









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | The Adventurer 1.7.4Allows adventurers to use talent trees from every classes and races, including those from addons. Items Vault 1.7.6Donators/Buyers bonus! Tougher Escorts 1.7.4Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Hulking Berserker Evolution 1.7.4Introduces a class evolution for Berserker. Taking this class evolution allows one to wield a 2H weapon in each hand, as well as making his punches more powerful. Multi Evolutions Fork 1.7.4Allows Adventurer to take any class evolution prodigy and adds an option that allows any class to take multiple evolutions. Do not use with another version of the same addon, they are not compatible with eachother. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: No Prodigy Requirements 1.7.4Prodigies have minimal requirements - usually none. Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: Custom Difficulty 1.7.5Allows you to set the level of enemies, the frequency of rare creatures, and some other elements of difficulty independently during character creation, to make the game as easy or hard as you like. If you make the game at least as hard as a vanilla difficulty setting, you qualify for that difficulty's achievements. This mod will be incompatible with other mods that re-arrange the character creation screen. Improved Combat Text v2 Custom Edit 1.7.5This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Portable Item Vault 1.7.4Add a portable item vault to your inventory! Point Credits 1.7.2Allows you to spend an unlimited amount of class, generic, stat, category and prodigy points by digging into negative values, as deep as you want to. This addon presents an unique approach to the "I want more (insert type here) points for my character!" problem. Instead of simply adding +N more points to spend each level, it allows you to use as many points as you wish - you'll simply go into negative values if you don't have any points at the moment, effectively "loaning" them. From whom? For what fee? What's the due date? Who knows! Maybe the Eidolon's feeling like doing some commerce, or maybe the divines are smiling at you! All that matters is that all those points are yours to spend *now*! If you want, you can get those elusive talents up to survive in early game and compensate for them later as you level up, eventually balancing out... or get yourself all these cool talents you really wanted to have and learn than the build of your dream will forever be short of 24 generics, 6 class points, inscription and a prodigy. :> No actual penalties for loaning the points are implemented or intended to be implemented. Design premisesWhile there's already a lot of addons that grant characters more points, they are often found suffering from some significant flaws - like surplus points dangling when all desired talents have already been developed, or still insufficient amount of points despite all the extra ones, or an uneven point gain curve when one's struggling with point deficit in the early game but has a large surplus of unused points in the late game, or the difficulty to gauge the unbalanceness of the current build at a given moment of time... and so on. With point loaning, however, you can have as many or as few extra points as you wish, and always know how strongly you deviate from the intended game balance curve. I love this particular approach, and it is my hope that it will appeal to many other players, as well. :> Compatibility
Pecks
|
Campaign | Maj'Eyal |
Mode | Madness Adventure |
Sex | Male |
Race | Shalore |
Class | Adventurer |
Level / Exp | 24 / 67% |
Size | medium |
Lifes / Deaths | Killed by White-Void at level 24 on the 7th Flare 122nd year of Ascendancy at 00:35 5 / 1 |
Primary Stats
Strength | 50 (base 51) |
Dexterity | 66.974459755541 (base 51) |
Constitution | 64.974459755541 (base 51) |
Magic | 53 (base 51) |
Willpower | 87.974459755541 (base 51) |
Cunning | 68.974459755541 (base 51) |
Resources
Life | 1244/1244 |
Hate | 64/100 |
Stamina | 299/299 |
Healing Factor | 1.2015795556149 |
Regeneration | 35.02419399814 |
Speed
Mental | -10% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +98.122225974977% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 14 |
See Stealth | 102.3919953655 |
See Invisible | 115.36645512104 |
Offense: Barehand
Damage | 44 |
Accuracy | 90 |
Crit Chance | 104% |
APR | 18 |
Speed | 1.33 |
Offense: Spell
Spellpower | 55 |
Crit Chance | 61% |
Speed | 1 |
Offense: Mind
Mindpower | 77 |
Crit Chance | 61% |
Speed | 1 |
Offense: Damage Bonus
Physical | +25% |
Acid | +19% |
Light | +12% |
Cold | +19% |
Darkness | +23% |
Arcane | +16% |
Mind | +38% |
All | +7% |
Offense: Damage Penetration
Mind | +45% |
All | +25% |
Defense: Base
Armour (hardiness) | 26.564131358726 (100%) |
Defense | 90 |
Ranged Defense | 90 |
Fatigue | 0 |
Physical Save | 63 |
Spell Save | 80 |
Mental Save | 64 |
Defense: Resistances
Acid | + 55%( 70%) |
Arcane | + 42%( 70%) |
Cold | + 53%( 70%) |
All | + 39%( 70%) |
Darkness | + 57%( 81%) |
Light | + 46%( 70%) |
Physical | + 48%( 75%) |
Mind | + 27%( 70%) |
Nature | + 41%( 70%) |
Defense: Immunities
Stun Resistance | 66% |
Pinning Resistance | 26% |
Confusion Resistance | 1% |
Fear Resistance | 66% |
Disarm Resistance | 57% |
Instadeath Resistance | 100% |
Knockback Resistance | 95% |
Inscriptions (3/3)
Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 352 damage for 3 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 3 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Class Talents
Cursed / Gloom | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat techniques | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Predator | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Stealth | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Rampage | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Tireless Combatant | 2.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cursed / Strife | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cursed / Shadows | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cursed / Endless hunt | 2.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Shield offense | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Fears | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / One with shadows | 2.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cursed / Punishments | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Slaughter | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Shield defense | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Crimson Templar | 2.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Race / Shalore | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Hatred | 2.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Cursed / Cursed form | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cunning / Scoundrel | 2.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 2.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Secrets of the Eternals |
talent | Shared Agony |
talent | Cleave |
talent | Savage Hunter |
