Shrouds) (8 def, 15 armour) Steam Powered Boots (Shrouds) (8 def, 15 armour)Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 Defense: +8 (+2 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Pinning immunity: +50% Generate 3 steam each time you walk. Curse of Shrouds Boots. But with steam power! |
Unlightsquall the pair of voratun boots (Corpses) (20 def, 5 armour) Unlightsquall the pair of voratun boots (Corpses) (20 def, 5 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +20 (+5 eff.) Fatigue: +4% Effects on melee hit: * 20% chance to reduce damage dealt by 35% Damage when hit (Melee): 2 arcane / 6 darkness Changes stats: +10 Dex / +5 Wil / +4 Con Changes resistances: +6% darkness / +3% cold Changes resistances penetration: +5% cold / +9% physical Changes damage: +9% darkness Stamina each turn: +1.30 Maximum stamina: +38.00 Mindpower: +8 (+1 eff.) Curse of Corpses It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 4.5 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 55% (at 0 Hate) to 184% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 36 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Wanderer's Rest (Nightmares) (4 def, 0 armour) Wanderer's Rest (Nightmares) (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 Nightmares It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Woeoblivion of the Blightspawn (Nightmares) (0 def, 5 armour) Woeoblivion of the Blightspawn (Nightmares) (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -7% Effects when hit in melee: * 30% chance to reduce strength, dexterity, and constitution by 23 * 36% chance to reduce damage dealt by 35% Changes resistances: +42% darkness / +24% temporal Changes resistances penetration: +17% darkness / +17% temporal Changes damage: +3% acid / +12% darkness Maximum encumbrance: +47 Physical save: +12 (+4 eff.) Silence immunity: +40% Confusion immunity: +41% Stun/Freeze immunity: +41% Defense after a teleport: +19 Resist all after a teleport: +14% New effects duration reduction after a teleport: +25% Curse of Nightmares A pair of boots made of leather. |
dreamer's pair of rough leather boots (Nightmares) (0 def, 1 armour) =3 Cun= dreamer's pair of rough leather boots (Nightmares) (0 def, 1 armour) =3 Cun=Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Cun / +2 Wil Physical save: +5 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Curse of Nightmares A pair of boots made of leather. |
pair of drakeskin leather boots 'Earthenvy' (Shrouds) (0 def, 14 armour) pair of drakeskin leather boots 'Earthenvy' (Shrouds) (0 def, 14 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Effects on melee hit: * 21% chance to slow global speed by 73% Damage when hit (Melee): 6 nature Changes stats: +6 Cun / +5 Wil Changes resistances: +15% acid / +12% fire / +12% cold / +9% nature / +14% lightning Changes damage: +6% nature Physical save: +12 (+4 eff.) Spell save: +15 (+5 eff.) Mental save: +15 (+5 eff.) Silence immunity: +42% Confusion immunity: +38% Stun/Freeze immunity: +48% Curse of Shrouds A pair of boots made of leather. |
Eremygas the rough leather gloves (Shrouds) (0 def, 1 armour) =4 Wil= Eremygas the rough leather gloves (Shrouds) (0 def, 1 armour) =4 Wil=Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 20 arcane resource burn * 10% chance to reduce armor by 33% Damage (Melee): 6 fire Changes stats: +4 Wil Changes resistances: +12% acid / +5% fire Changes damage: +4% fire Reduces incoming crit damage: 15.00% When used to modify unarmed attacks: Power: 95% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Fire Breath (10% chance level 1). Damage (radius 2) on crit: +6 fire Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Mayoldatha (Corpses) (0 def, 9 armour) Mayoldatha (Corpses) (0 def, 9 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +9 Damage (Melee): 10 physical Changes resistances: +3% acid / +3% cold / +9% darkness / +12% blight Changes damage: +4% physical Physical save: +9 (+3 eff.) Maximum hate: +4.00 When used to modify unarmed attacks: Power: 117% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Sand Breath (10% chance level 3). Damage (radius 1) on hit: +8 physical Damage (radius 2) on crit: +8 physical Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Runugohad the Swampworm (Nightmares) (0 def, 1 armour) Runugohad the Swampworm (Nightmares) (0 def, 1 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +1 Fatigue: +1% Damage when hit (Melee): 2 fire Changes resistances: +3% nature Changes resistances penetration: +10% mind Physical save: +6 (+2 eff.) Mental save: +5 (+2 eff.) Disarm immunity: +22% When used to modify unarmed attacks: Power: 106% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +7 Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Perfect Control (10% chance level 1). Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
