










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. 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
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. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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! 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: |
Campaign | Maj'Eyal |
Mode | Madness Adventure |
Sex | Male |
Race | Shalore |
Class | Adventurer |
Level / Exp | 41 / 16% |
Size | medium |
Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
Strength | 70 (base 60) |
Dexterity | 80.974459755541 (base 60) |
Constitution | 81.974459755541 (base 60) |
Magic | 67.999999999999 (base 60) |
Willpower | 77.974459755541 (base 60) |
Cunning | 72 (base 60) |
Resources
Life | 1577/1577 |
Hate | 57/113 |
Stamina | 255/255 |
Healing Factor | 1.2145319839861 |
Regeneration | 38.729367979627 |
Speed
Mental | -10% |
Attack | 0% |
Movement | +199.95583073763% |
Spell | 0% |
Global | +98.122225974977% |
Vision
Sight | 10 |
Lite | 1 |
Infravision | 14 |
See Stealth | 100.98450626749 |
See Invisible | 113.95896602303 |
Offense: Barehand
Damage | 58 |
Accuracy | 95 |
Crit Chance | 150% |
APR | 77 |
Speed | 1.11 |
Offense: Spell
Spellpower | 57 |
Crit Chance | 80% |
Speed | 1 |
Offense: Mind
Mindpower | 76 |
Crit Chance | 77% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +20% |
Light | +8% |
Temporal | +8% |
Physical | +27% |
Mind | +15% |
All | 0% |
Offense: Damage Penetration
Physical | +36% |
All | +25% |
Defense: Base
Armour (hardiness) | 75.408504093639 (100%) |
Defense | 83 |
Ranged Defense | 83 |
Fatigue | 0 |
Physical Save | 69 |
Spell Save | 79 |
Mental Save | 52 |
Defense: Resistances
Darkness | + 65%( 81%) |
Physical | + 60%( 74%) |
Mind | + 46%( 70%) |
Blight | + 50%( 70%) |
Arcane | + 50%( 70%) |
Cold | + 50%( 70%) |
All | + 50%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Disarm Resistance | 40% |
Poison Resistance | 0% |
Knockback Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 2.5 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 440 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 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 92 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 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 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Magic stat. |
Class Talents
Cursed / Gloom | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Predator | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Superiority | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Slaughter | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cursed / Fears | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Crimson Templar | 2.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Tactical | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat techniques | 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 |
| 5/5 |
Technique / Bloodthirst | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Strife | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cursed / Endless hunt | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Tireless Combatant | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Shield offense | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Shield defense | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cursed / Cursed form | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Dirges | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Thuggery | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Cursed aura | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cunning / Survival | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Scoundrel | 2.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Dark sustenance | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Race / Shalore | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Hatred | 2.20 |
| 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 | Dirge of Pestilence |
talent | Shattering Impact |
talent | Secrets of the Eternals |
talent | Surge |
talent | Savage Hunter |
talent | Daunting Presence |
talent | Pace Yourself |
talent | Precise Strikes |
talent | Aether Permeation |
talent | Exploit Weakness |
talent | Gloom |
talent | Stalk |
talent | Shared Agony |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 8.5)Penalty : Fractured Sanity: -11% Mind Resistance, -14% Confusion Immunity Power 1+: Unleashed: +25% critical damage, +23% off-hand weapon damage Power 2+: -1 Luck, +16 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 105% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 7.7% of your life, the remaining cooldown of all your talents is reduced by 1. |
beneficial effect | Hunting: Marked Prey28% Received damage reduction against: - Ogre - Shalore - Major |
beneficial effect | Countering melee attacks: Has a 74% chance to get an automatic counter attack when avoiding a melee attack. (2.0 counters remaining) Counter Attacking |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 5.5): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 10% when tested. Power 1+: Removed from Reality: +6 Physical Resistance, +4 Maximum Physical Resistance Power 2+: -1 Luck, +10 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 65 mind and 67 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 8 nightmare (summon Terrors and chances to slow, deal 99 Mind damage, and deal 103 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+22% resist all). Shroud of Passing |
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. | done |
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 lost sun paladin to the recall portal on level 2 of Scintillating Caves. Escort: lost sun paladin (level 2 of Scintillating Caves)As a reward you improved Strength by +5. | done |
You failed to protect the lost sun paladin from death by Lo'Gosh. Escort: lost sun paladin (level 3 of Old Forest) | failed |