talent | Daunting Presence |
talent | Pace Yourself |
talent | Precise Strikes |
talent | Aether Permeation |
talent | Call Shadows |
talent | Gloom |
talent | Stalk |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 7.5)Penalty : Fractured Sanity: -10% Mind Resistance, -13% Confusion Immunity Power 1+: Unleashed: +22% critical damage, +22% off-hand weapon damage Power 2+: -1 Luck, +14 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 95% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 8.4% of your life, the remaining cooldown of all your talents is reduced by 1. |
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 6.5)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+45% chance to avoid traps). Power 2+: -1 Luck, +12 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+18% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 51% if the increase would be enough to kill your opponent. |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 6.5): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 11% when tested. Power 1+: Removed from Reality: +7 Physical Resistance, +5 Maximum Physical Resistance Power 2+: -1 Luck, +12 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 81 mind and 72 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 10 nightmare (summon Terrors and chances to slow, deal 120 Mind damage, and deal 107 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 5.5)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 6%) for 4 turns. Power 1+: Nightwalker: +22 Darkness Resistance, +11% Max Darkness Resistance, +13 See Invisible Power 2+: -1 Luck, +10 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 22% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 22% for 3 turns. |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Scintillating Caves. Escort: worried loremaster (level 3 of Scintillating Caves)As a reward you improved Willpower by +5. | 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 |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Equipment
Quiver | ![]() Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Power: 110% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +1.0% Capacity: 20 Curse of Madness Arrows are used with bows to pierce your foes to death. |
On hands | ![]() Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +2 Defense: +5 (+1 eff.) Fatigue: +3% Damage (Melee): 8 light / 9 darkness Changes stats: +1 Dex Changes resistances: +6% light / +8% darkness Changes damage: +18% physical / +5% light / +4% darkness Physical save: +13 (+3 eff.) Mental save: +7 (+2 eff.) Disarm immunity: +29% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Metal gloves protecting the hands up to the middle of the lower arm. |
On head | ![]() Requires: - Heavy armour training - Cunning 25 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +4% Changes stats: +3 Con / +10 Wil Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Cunning / Survival Mindpower: +5 (+1 eff.) Activating this item is instant. Curse of Misfortune It can be used to activate talent Indomitable (costing 23 power out of 60/60) : Effective talent level: 5.0 Power cost: 23 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 6 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 6 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Tool | The Cog The CogRequires: - Level 15 Powered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. This item has been sent to the Item's Vault. |
On fingers | ![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +24% acid / +24% cold / +5% arcane Changes damage: +12% acid / +12% cold / +12% darkness / +9% arcane Mental save: +7 (+2 eff.) Confusion immunity: +25% Curse of Shrouds Rings make your fingers look great! |
On fingers | ![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +9 Defense: +7 (+2 eff.) Changes resistances: +3% acid / +6% light / +3% nature Spell save: +9 (+1 eff.) Mental save: +7 (+2 eff.) Disarm immunity: +28% Confusion immunity: +23% Pinning immunity: +26% Knockback immunity: +29% Maximum life: +29.00 Curse of Nightmares It can be used to activate talent Disengage, placing all other charms into a 4 cooldown : Effective talent level: 7.0 Power cost: 4 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 7 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 221% 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! |
Around neck | ![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+9 eff.) Confusion immunity: -100% Mindpower: +8 (+2 eff.) Talent on hit(mindpower): Sunder Mind (8% chance level 1). Curse of Madness A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. This item has been sent to the Item's Vault. |
Main armor | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +11% all Changes damage: +7% all Spellpower: +12 (+4 eff.) Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Light source | ![]() Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Wil Changes damage: +6% mind Light radius: +3 Curse of Misfortune 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. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +1 Str / +1 Con Physical save: +6 (+1 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. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +4 (+2 eff.) Critical mult.: +7.00% Curse of Misfortune A belt that goes around your waist. |
Inventory
![]() healing infusion (heal 83; 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 83 then cleanse 1 wound, poison, and disease effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() healing infusion (heal 95; cd 10) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 95 then cleanse 1 wound, poison, and disease effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Blood of Life Infused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 21%, your defense is increased by 21 and all your resistances by 21%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() ethereal rune (power 22; resist 35%; move 40%; dur 5; cd 18) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 35% all resistance, you move 40% faster, and you are invisible (power 22). It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 374 damage for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 78 with a minimum range of 15. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Grinarahor (Madness) Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +16 Mag Changes resistances: +3% blight / +9% mind Changes resistances penetration: +10% mind Changes damage: +16% darkness / +16% temporal / +16% light / +14% physical Mana each turn: +0.51 Spellpower on spell critical (stacks up to 3 times): +5 Maximum mana: +60.00 Maximum psi: +30.00 Spellpower: +12 (+4 eff.) Spell crit. chance: +12% Mindpower: +20 (+5 eff.) Mental crit. chance: +3% Curse of Madness Amulets make your neck look great! |