Sludgegrip (Misfortune) (0 def, 0 armour) =4 Cun= Sludgegrip (Misfortune) (0 def, 0 armour) =4 Cun=Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+0 eff.) When used to modify unarmed attacks: Power: 92% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Slime Spit (35% chance level 1). Curse of Misfortune These gloves are coated with a thick, green liquid. |
heroic voratun gauntlets of the juggernaut (Misfortune) (0 def, 7 armour) heroic voratun gauntlets of the juggernaut (Misfortune) (0 def, 7 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +7 Fatigue: +5% Changes stats: +2 Con Physical save: +21 (+6 eff.) Spell save: +9 (+3 eff.) Mental save: +14 (+5 eff.) Disarm immunity: +25% Maximum life: +48.00 When used to modify unarmed attacks: Power: 143% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +12 Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Battle Shout (10% chance level 5). Damage (Melee): +6 physical Activating this item is instant. Curse of Misfortune It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 3.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 29% and provides a 16% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Artharomigorn (Madness) (0 def, 5 armour) Artharomigorn (Madness) (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 6 arcane Changes stats: +9 Str / +7 Dex Changes resistances: +5% arcane / +3% mind Changes resistances penetration: +15% arcane Changes damage: +9% arcane Physical save: +19 (+5 eff.) Stamina when hit: +1.40 Equilibrium when hit: +2.90 Curse of Madness It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1980.5 Physical damage. If the attack hits, the target is confused (44% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Brass Goggles (Madness) (10 def, 0 armour) =20 Cun T4= Brass Goggles (Madness) (10 def, 0 armour) =20 Cun T4=Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +20 (+4 eff.) Armour penetration: +15 Defense: +10 (+3 eff.) Changes stats: +20 Cun Changes resistances: +20% fire Talent masteries: +0.20 Steamtech / Physics +0.20 Steamtech / Chemistry Blindness immunity: +100% Infravision radius: +3 Sight radius: +1 Steampower: +5 (+3 eff.) Steam crit. chance: +5% Curse of Madness No self respecting craftsman would be caught without them! |
Dragonskull Helm (Nightmares) (0 def, 20 armour) Dragonskull Helm (Nightmares) (0 def, 20 armour)Requires: - Heavy armour training - Willpower 24 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +20 Fatigue: +12% Changes resistances: +15% acid / +15% physical / +15% fire / +15% cold / +15% lightning Grants telepathy: Dragon Physical save: +12 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+4 eff.) Curse of Nightmares Traces of a dragon's power still remain in this bleached and cracked skull. |
Eye of the Forest (Shrouds) (8 def, 0 armour) =6 Cun 8 Wil= Eye of the Forest (Shrouds) (8 def, 0 armour) =6 Cun 8 Wil=Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+4 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 Curse of Shrouds It can be used to activate talent Earth's Eyes (costing 35 power out of 35/35) : Effective talent level: 3.5 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 10. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Flameblur the elven-silk wizard hat (Shrouds) (3 def, 0 armour) Flameblur the elven-silk wizard hat (Shrouds) (3 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +25 (+5 eff.) Defense: +3 (+1 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +6% lightning / +2% physical / +34% mind / +9% cold Changes damage: +29% mind / +3% fire Physical save: +13 (+4 eff.) Mental save: +16 (+6 eff.) Maximum psi: +37.00 Mindpower: +15 (+3 eff.) Mental crit. chance: +4% Curse of Shrouds A pointy cloth hat, very wizardly... |
Lorechik (Nightmares) (3 def, 0 armour) Lorechik (Nightmares) (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +1 Physical power: +15 (+2 eff.) Defense: +3 (+1 eff.) Changes stats: +1 Dex / +1 Wil Changes resistances: +5% lightning / +8% temporal / +7% light / +8% fire / +3% nature / +8% acid / +7% blight / +8% cold / +8% darkness Changes damage: +15% darkness / +15% temporal / +15% light / +15% physical Reduces incoming crit damage: 10.00% Physical save: +12 (+4 eff.) Mana each turn: +0.30 Only die when reaching: -40.00 life Spellpower: +6 (+2 eff.) Spell crit. chance: +6% Light radius: +4 Curse of Nightmares A pointy cloth hat, very wizardly... |