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 have explored the Old Forest and vanquished Shardskin. * 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 363. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +3 Cun / +3 Con Physical save: +15 (+4 eff.) Mental save: +13 (+5 eff.) Movement speed: +25% Curse of Madness A pair of boots made of leather. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +4 (+1 eff.) Changes resistances penetration: +11% physical Changes damage: +7% physical Critical mult.: +8.00% Curse of Madness A belt that goes around your waist. |
Quiver | ![]() Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 3 Power: 148% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +16 Crit. chance: +2.0% Capacity: 43 Turns elapse between self-loadings: 3 Travel speed: +200% Damage (Ranged): +16 arcane Damage (radius 1) on hit: +8 physical / +27 fire Curse of Madness Arrows are used with bows to pierce your foes to death. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +15 (+3 eff.) Effects on melee hit: * 10% chance to slow global speed by 70% * 10% chance to reduce all saves and defense by 41 Damage when hit (Melee): 8 mind / 4 nature Changes stats: +2 Str / +3 Dex / +4 Cun / +3 Con Changes resistances: +3% mind Changes damage: +15% mind Physical save: +10 (+2 eff.) Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
On hands | ![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
On head | ![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +4 Cun / +5 Wil Changes resistances: +7% darkness / +13% physical Changes damage: +12% darkness / +13% physical Maximum hate: +13.00 Mindpower: +13 (+3 eff.) Mental crit. chance: +3% Curse of Madness A pointy cloth hat, very wizardly... |
Around neck | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +30 (+6 eff.) Armour penetration: +37 Physical crit. chance: +4.0% Changes stats: +5 Str / +1 Dex / +6 Mag / +2 Con Changes resistances: +1% physical Changes damage: +8% darkness / +8% temporal / +8% light / +17% physical Critical mult.: +44.00% Spellpower: +5 (+2 eff.) Spell crit. chance: +6% Curse of Nightmares Amulets make your neck look great! |
Inventory
![]() healing infusion (heal 72; 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 72 then cleanse 1 wound, poison, and disease effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 184 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() movement infusion (speed 553%; cd 8) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 553% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() regeneration infusion (heal 350; 17 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 350 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.40 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..." |
![]() blink rune of the duelist (range 9; phase 36; cd 17) 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: 9 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 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 36%, your defense is increased by 36 and all your resistances by 36%. 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. |
![]() 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: 12 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 35%, your defense is increased by 35 and all your resistances by 35%. 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. |
![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+3 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Curse of Madness The weight of the world seems a little lighter with this amulet around your neck. |
![]() Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 8 light / 6 darkness Effects when hit in melee: * 8% chance to reduce damage dealt by 33% * 8% chance to blind Changes stats: +2 Mag Changes resistances: +3% light Changes damage: +6% lightning / +5% light / +7% darkness / +8% blight / +16% fire / +6% cold / +13% acid Critical mult.: +10.00% Spellpower: +12 (+4 eff.) Spell crit. chance: +4% Light radius: +3 Curse of Nightmares Amulets make your neck look great! |
![]() mindweaver's stralite amulet of perfection (0.34 Spell / Arcane,0.34 Cunning / Scoundrel) (Shrouds) Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Talent masteries: +0.34 Spell / Arcane +0.34 Cunning / Scoundrel Mental save: +13 (+5 eff.) Confusion immunity: +22% Mindpower: +12 (+3 eff.) Curse of Shrouds Amulets make your neck look great! |
![]() stralite amulet (Nightmares) 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 Curse of Nightmares Amulets make your neck look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Cun / +4 Mag Changes resistances: +6% blight / +29% fire / +6% nature Changes damage: +13% fire Reduces incoming crit damage: 10.00% Poison immunity: +15% Disease immunity: +18% Disarm immunity: +29% Pinning immunity: +25% Knockback immunity: +28% Maximum life: +32.00 Curse of Misfortune Rings make your fingers look great! This item has been sent to the Item's Vault. |
![]() balanced voratun battleaxe of erosion (Madness) (170% power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 170% 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 nature When wielded/worn: Accuracy: +17 (+3 eff.) Defense: +16 (+3 eff.) Disarm immunity: +70% Curse of Madness Massive two-handed battleaxes. |
![]() blazebringer's voratun battleaxe (Corpses) (169% 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: 170% 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: +97 fire When wielded/worn: Changes resistances penetration: +28% fire Global speed: +11% Curse of Corpses Massive two-handed battleaxes. |
![]() blazebringer's voratun battleaxe of massacre (Madness) (180% power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 181% 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: +61 fire When wielded/worn: Changes resistances penetration: +23% fire Global speed: +11% Curse of Madness Massive two-handed battleaxes. |