![]() voratun amulet 'Frostbore' (Shrouds) Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +8 Defense: +22 (+5 eff.) Damage (Melee): 12 light / 14 darkness Effects when hit in melee: * 15% chance to blind * 15% chance to reduce damage dealt by 33% Damage when hit (Melee): 2 cold Changes resistances: +28% lightning / +3% temporal / +6% mind / +6% blight Changes resistances cap: +4% all Changes damage: +12% light / +15% darkness Reduces incoming crit damage: 15.00% Physical save: +27 (+6 eff.) Stun/Freeze immunity: +49% Life regen: +4.00 Maximum life: +80.00 Curse of Shrouds Amulets make your neck look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% light Changes damage: +11% light Curse of Corpses Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +21 Stun/Freeze immunity: +20% Life regen: +2.00 Curse of Misfortune Rings make your fingers look great! |
![]() painweaver's steel ring (Shrouds) Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +10 (+4 eff.) Changes damage: +6% all Spellpower: +11 (+3 eff.) Mindpower: +10 (+3 eff.) Curse of Shrouds Rings make your fingers look great! |
![]() sneakthief's steel ring of tenacity (Misfortune) Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+2 eff.) Changes stats: +7 Cun / +6 Dex Disarm immunity: +30% Pinning immunity: +30% Knockback immunity: +29% Maximum life: +28.00 Curse of Misfortune Rings make your fingers look great! |
![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+1 eff.) Mental save: +5 (+1 eff.) Confusion immunity: +20% Curse of Madness Rings make your fingers look great! |
![]() blazebringer's stralite battleaxe of massacre (Misfortune) (176% power, 3 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 176% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% Damage (radius 2) on crit: +103 fire When wielded/worn: Changes resistances penetration: +24% fire Global speed: +11% Curse of Misfortune Massive two-handed battleaxes. |
![]() caustic voratun battleaxe (Corpses) (171% power, 4 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 171% 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% Damage (radius 2) on crit: +51 acid / +33 nature When wielded/worn: Armour penetration: +16 Changes resistances penetration: +28% acid / +31% nature Curse of Corpses Massive two-handed battleaxes. |
![]() hateful voratun battleaxe of ruin (Corpses) (168% power, 4 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 169% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +21 darkness Damage against: +28% Living When wielded/worn: Armour penetration: +21 Physical crit. chance: +16.0% Critical mult.: +49.00% Curse of Corpses Massive two-handed battleaxes. |
![]() slime-covered steel battleaxe of evisceration (Madness) (120% power, 2 apr) Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 121% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 16% chance to slow global speed by 71% On weapon crit: * Wound the target dealing 150 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +13.0% Physical power: +13 (+5 eff.) Curse of Madness Massive two-handed battleaxes. |
![]() stormbringer's stralite battleaxe (Madness) (154% power, 3 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 154% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% Damage (radius 2) on crit: +49 lightning / +51 cold When wielded/worn: Changes resistances penetration: +30% lightning / +26% cold Movement speed: +52% Curse of Madness Massive two-handed battleaxes. |
![]() stormbringer's voratun battleaxe (Madness) (167% power, 4 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 168% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Damage (radius 2) on crit: +63 lightning / +63 cold When wielded/worn: Changes resistances penetration: +35% lightning / +24% cold Movement speed: +60% Curse of Madness Massive two-handed battleaxes. |
![]() truestriking voratun battleaxe of persecution (Misfortune) (168% power, 4 apr) Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 169% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Damage against: +42% Unnatural When wielded/worn: Accuracy: +30 (+6 eff.) Armour penetration: +17 Changes stats: +10 Wil Changes resistances penetration: +19% physical Curse of Misfortune Massive two-handed battleaxes. |
![]() warbringer's voratun battleaxe of shearing (Misfortune) (170% power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 171% 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% When wielded/worn: Accuracy: +34 (+7 eff.) Armour penetration: +19 Physical power: +21 (+8 eff.) Changes stats: +9 Con Changes resistances penetration: +20% physical / +21% all Disarm immunity: +45% Curse of Misfortune Massive two-handed battleaxes. |
![]() Hedehell the Blackseam (Nightmares) (161% power, 9 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 162% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +20 nature Damage (radius 2) on crit: +90 fire When wielded/worn: Changes resistances penetration: +25% fire Changes damage: +18% darkness Critical mult.: +15.00% Spell save: +3 (+0 eff.) Vim when firing critical spell: +2.47 Maximum vim: +40.00 Spell crit. chance: +2% Global speed: +8% Curse of Nightmares Sharp, short and deadly. |
![]() Mercy (Corpses) (143% power, 9 apr) Requires: - Dexterity 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Power: 144% Range: 1.3x Uses stats: 55% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +15.0% Attack speed: 100% On weapon hit: * deals 60 physical damage increased by 1% for each 1% life the target has lost When wielded/worn: Changes stats: +6 Str / +6 Dex Critical mult.: +20.00% Curse of Corpses This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
![]() Spellblaze Shard (Nightmares) (120% power, 10 apr) Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 121% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +20 blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire Talent granted: +1 Virulent Disease Curse of Nightmares This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
![]() blazebringer's iron dagger of rage (Madness) (100% power, 5 apr) Requires: - Dexterity 11 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 100% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage (radius 2) on crit: +17 fire When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +3 Str Changes resistances penetration: +9% fire Changes damage: +7% physical Global speed: +3% Curse of Madness Sharp, short and deadly. |
![]() caustic steel dagger of crippling (Shrouds) (108% power, 6 apr) Requires: - Dexterity 16 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 108% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 2) on crit: +19 acid / +21 nature When wielded/worn: Armour penetration: +9 Physical crit. chance: +9.0% Changes resistances penetration: +13% acid / +11% nature Curse of Shrouds Sharp, short and deadly. |
![]() hateful stralite dagger of rage (Misfortune) (136% power, 9 apr) Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 137% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +16 darkness Damage against: +17% Living When wielded/worn: Accuracy: +21 (+4 eff.) Changes stats: +9 Str Changes damage: +13% physical Curse of Misfortune Sharp, short and deadly. |