Strikepunish the drakeskin leather cap (Corpses) (20 def, 26 armour) Strikepunish the drakeskin leather cap (Corpses) (20 def, 26 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +26 Defense: +20 (+5 eff.) Fatigue: +5% Damage when hit (Melee): 10 physical Changes stats: +8 Dex Changes resistances: +24% lightning Changes resistances penetration: +32% light Critical mult.: +26.00% Stamina when hit: +3.00 Equilibrium when hit: +3.00 Maximum stamina: +39.00 Curse of Corpses A cap made of leather. |
Woewinter of the Blightspawn (Madness) (0 def, 5 armour) Woewinter of the Blightspawn (Madness) (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects when hit in melee: * 33% chance to reduce strength, dexterity, and constitution by 23 * 31% chance to reduce damage dealt by 35% Damage when hit (Melee): 6 acid / 2 temporal Changes stats: +13 Str / +4 Con Changes resistances: +6% acid / +12% fire / +11% cold Changes damage: +3% temporal Physical save: +12 (+4 eff.) Mental save: +10 (+4 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Madness It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1980.5 Physical damage. If the attack hits, the target is confused (44% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Bleakwild' (Nightmares) (6 def, 10 armour) =Water= dwarven-steel helm 'Bleakwild' (Nightmares) (6 def, 10 armour) =Water=Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +10 Defense: +6 (+2 eff.) Fatigue: +4% Changes stats: +7 Dex Changes resistances: +13% cold / +6% darkness / +4% all Changes resistances penetration: +10% mind Changes damage: +15% darkness / +12% mind Allows you to breathe in: water Physical save: +10 (+3 eff.) Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. radiant voratun mail armour of delving (Corpses) (5 def, 10 armour)radiant voratun mail armour of delving (Corpses) (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: +10 Str / +4 Wil Changes resistances: +30% blight / +14% physical / +48% darkness Light radius: +3 Curse of Corpses It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 3.5 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 19 for 6 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. duelist's hardened leather armour (Shrouds) (16 def, 13 armour)duelist's hardened leather armour (Shrouds) (16 def, 13 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +13 Defense: +16 (+4 eff.) Fatigue: +8% Changes stats: +8 Cun / +8 Dex Curse of Shrouds A suit of armour made of leather. |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness Activation costs 100 power out of 100/100. The very essence of bearness! |
This item will automatically be transmogrified when you leave the level. psychokinetic quiver of dragonbone arrows of crippling (24/24, 164% power, 18 apr)psychokinetic quiver of dragonbone arrows of crippling (24/24, 164% power, 18 apr) Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Power: 165% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +24.0% Capacity: 24 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 307 physical damage On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Ranged): +45 physical Arrows are used with bows to pierce your foes to death. |
6 agate 6 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. |
1871 alchemist agate 1871 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. |
5 onyx 5 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. |
8 aquamarine 8 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 lapis lazuli 7 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 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. |
5 opal 5 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. |
4 sapphire 4 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz 5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Mayireth (dig speed 38 turns) =4 Cun= Mayireth (dig speed 38 turns) =4 Cun=Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +2 Mag / +4 Cun Changes resistances: +6% acid Changes damage: +3% acid Maximum mana: +22.00 Spell crit. chance: +5% Mental crit. chance: +4% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Strikepulverizer the voratun pickaxe (dig speed 12 turns) Strikepulverizer the voratun pickaxe (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour: +5 Defense: +8 (+2 eff.) Damage when hit (Melee): 8 arcane / 6 lightning Changes stats: +3 Str / +5 Cun Changes resistances: +20% darkness / +10% physical Changes damage: +12% lightning Critical mult.: +20.40% Mental crit. chance: +2% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Xanildatta the iron pickaxe (dig speed 40 turns) Xanildatta the iron pickaxe (dig