![]() quick iron dagger of erosion (Madness) (100% power, 5 apr) Requires: - Dexterity 11 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 100% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +7 nature When wielded/worn: Accuracy: +7 (+1 eff.) Changes stats: +2 Dex Combat speed: +10% Curse of Madness Sharp, short and deadly. |
![]() stormbringer's iron dagger of massacre (Nightmares) (115% power, 5 apr) Requires: - Dexterity 11 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 115% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage (radius 2) on crit: +10 lightning / +12 cold When wielded/worn: Changes resistances penetration: +8% lightning / +9% cold Movement speed: +26% Curse of Nightmares Sharp, short and deadly. |
![]() stormbringer's steel dagger of shearing (Misfortune) (109% power, 6 apr) Requires: - Dexterity 16 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 109% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (radius 2) on crit: +18 lightning / +13 cold When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +9 Changes resistances penetration: +13% lightning / +13% cold / +9% all Movement speed: +28% Curse of Misfortune Sharp, short and deadly. |
![]() stralite dagger of rage (Shrouds) (134% power, 9 apr) Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 134% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +20 (+4 eff.) Changes stats: +8 Str Changes damage: +11% physical Curse of Shrouds Sharp, short and deadly. |
![]() truestriking steel dagger of evisceration (Nightmares) (107% power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 107% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Wound the target dealing 150 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +9 Physical crit. chance: +9.0% Physical power: +9 (+4 eff.) Changes resistances penetration: +9% physical Curse of Nightmares Sharp, short and deadly. |
![]() warbringer's voratun dagger of massacre (Misfortune) (159% power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 160% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Physical power: +15 (+6 eff.) Changes stats: +4 Con Changes resistances penetration: +15% physical Disarm immunity: +30% Curse of Misfortune Sharp, short and deadly. |
![]() Halestir (Corpses) (176% power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 176% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (radius 1) on hit: +28 fire When wielded/worn: Accuracy: +35 (+7 eff.) Armour penetration: +21 Armour: +10 Changes stats: +2 Mag Changes resistances: +9% lightning / +3% physical Changes resistances penetration: +20% physical Physical save: +6 (+1 eff.) Spell save: +3 (+0 eff.) Pinning immunity: +20% See invisible: +3 Curse of Corpses Massive two-handed mauls. |
![]() elemental steel greatmaul of crippling (Nightmares) (133% power, 2 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 134% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 93 lightning damage (1/turn) On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +13.0% Changes resistances penetration: +17% lightning Changes damage: +20% lightning Curse of Nightmares Massive two-handed mauls. |
![]() Borosk's Hate (Misfortune) (172% power, 22 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 172% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance to strike the target again. When wielded/worn: Changes stats: +10 Str / +5 Dex / +15 Con Talent mastery: +0.20 Technique / Two-handed assault Curse of Misfortune This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
![]() enhanced stralite greatsword of torment (Nightmares) (161% power, 3 apr) Requires: - Strength 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 161% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns When wielded/worn: Changes stats: +12 Str / +16 Dex / +14 Mag / +16 Wil / +16 Cun / +16 Con Curse of Nightmares Massive two-handed swords. |
![]() inquisitor's stralite greatsword (Corpses) (158% power, 3 apr) Requires: - Strength 35 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 159% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Deals 123 Manaburn damage and puts 1 random spell talent on cooldown for 5 turns (checks Confusion immunity) Curse of Corpses Massive two-handed swords. |
![]() thought-forged voratun greatsword of massacre (Madness) (193% power, 4 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 194% 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: +5.0% Attack speed: 100% On weapon hit: * 49% chance to reduce all saves and defense by 42 Damage (Melee): +33 mind When wielded/worn: Changes stats: +10 Cun / +9 Wil Curse of Madness Massive two-handed swords. |
![]() truestriking voratun greatsword of rage (Shrouds) (175% power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 176% 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: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +68 (+13 eff.) Armour penetration: +21 Changes stats: +13 Str Changes resistances penetration: +21% physical Changes damage: +21% physical Curse of Shrouds Massive two-handed swords. |
![]() Lustrerock (Madness) Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 Damage (radius 1) on hit: +8 light Damage (radius 2) on crit: +68 lightning / +60 cold When wielded/worn: Accuracy: +32 (+6 eff.) Armour penetration: +20 Physical power: +20 (+7 eff.) Changes stats: +11 Str / +1 Dex / +2 Wil / +1 Cun / +3 Con Changes resistances: +3% light Changes resistances penetration: +38% lightning / +38% cold / +15% fire / +23% all Changes damage: +6% light See invisible: +6 Movement speed: +75% Curse of Madness Longbows are used to shoot arrows at your foes. |
![]() mighty elm longbow of true flight (Corpses) Requires: - Dexterity 11 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 When wielded/worn: Accuracy: +11 (+2 eff.) Physical crit. chance: +11.0% Physical power: +11 (+4 eff.) Changes stats: +3 Str Curse of Corpses Longbows are used to shoot arrows at your foes. |
![]() Crooked Club (Shrouds) (129% power, 4 apr) Requires: - Strength 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Power: 129% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) Damage (Melee): +14 % chance of confusion / +30 physical When wielded/worn: Accuracy: +12 (+2 eff.) Curse of Shrouds An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
![]() Core of the Forge (Corpses) (127% power, 40 apr, dreamforge damage) Requires: - Willpower 40 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Power: 127% Range: 1.1x Uses stats: 60% Wil, 20% Cun Damage type: Dreamforge 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: Accuracy: +10 (+2 eff.) Physical power: +10 (+4 eff.) Damage (Melee): 30 dreamforge Changes stats: +4 Cun / +6 Wil Changes resistances: +5% physical / +5% mind / +15% fire Changes resistances penetration: +10% mind / +10% physical Changes damage: +10% physical / +10% mind / +10% fire Talent masteries: +0.20 Psionic / Dream Forge +0.20 Psionic / Dream Smith Mindpower: +16 (+4 eff.) Mental crit. chance: +8% Curse of Corpses It can be used to activate talent Forge Bellows (costing 9 power out of 30/30) : Effective talent level: 9.0 Power cost: 9 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 85.89 mind damage, 66.59 burning damage, and knocking back your enemies in a radius 7 cone. Empty terrain may be changed (50% chance) for 5 turns into forge walls, which block movement and inflict 7.62 mind and 5.91 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
![]() Eye of Winter (Nightmares) (94% power, 18 apr, cold damage) Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Power: 95% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Cold Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +10 Changes resistances: -10% fire Changes resistances penetration: +10% cold Changes damage: +10% cold Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Talent on hit(mindpower): Winter's Fury (10% chance level 2). Curse of Nightmares This mindstar glows with a dim cool light, but seems somehow incomplete. |
![]() dreamer's pulsing mindstar of life (Madness) (109% power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 109% 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: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +13% mind Talent granted: +1 Attune Mindstar Mental save: +8 (+2 eff.) Life regen: +1.60 Psi each turn: +1.10 Maximum life: +30.00 Maximum psi: +40.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() inquisitor's pulsing mindstar (Corpses) (105% power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 106% 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: +32 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Deals 123 Manaburn damage and puts 1 random spell talent on cooldown for 5 turns (checks Confusion immunity) When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() nature's living mindstar of disruption (Misfortune) (114% power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 114% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage against: +28% Unnatural When wielded/worn: Changes resistances: +8% blight Changes damage: +7% nature Talent granted: +1 Attune Mindstar Disease immunity: +25% Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() nature's pulsing mindstar of balance (Madness) (105% power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 106% 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: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +7% blight Changes damage: +5% nature Talent granted: +1 Attune Mindstar Physical save: +9 (+2 eff.) Spell save: +7 (+1 eff.) Mental save: +8 (+2 eff.) Disease immunity: +20% Equilibrium when hit: +1.70 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() protector's living mindstar (Madness) (116% power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 116% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +6% all Talent mastery: +0.20 Wild-gift / Antimagic Talent granted: +1 Attune Mindstar Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() resonating pulsing mindstar of clarity (Nightmares) (109% power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 109% 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: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +6% mind Changes resistances penetration: +7% mind Changes damage: +9% mind Talent granted: +1 Attune Mindstar Mental save: +9 (+2 eff.) Psi when hit: +1.90 Maximum psi: +37.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Damage Resonance (when hit): +20% 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. |
![]() vined mindstar of storms (Misfortune) (83% power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 84% 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: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage (Melee): 9 lightning Changes stats: +4 Str / +3 Dex / +4 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances: +10% lightning Changes resistances penetration: +11% lightning Changes damage: +10% lightning Talent granted: +1 Attune Mindstar Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() wrathful living mindstar of balance (Misfortune) (111% power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 111% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: 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: Talent granted: +1 Attune Mindstar Physical save: +9 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Equilibrium when hit: +2.40 Hate when firing a critical mind attack: +6.00 Psi when firing a critical mind attack: +6.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +15% Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() ethereal ash vilestaff (Nightmares) (111% power, 3 apr, fire element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +14 (+3 eff.) Changes damage: +15% fire Talent granted: +1 Command Staff Spellpower: +11 (+3 eff.) Spell crit. chance: +2% Damage Shield penetration: +16% Damage Shield Power: +11% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
![]() infernal dragonbone starstaff of might (Shrouds) (136% power, 6 apr, physical element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 33 fire Changes damage: +30% physical Talent granted: +1 Command Staff Critical mult.: +39.00% Spellpower: +21 (+6 eff.) Spell crit. chance: +19% See invisible: +18 Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
![]() lifebinding elm starstaff (Misfortune) (100% power, 2 apr, physical element) Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Con Changes damage: +10% physical Talent granted: +1 Command Staff Life regen: +0.70 Spellpower: +8 (+2 eff.) Spell crit. chance: +1% Healing mod.: +14% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
![]() chilling iron waraxe of enduring (Madness) (102% power, 2 apr) Requires: - Strength 11 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 102% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +10 cold When wielded/worn: Changes stats: +7 Con / +7 Wil Maximum life: +28.00 Curse of Madness One-handed war axes. |
![]() iron waraxe of amnesia (Nightmares) (100% power, 2 apr) Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 100% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) Curse of Nightmares One-handed war axes. |
![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. Curse of Corpses A belt that goes around your waist. |
![]() Requires: - Level 35 Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances: +15% all Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.20 Cursed / Punishments +0.20 Cursed / Slaughter +0.10 Psionic / Solipsism Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+5 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). Curse of Misfortune This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. This item has been sent to the Item's Vault. |
![]() Evermoss Robe (Madness) (12 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +12 (+3 eff.) Damage when hit (Melee): 35 nature slow Changes stats: +5 Wil Changes resistances: +25% nature / +13% all Changes resistances penetration: +10% nature Changes damage: +30% nature Talent mastery: +0.30 Wild-gift / Moss Physical save: +15 (+3 eff.) Life regen: +0.20 Mindpower: +12 (+3 eff.) Mental crit. chance: +5% Healing mod.: +15% Curse of Madness This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