speed 40 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Cun / +3 Str Changes resistances: +3% mind Changes resistances penetration: +15% mind Mental crit. chance: +3% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Grinydil' (dig speed 24 turns) dwarven-steel pickaxe 'Grinydil' (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +10 Changes stats: +6 Str Changes resistances: +9% darkness Changes resistances penetration: +20% acid Disarm immunity: +20% Knockback immunity: +20% Teleport immunity: +20% Maximum life: +100.00 Maximum vim: +50.00 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 5.5 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 +106 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Mayyna' (dig speed 31 turns) iron pickaxe 'Mayyna' (dig speed 31 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical power: +4 (+0 eff.) Armour: +8 Changes stats: +1 Str / +2 Dex Changes resistances: +6% blight / +3% acid Confusion immunity: +10% Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Starobsidian' (dig speed 38 turns) iron pickaxe 'Starobsidian' (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +4 Cun / +1 Str Changes resistances: +10% nature / +3% light Changes damage: +5% nature Critical mult.: +10.00% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "A View From The Gallery" Forbidden Tome: "A View From The Gallery"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
8 emerald 8 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. |
7 jade 7 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. |
11 spinel 11 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 turquoise 6 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. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Balulin the brass lantern =4 Con= Balulin the brass lantern =4 Con=Infused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 33% Changes stats: +1 Dex / +1 Wil / +4 Con Changes resistances: +3% all Changes damage: +6% acid Spell save: +6 (+2 eff.) Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Emelutha =5 Con= Emelutha =5 Con=Infused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 33% Changes stats: +5 Con / +4 Mag Changes resistances: +3% all Spell save: +5 (+2 eff.) Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Kilnradiance the brass lantern =6 Cun= Kilnradiance the brass lantern =6 Cun=Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Changes stats: +6 Cun / +6 Wil Changes damage: +6% fire Critical mult.: +12.00% Mental save: +6 (+2 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +4% Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Planar Beacon Planar BeaconPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 3.5 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 167.63 demonfire damage to everyone within 4 spaces and leaving flames which will deal an additional 167.63 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Squalortrail the brass lantern Squalortrail the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes damage: +3% nature Critical mult.: +10.00% Maximum psi: +20.00 Light radius: +5 Infravision radius: +1 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(145 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Undeathwasp UndeathwaspInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Physical power: +8 (+1 eff.) Armour: +2 Defense: +15 (+4 eff.) Changes stats: +6 Wil Changes resistances: +3% nature / +3% physical Critical mult.: +19.00% Only die when reaching: -40.00 life Maximum life: +76.00 Light radius: +8 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
watchleader's alchemist's lamp of clarity =Track= watchleader's alchemist's lamp of clarity =Track=Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Mental save: +7 (+3 eff.) Blindness immunity: +26% Confusion immunity: +16% Light radius: +7 See stealth: +20 See invisible: +17 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 5.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 22 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
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 (+3 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+4 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: 3.5 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 19 for 6 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Crystal 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. |
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. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Atamathon's Ruby Eye Atamathon's Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 When used to imbue an object: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 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. |