![]() Robe of Force (Nightmares) (12 def, 8 armour) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+3 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical / +9% all Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+2 eff.) Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Curse of Nightmares It can be used to send out a range 5 beam of kinetic energy, dealing 67.32 to 84.15 physical damage (based on Willpower and Cunning) with knockback Activation costs 4 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
![]() dreamer's silk robe of nature (+39%) (Misfortune) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +18% mind / +17% darkness / +39% nature / +13% all Changes damage: +26% nature Physical save: +18 (+4 eff.) Spell save: +18 (+3 eff.) Mental save: +32 (+8 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() elven-silk robe of Linaniil (Nightmares) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +15% all Mana each turn: +0.37 Maximum mana: +100.00 Spellpower: +29 (+8 eff.) Spell crit. chance: +13% Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() spellwoven woollen robe of darkness (+27%) (Madness) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +27% darkness / +9% all Changes damage: +18% darkness Spell save: +20 (+4 eff.) Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() stormwoven elven-silk robe of corrosion (+14%) (Corpses) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +8 Str / +8 Mag / +8 Wil Changes resistances: +14% lightning / +14% cold / +40% acid / +15% all Changes damage: +29% lightning / +25% physical / +27% acid / +30% cold Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() verdant silk robe (Misfortune) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +7 Con Changes resistances: +13% all Changes damage: +24% nature Poison immunity: +40% Disease immunity: +37% Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Ichorbender (Madness) (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -9% Effects on melee hit: * 25% chance to reduce armor by 37% Damage when hit (Melee): 6 acid Changes stats: +4 Str / +4 Con Changes resistances: +14% lightning / +15% temporal / +3% nature / +6% cold Changes resistances penetration: +5% acid Changes damage: +12% nature Maximum encumbrance: +50 Physical save: +15 (+3 eff.) Curse of Madness It can be used to activate talent Rush, placing all other charms into a 10 cooldown : Effective talent level: 7.7 Power cost: 10 out of 25/25. Range: 11 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() pair of rough leather boots of evasion (Corpses) (6 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +6 (+2 eff.) Activating this item is instant. Curse of Corpses It can be used to activate talent Evasion, placing all other charms into a 12 cooldown : Effective talent level: 9.0 Power cost: 12 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 38% chance to evade melee and ranged attacks and 63 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() stealthy pair of rough leather boots of void walking (Misfortune) (0 def, 1 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +7 Lck / +4 Dex Changes resistances: +14% darkness / +14% temporal Changes resistances penetration: +12% darkness / +12% temporal Stealth bonus: +7 Defense after a teleport: +14 Resist all after a teleport: +12% New effects duration reduction after a teleport: +13% Curse of Misfortune A pair of boots made of leather. |
![]() Wyrmbreath (Misfortune) (0 def, 4 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune It can be used to activate talent Fire Breath (costing 9 power out of 24/24) : Effective talent level: 7.0 Power cost: 9 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 10. Any target caught in the area will take 287.06 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
![]() scouring drakeskin leather gloves (Shrouds) (0 def, 3 armour) Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Effects when hit in melee: * 31 arcane resource burn Spell save: +20 (+4 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() stone warden's hardened leather gloves of strength (+4) (Misfortune) (0 def, 16 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +14 (+5 eff.) Armour: +16 Armour Hardiness: +10% Changes stats: +4 Str / +11 Con Changes resistances: +7% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() voratun gauntlets 'Skykarma' (Misfortune) (0 def, 15 armour) Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +14 Armour: +15 Fatigue: +5% Damage when hit (Melee): 6 blight Changes stats: +5 Str / +14 Dex / +14 Cun / +6 Con Changes resistances: +15% lightning Changes resistances penetration: +15% lightning Changes damage: +9% physical Talent cooldown: Double Strike (-1 turn) Physical save: +40 (+10 eff.) Spell save: +10 (+2 eff.) Mental save: +9 (+2 eff.) Disarm immunity: +50% Maximum stamina: +30.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune It can be used to activate talent Steady Shot, placing all other charms into a 8 cooldown : Effective talent level: 9.0 Power cost: 8 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 207% damage with a 34% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Level 25 Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +2 (+1 eff.) Damage (Melee): 30 % chance of gloom effects Changes resistances: +20% fire Changes damage: +10% darkness / +10% physical Talent mastery: +0.20 Cursed / Punishments Mental save: -10 (-2 eff.) Hate when firing a critical mind attack: +2.00 Hate per kill: +2.00 Maximum hate: +20.00 Spellpower: +10 (+3 eff.) Mindpower: +15 (+4 eff.) Mental crit. chance: +10% Healing mod.: -10% Talent on hit(spell): Agony (10% chance level 2). Talent on hit(mindpower): Hateful Whisper (10% chance level 2). Curse of Misfortune This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. This item has been sent to the Item's Vault. |
![]() aegis linen wizard hat (Misfortune) (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Life regen: +2.30 Damage Shield Power: +7% Curse of Misfortune A pointy cloth hat, very wizardly... |
![]() catburglar's rough leather cap (Corpses) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +5 Dex Changes resistances: +13% darkness Infravision radius: +3 Curse of Corpses A cap made of leather. |
![]() grounding iron helm of strength (+4) (Madness) (0 def, 3 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +4 Str Changes resistances: +7% lightning / +7% temporal Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() miner's hardened leather cap of trickery (Madness) (0 def, 7 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +7 Armour: +7 Fatigue: +3% Changes stats: +4 Cun / +4 Dex Infravision radius: +1 Curse of Madness A cap made of leather. |
![]() thaloren dwarven-steel helm of absorption (Shrouds) (0 def, 4 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +7 Wil Changes resistances: +11% blight Mental save: +11 (+3 eff.) Stamina when hit: +1.60 Equilibrium when hit: +2.10 Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Blizzardbreacher the voratun mail armour (Corpses) (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +12% Changes stats: +9 Str Changes resistances: +20% darkness / +15% physical / +6% arcane / +12% mind Changes resistances penetration: +15% mind Changes damage: +21% arcane / +9% cold Life regen: +21.00 Maximum life: +151.00 Light radius: +2 Healing mod.: +39% Curse of Corpses It can be used to activate talent Track, placing all other charms into a 12 cooldown : Effective talent level: 8.4 Power cost: 12 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 35 for 10 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() Scale Mail of Kroltar (Misfortune) (10 def, 18 armour) Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+2 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 Curse of Misfortune It can be used to activate talent Devouring Flame (costing 19 power out of 80/80) : Effective talent level: 9.0 Power cost: 19 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Spit a cloud of flames, doing 79.23 fire damage in a radius of 6 each turn for 11 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
![]() enlightening iron mail armour of acid resistance (Madness) (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +4 Cun / +5 Wil Changes resistances: +18% acid Mental save: +13 (+3 eff.) Curse of Madness A suit of armour made of mail. |
![]() enlightening voratun mail armour of Eyal (Madness) (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +12% Changes stats: +9 Cun / +8 Wil Mental save: +19 (+5 eff.) Life regen: +6.00 Maximum life: +50.00 Healing mod.: +19% Curse of Madness A suit of armour made of mail. |
![]() fortifying steel mail armour of cold resistance (Madness) (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +4 Str / +4 Con Changes resistances: +21% cold Maximum life: +45.00 Curse of Madness A suit of armour made of mail. |
![]() fortifying voratun mail armour of Eyal (Shrouds) (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: +7 Str / +5 Con Life regen: +9.00 Maximum life: +158.00 Healing mod.: +17% Curse of Shrouds A suit of armour made of mail. |
![]() hardened iron mail armour of Eyal (Corpses) (2 def, 10 armour) Requires: - Heavy armour training - Strength 14 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +10 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +6% acid / +7% physical / +6% cold / +6% lightning / +7% fire Life regen: +3.00 Maximum life: +31.00 Healing mod.: +12% Curse of Corpses A suit of armour made of mail. |
![]() hardened iron mail armour of implacability (Misfortune) (2 def, 15 armour) Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +15 Defense: +2 (+1 eff.) Fatigue: +7% Changes resistances: +7% acid / +7% physical / +7% cold / +7% lightning / +7% fire Physical save: +7 (+1 eff.) Curse of Misfortune A suit of armour made of mail. |
![]() hardened stralite mail armour of stability (Nightmares) (4 def, 17 armour) Requires: - Heavy armour training - Strength 38 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +17 Defense: +4 (+1 eff.) Fatigue: +12% Changes resistances: +9% acid / +19% physical / +12% cold / +11% lightning / +9% fire Physical save: +19 (+4 eff.) Curse of Nightmares A suit of armour made of mail. |
![]() impenetrable dwarven-steel mail armour of natural resilience (Misfortune) (3 def, 22 armour) Requires: - Heavy armour training - Strength 28 Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +22 Defense: +3 (+1 eff.) Fatigue: +12% Changes resistances: +16% nature / +15% blight Reduced damage from: +11% Unnatural Curse of Misfortune A suit of armour made of mail. |
![]() impenetrable stralite mail armour of acid resistance (Corpses) (4 def, 25 armour) Requires: - Heavy armour training - Strength 38 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +25 Defense: +4 (+1 eff.) Fatigue: +12% Changes resistances: +25% acid Curse of Corpses A suit of armour made of mail. |
![]() radiant voratun mail armour (Corpses) (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +12% Changes stats: +5 Wil Changes resistances: +30% blight / +30% darkness Light radius: +2 Curse of Corpses A suit of armour made of mail. |
![]() stralite mail armour of Eyal (Corpses) (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +12% Life regen: +8.00 Maximum life: +67.00 Healing mod.: +17% Curse of Corpses A suit of armour made of mail. |
![]() voratun mail armour 'Sunglean' (Madness) (5 def, 40 armour) Requires: - Heavy armour training - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +40 Defense: +5 (+1 eff.) Fatigue: +12% Effects on melee hit: * 20% chance to reduce all saves and defense by 42 Damage when hit (Melee): 6 light / 4 physical Changes stats: +4 Str / +2 Dex Changes resistances: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+6 eff.) Life regen: +5.00 Maximum life: +74.00 Healing mod.: +20% Curse of Madness A suit of armour made of mail. |
![]() Behemoth Hide (Shrouds) (4 def, 6 armour) Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 (+1 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +10% Changes stats: +5 Str / +3 Con Maximum encumbrance: +20 Knockback immunity: +50% Life regen: +2.00 Stamina each turn: +1.00 Maximum life: +45.00 Maximum stamina: +45.00 Size category: +1 Curse of Shrouds A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
![]() Rogue Plight (Shrouds) (6 def, 7 armour) Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +6 (+2 eff.) Fatigue: +7% Changes stats: +5 Wil / +4 Con Changes resistances: +35% nature Reduces incoming crit damage: 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. Curse of Shrouds No rogue blades shall incapacitate the wearer of this armour. |
![]() drakeskin leather armour 'Tulikor' (Nightmares) (26 def, 14 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +3 Armour: +14 Defense: +26 (+6 eff.) Fatigue: +8% Changes stats: +2 Str / +10 Dex / +5 Wil Changes resistances: +29% acid Mental save: +15 (+4 eff.) Movement speed: +20% Combat speed: +15% Casting speed: +15% Mental speed: +15% Curse of Nightmares A suit of armour made of leather. |
![]() duelist's drakeskin leather armour of command (Misfortune) (39 def, 28 armour) Requires: - Strength 20 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +28 Defense: +39 (+8 eff.) Fatigue: +8% Changes stats: +15 Cun / +8 Dex Mental save: +22 (+6 eff.) Curse of Misfortune A suit of armour made of leather. |
![]() marauder's reinforced leather armour of Eyal (Corpses) (21 def, 7 armour) Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +21 (+5 eff.) Fatigue: +8% Changes stats: +8 Str / +7 Dex Physical save: +17 (+4 eff.) Life regen: +9.00 Maximum life: +68.00 Healing mod.: +18% Curse of Corpses A suit of armour made of leather. |
![]() marauder's rough leather armour of the deep (Misfortune) (7 def, 4 armour) Requires: - Strength 10 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +4 Defense: +7 (+2 eff.) Fatigue: +6% Changes stats: +4 Str / +5 Dex Changes resistances: +7% acid / +7% cold Allows you to breathe in: water Physical save: +6 (+1 eff.) Curse of Misfortune A suit of armour made of leather. |