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 (+2 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
52 alchemist bloodstone 52 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
18 bloodstone 18 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. |
21 fire opal 21 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. |
7 garnet 7 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. |
6 ruby 6 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1) Rod of Spydric Poison (1/1)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 452.20 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 25 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
amazing fiery salve [power 21] amazing fiery salve [power 21]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 113% efficiency and 59% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (21% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing frost salve [power 21] amazing frost salve [power 21]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 113% efficiency and 59% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (21% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing healing salve [power 309] amazing healing salve [power 309]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 113% efficiency and 59% cooldown modifier. It can be used to heal 309 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing water salve [power 21] amazing water salve [power 21]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 113% efficiency and 59% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (21% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
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. thought-forged pouch of voratun shots of annihilation (21/21, 175% power, 18 apr)thought-forged pouch of voratun shots of annihilation (21/21, 175% power, 18 apr) Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 175% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +18 Crit. chance: +17.0% Capacity: 21 Turns elapse between self-loadings: 6 On weapon hit: * 26% chance to reduce all saves and defense by 44 Travel speed: +200% Damage (Ranged): +25 mind Shots are used with slings to pummel your foes to death. |
dwarven steel grip dwarven steel gripPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Talent granted: +3 Iron Grip Disarm immunity: +80% Tinkers can be attached to normal items to improve them with steam power! |
stralite grounding strap stralite grounding strapPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 When attach to an other item: Changes resistances: +24% lightning Stun/Freeze immunity: +40% Tinkers can be attached to normal items to improve them with steam power! |
stralite mental stimulator stralite mental stimulatorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 When attach to an other item: Changes stats: +8 Cun Mental save: +12 (+4 eff.) Tinkers can be attached to normal items to improve them with steam power! |
stralite silver filigree stralite silver filigreePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 When attach to an other item: Damage against: +28% Undead / +28% Demon / +28% Horror Tinkers can be attached to normal items to improve them with steam power! |
voratun crystal edge voratun crystal edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Critical mult.: +15.00% Deals high light damage and increases critical multiplier. Tinkers can be attached to normal items to improve them with steam power! |
voratun razor edge voratun razor edgePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Armour Penetration: +20 Crit. chance: +20.0% Tinkers can be attached to normal items to improve them with steam power! |
voratun silver filigree voratun silver filigreePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 When attach to an other item: Damage against: +35% Undead / +35% Demon / +35% Horror Tinkers can be attached to normal items to improve them with steam power! |
Lisywen the Ashguile [power 270] (15 cooldown) Lisywen the Ashguile [power 270] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Physical power: +20 (+3 eff.) Armour: +12 Damage when hit (Melee): 8 fire Changes stats: +5 Str / +4 Mag Changes damage: +9% physical Infravision radius: +3 It can be used to blast the opponent's mind dealing 521 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Heal for 63. Torques are made by powerful psionics to store psionic powers. |
Radhunik the elven-wood totem of healing [power 434] (15 cooldown) Radhunik the elven-wood totem of healing [power 434] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +6 Wil / +8 Mag Changes resistances: +15% mind Changes resistances penetration: +25% mind Reduces incoming crit damage: 15.30% Light radius: +3 Infravision radius: +3 It can be used to heal yourself and all friendly characters within 10 spaces for 434 Activation puts all charms on cooldown for 15 turns. When used: * Heal for 78. Natural totems are made by powerful wilders to store nature power. |
elm totem of stinging [power 110] (15 cooldown) elm totem of stinging [power 110] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to sting an enemy dealing 146 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
powerful ash totem of thorny skin [power 29] (20 cooldown) powerful ash totem of thorny skin [power 29] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to harden the skin for 7 turns increasing armour by 29 and armour hardiness by 40% Activation puts all charms on cooldown for 20 turns. When used: * Increase all damage by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
soothing elven-wood totem of healing [power 344] (15 cooldown) soothing elven-wood totem of healing [power 344] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to heal yourself and all friendly characters within 10 spaces for 344 Activation puts all charms on cooldown for 15 turns. When used: * Heal for 79. Natural totems are made by powerful wilders to store nature power. |
Cold Iron Acorn Cold Iron AcornInfused by psionic forces 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 When carried: Changes resistances: +30% mind Changes damage: +12% physical Movement speed: +20% A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. The acorn serves as a reminder of who and what you are. |
Kyless' Book Kyless' BookInfused by psionic forces 5.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 This was the book that gave power to Kyless and eventually led to his doom. The book is simple in appearance, bound in leather with no markings on the cover. All of the pages are blank. |
18 amethyst 18 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. |
6 diamond 6 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. |
7 moonstone 7 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+4 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mental save: +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
12 pearl 12 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. |
13 quartz 13 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. |
4 amber 4 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 ametrine 3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 citrine 11 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. |
4 zircon 4 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 Osborne the Krog Cursed level 37
36th Pyre 123rd year of Ascendancy at 06:51 see stats
By Osborne the Krog Cursed level 29
6th Allure 123rd year of Ascendancy at 17:53 see stats
By Osborne the Krog Cursed level 37
33rd Pyre 123rd year of Ascendancy at 15:26 see stats
By Osborne the Krog Cursed level 42
74th Pyre 123rd year of Ascendancy at 13:31 see stats
By Osborne the Krog Cursed level 43
79th Pyre 123rd year of Ascendancy at 09:06 see stats
By Osborne the Krog Cursed level 50
63rd Pyre 124th year of Ascendancy at 15:34 see stats
By Osborne the Krog Cursed level 50
69th Dusk 123rd year of Ascendancy at 06:43 see stats
By Osborne the Krog Cursed level 41
71st Pyre 123rd year of Ascendancy at 06:43 see stats
By Osborne the Krog Cursed level 50
2nd Wintertide 124th year of Ascendancy at 21:15 see stats
By Osborne the Krog Cursed level 50
67th Haze 123rd year of Ascendancy at 15:52 see stats
By Osborne the Krog Cursed level 10
3rd Summertide 122nd year of Ascendancy at 18:07 see stats
By Osborne the Krog Cursed level 50
12nd Pyre 124th year of Ascendancy at 19:39 see stats
By Osborne the Krog Cursed level 40
67th Pyre 123rd year of Ascendancy at 19:46 see stats
By Osborne the Krog Cursed level 50
37th Haze 123rd year of Ascendancy at 02:32 see stats
By Osborne the Krog Cursed level 32
43rd Regrowth 123rd year of Ascendancy at 09:41 see stats
By Osborne the Krog Cursed level 50
54th Pyre 124th year of Ascendancy at 11:28 see stats
By Osborne the Krog Cursed level 22
71st Dusk 122nd year of Ascendancy at 10:41 see stats
By Osborne the Krog Cursed level 30
20th Regrowth 123rd year of Ascendancy at 21:58 see stats
By Osborne the Krog Cursed level 25
1st Decay 122nd year of Ascendancy at 05:07 see stats
By Osborne the Krog Cursed level 50
15th Pyre 124th year of Ascendancy at 09:19 see stats
By Osborne the Krog Cursed level 50