![]() prismatic cured leather armour of thunder (Corpses) (6 def, 4 armour) Requires: - Strength 14 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Physical crit. chance: +6.0% Physical power: +16 (+6 eff.) Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Changes stats: +6 Str / +6 Mag / +5 Wil Changes resistances: +11% lightning / +14% light / +12% darkness Spellpower: +14 (+4 eff.) Spell crit. chance: +6% Mindpower: +16 (+4 eff.) Mental crit. chance: +7% Curse of Corpses A suit of armour made of leather. |
![]() prismatic drakeskin leather armour of acid resistance (Misfortune) (20 def, 8 armour) Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+4 eff.) Fatigue: +8% Changes resistances: +29% acid / +19% light / +20% darkness Curse of Misfortune A suit of armour made of leather. |
![]() troll-hide reinforced leather armour of cold resistance (Nightmares) (12 def, 7 armour) Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+3 eff.) Fatigue: +8% Changes resistances: +27% cold Life regen: +12.60 Maximum life: +62.00 Healing mod.: +18% Curse of Nightmares A suit of armour made of leather. |
![]() Xerunor the voratun plate armour (Madness) (0 def, 22 armour) Requires: - Massive armour training - Strength 60 Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +22 Fatigue: +22% Effects on melee hit: * 25% chance to reduce armor by 37% * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 acid Changes stats: +8 Cun / +9 Wil Changes resistances: +45% acid / +15% cold / +15% fire Changes resistances penetration: +10% acid Allows you to breathe in: water Mental save: +25 (+6 eff.) Pinning immunity: +25% Curse of Madness A suit of armour made of metal plates. |
![]() cleansing iron plate armour of the dragon (Shrouds) (0 def, 7 armour) Requires: - Massive armour training - Strength 22 Infused by nature Infused by arcane disrupting forces 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Fatigue: +22% Changes resistances: +7% acid / +7% physical / +7% lightning / +12% blight / +7% cold / +12% nature / +7% fire Talent cooldown: Rush (-5 turns) Disarm immunity: +24% Stun/Freeze immunity: +24% Knockback immunity: +24% Curse of Shrouds A suit of armour made of metal plates. |
![]() enlightening iron plate armour (Corpses) (0 def, 7 armour) Requires: - Massive armour training - Strength 22 Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Fatigue: +22% Changes stats: +4 Cun / +5 Wil Mental save: +13 (+3 eff.) Curse of Corpses A suit of armour made of metal plates. |
![]() iron plate armour of the deep (Corpses) (0 def, 9 armour) Requires: - Massive armour training - Strength 22 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +9 Fatigue: +22% Changes resistances: +7% acid / +7% cold Allows you to breathe in: water Curse of Corpses A suit of armour made of metal plates. |
![]() acidic steel shield of cold resistance (+20%) (Madness) (0 def, 4 armour, 104% power, 39.5 block) Requires: - Shield usage training - Strength 16 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Power: 105% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +40 On weapon hit: * 18% chance to reduce armor by 37% When wielded/worn: Armour: +4 Fatigue: +8% Damage (Melee): 7 acid Damage when hit (Melee): 7 acid Changes resistances: +20% cold Talent granted: +1 Block Curse of Madness Handheld deflection devices. |
![]() crackling steel shield of purity (Misfortune) (0 def, 4 armour, 118% power, 43.5 block) Requires: - Shield usage training - Strength 16 Powered by arcane forces Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Power: 119% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +44 Damage (Melee): +13 lightning When wielded/worn: Armour: +4 Fatigue: +8% Damage when hit (Melee): 11 lightning Changes stats: +3 Dex Changes resistances: +14% lightning / +14% nature / +14% blight Talent granted: +1 Block Curse of Misfortune Handheld deflection devices. |
![]() quiver of dragonbone arrows 'Dimpiercer' (Corpses) (22/22, 163% power, 18 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 163% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +26.0% Capacity: 22 On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * 25% chance for lightning to strike from the target to a second target dealing 93 damage On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Ranged): +12 fire / +24 darkness / +25 mind Damage (radius 1) on hit: +16 darkness Damage (radius 2) on crit: +12 darkness Curse of Corpses Arrows are used with bows to pierce your foes to death. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Curse of Misfortune Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Requires: - Level 25 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 4 When wielded/worn: Physical power: +7 (+3 eff.) Damage (Melee): 20 darkness Changes stats: +5 Mag Changes resistances: +30% light Changes resistances cap: +10% light Talent masteries: +0.20 Cunning / Stealth +0.20 Cursed / Darkness Light radius: -1000 Infravision radius: +7 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. Talent on hit(spell): Invoke Darkness (15% chance level 4). Curse of Misfortune This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. This item has been sent to the Item's Vault. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn Curse of Madness A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 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 75 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Item Vault (Portable) Item Vault (Portable)Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: vault / vault It can be used to access item vault Activation costs 1 power out of 1/1. A mysterious item with a connection to a distant realm. But why does it look like the portable mirror...? |
![]() evasive ash wand of conjuration (Shrouds) [power 190] (6 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 Curse of Shrouds It can be used to fire a magical bolt dealing 203 fire damage Activation puts all charms on cooldown for 6 turns. When used: * Gain a 22% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By White-Void the Shalore Adventurer level 15
1st Flare 122nd year of Ascendancy at 07:15 see stats
By White-Void the Shalore Adventurer level 10
1st Summertide 122nd year of Ascendancy at 11:04 see stats
By White-Void the Shalore Adventurer level 20
3rd Flare 122nd year of Ascendancy at 08:41 see stats
By White-Void the Shalore Adventurer level 11
2nd Summertide 122nd year of Ascendancy at 18:18 see stats
By White-Void the Shalore Adventurer level 6
78th Pyre 122nd year of Ascendancy at 11:10 see stats
By White-Void the Shalore Adventurer level 3
75th Pyre 122nd year of Ascendancy at 23:13 see stats
By White-Void the Shalore Adventurer level 24
7th Flare 122nd year of Ascendancy at 00:35 see stats
By White-Void the Shalore Adventurer level 9
1st Summertide 122nd year of Ascendancy at 10:30 see stats
By White-Void the Shalore Adventurer level 21
4th Flare 122nd year of Ascendancy at 16:39 see stats
By White-Void the Shalore Adventurer level 16
1st Flare 122nd year of Ascendancy at 22:34 see stats