18th Regrowth 124th year of Ascendancy at 13:46 see stats
By Osborne the Krog Cursed level 29
6th Allure 123rd year of Ascendancy at 18:18 see stats
By Osborne the Krog Cursed level 45
79th Pyre 123rd year of Ascendancy at 14:57 see stats
By Osborne the Krog Cursed level 10
7th Mirth 122nd year of Ascendancy at 00:29 see stats
By Osborne the Krog Cursed level 20
40th Dusk 122nd year of Ascendancy at 09:57 see stats
By Osborne the Krog Cursed level 30
16th Regrowth 123rd year of Ascendancy at 10:19 see stats
By Osborne the Krog Cursed level 40
67th Pyre 123rd year of Ascendancy at 17:06 see stats
By Osborne the Krog Cursed level 50
69th Dusk 123rd year of Ascendancy at 05:26 see stats
By Osborne the Krog Cursed level 50
14th Pyre 124th year of Ascendancy at 08:55 see stats
By Osborne the Krog Cursed level 50
59th Regrowth 124th year of Ascendancy at 04:19 see stats
By Osborne the Krog Cursed level 24
2nd Haze 122nd year of Ascendancy at 20:05 see stats
By Osborne the Krog Cursed level 50
41st Regrowth 124th year of Ascendancy at 20:07 see stats
By Osborne the Krog Cursed level 38
47th Pyre 123rd year of Ascendancy at 08:15 see stats
By Osborne the Krog Cursed level 25
1st Decay 122nd year of Ascendancy at 20:38 see stats
By Osborne the Krog Cursed level 40
67th Pyre 123rd year of Ascendancy at 22:42 see stats
By Osborne the Krog Cursed level 50
54th Pyre 124th year of Ascendancy at 11:26 see stats
By Osborne the Krog Cursed level 29
6th Allure 123rd year of Ascendancy at 17:53 see stats
By Osborne the Krog Cursed level 10
7th Mirth 122nd year of Ascendancy at 00:39 see stats
By Osborne the Krog Cursed level 29
6th Allure 123rd year of Ascendancy at 17:53 see stats
By Osborne the Krog Cursed level 25
77th Haze 122nd year of Ascendancy at 01:34 see stats
By Osborne the Krog Cursed level 50
54th Pyre 124th year of Ascendancy at 11:28 see stats
By Osborne the Krog Cursed level 50
36th Haze 123rd year of Ascendancy at 16:17 see stats
By Osborne the Krog Cursed level 50
27th Haze 123rd year of Ascendancy at 00:41 see stats
By Osborne the Krog Cursed level 46
5th Flare 123rd year of Ascendancy at 11:49 see stats
By Osborne the Krog Cursed level 24
76th Haze 122nd year of Ascendancy at 00:52 see stats
By Osborne the Krog Cursed level 22
49th Dusk 122nd year of Ascendancy at 20:42 see stats
By Osborne the Krog Cursed level 16
21st Dusk 122nd year of Ascendancy at 19:55 see stats
By Osborne the Krog Cursed level 50
1st Summertide 124th year of Ascendancy at 01:06 see stats
By Osborne the Krog Cursed level 36
32nd Pyre 123rd year of Ascendancy at 19:17 see stats
Log
Osborne slows down.
Osborne's Temporal Clone receives 36 healing from Unnatural Body.
Osborne's Temporal Clone's manaburn arcane area effect hits Osborne for 0 arcane damage.
Osborne's Temporal Clone's manaburn arcane area effect hits Void monolith for 0 arcane damage.
Osborne's Temporal Clone's manaburn arcane area effect hits Osborne's Temporal Clone for 0 arcane damage.
Mindrot hits Osborne for 27 mind, 58 darkness (86 total damage).
Osborne's Temporal Clone gains 2% of a turn from Ancestral Life.
Orc summoner uses Infusion: Wild.
Orc summoner lessens the pain.
Terror briefly catches sight of you!
Terror is surrounded by a cursed miasma.
Osborne hits Terror for 138 darkness, 245 mind (382 total damage).
Osborne hits Void monolith for 174 darkness, 135 mind (308 total damage).
Your summoned terror disappears.
The psychic field around Osborne's Temporal Clone crumbles.
Osborne hits Osborne's Temporal Clone for (70 antimagic), (40 resonance), 40 darkness, (57 resonance), 78 mind (118 total damage).
Osborne's Temporal Clone uses Iron Grip.
Osborne begins rampaging!
Osborne's Temporal Clone misses Osborne.
Osborne's is vulnerable to attacks and effects!
Osborne resists the iron grip!
Osborne's Temporal Clone hits Osborne for (60 rampage shugs off), 162 physical, 0 arcane, 61 physical (222 total damage).
Melee retaliation hits Osborne's Temporal Clone for (46 antimagic), 0 darkness, (16 antimagic), 0 fire, 29 physical (29 total damage).
Osborne's Temporal Clone uses Slash.
Osborne's Temporal Clone performs a melee critical strike against Osborne!
Osborne suffers an unfortunate end.
Osborne's Temporal Clone performs a melee critical strike against Osborne!
Osborne's Temporal Clone hits Osborne for 2438 physical damage.
Melee retaliation hits Osborne's Temporal Clone for (46 antimagic), 0 darkness, (16 antimagic), 0 fire, 29 physical, (46 antimagic), 0 darkness, (16 antimagic), 0 fire, 29 physical (58 total damage).
Osborne the level 50 krog cursed was impaled to death by a Osborne's Temporal Clone on level 5 of High Peak.