![]() flaming dwarven-steel battleaxe of massacre (Misfortune) (156% power, 2 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 157% 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: +6.5% Attack speed: 100% Damage (radius 1) on hit: +17 fire Curse of Misfortune Massive two-handed battleaxes. |
![]() plaguebringer's stralite battleaxe (Nightmares) (155% power, 3 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 155% 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% When this weapon hits: Epidemic (20% chance level 4). On weapon hit: * 24% chance to reduce strength, dexterity, and constitution by 27 Damage (Melee): +24 blight When wielded/worn: Disease immunity: +28% Curse of Nightmares Massive two-handed battleaxes. |
![]() quick steel battleaxe (Madness) (122% power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 122% 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% When wielded/worn: Accuracy: +16 (+3 eff.) Changes stats: +5 Dex Combat speed: +10% Curse of Madness Massive two-handed battleaxes. |
![]() acidic dwarven-steel dagger of the mystic (Corpses) (115% power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 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: +7 Crit. chance: +6.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 160 damage over 5 turns and reducing armor and accuracy by 20 When wielded/worn: Changes stats: +7 Mag / +7 Wil Spellpower: +10 (+3 eff.) Curse of Corpses Sharp, short and deadly. |
![]() acidic voratun dagger of corruption (Shrouds) (148% power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 148% 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 this weapon hits: Curse of Impotence (20% chance level 5). On weapon crit: * Splash the target with acid dealing 160 damage over 5 turns and reducing armor and accuracy by 20 Curse of Shrouds Sharp, short and deadly. |
![]() acidic voratun dagger of evisceration (Misfortune) (148% power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 148% 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% On weapon crit: * Splash the target with acid dealing 160 damage over 5 turns and reducing armor and accuracy by 20 * Wound the target dealing 234 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +8.0% Physical power: +10 (+2 eff.) Curse of Misfortune Sharp, short and deadly. |
![]() balanced voratun dagger of corruption (Shrouds) (147% power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Curse of Death (20% chance level 5). When wielded/worn: Accuracy: +15 (+3 eff.) Defense: +12 (+2 eff.) Disarm immunity: +39% Curse of Shrouds Sharp, short and deadly. |
![]() caustic dwarven-steel dagger of massacre (Corpses) (130% power, 7 apr) Requires: - Dexterity 24 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 131% 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: +7 Crit. chance: +6.0% Attack speed: 100% Damage (radius 2) on crit: +24 acid / +23 nature When wielded/worn: Armour penetration: +11 Changes resistances penetration: +14% acid / +14% nature Curse of Corpses Sharp, short and deadly. |
![]() chilling dwarven-steel dagger of corruption (Corpses) (122% power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 122% 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: +7 Crit. chance: +6.0% Attack speed: 100% When this weapon hits: Curse of Vulnerability (20% chance level 3). Damage (Melee): +15 cold Curse of Corpses Sharp, short and deadly. |
![]() chilling stralite dagger of massacre (Misfortune) (149% power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 149% 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): +17 cold Curse of Misfortune Sharp, short and deadly. |
![]() flaming stralite dagger of torment (Corpses) (135% power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 136% 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% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (radius 1) on hit: +9 fire Curse of Corpses Sharp, short and deadly. |
![]() hateful stralite dagger of evisceration (Corpses) (138% power, 9 apr) Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 139% 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% On weapon crit: * Wound the target dealing 234 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +15 darkness Damage against: +17% Living When wielded/worn: Physical crit. chance: +12.0% Physical power: +11 (+2 eff.) Curse of Corpses Sharp, short and deadly. |
![]() manaburning stralite dagger of massacre (Shrouds) (150% power, 9 apr) Requires: - Dexterity 35 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 150% 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% On weapon hit: * 19 arcane resource burn Curse of Shrouds Sharp, short and deadly. |
![]() quick dwarven-steel dagger (Shrouds) (118% power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 118% 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: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Accuracy: +17 (+3 eff.) Changes stats: +4 Dex Combat speed: +10% Curse of Shrouds Sharp, short and deadly. |
![]() stralite dagger of shearing (Shrouds) (135% power, 9 apr) Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 136% 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: +8 (+2 eff.) Armour penetration: +11 Changes resistances penetration: +11% all Curse of Shrouds Sharp, short and deadly. |
![]() thought-forged steel dagger of enduring (Corpses) (104% power, 6 apr) Requires: - Dexterity 16 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 105% 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 hit: * 20% chance to reduce all saves and defense by 41 Damage (Melee): +12 mind When wielded/worn: Changes stats: +12 Wil / +4 Cun / +9 Con Maximum life: +44.00 Curse of Corpses Sharp, short and deadly. |
![]() truestriking stralite dagger of erosion (Madness) (133% power, 9 apr) Requires: - Dexterity 35 Infused by nature 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% Damage (Melee): +17 nature When wielded/worn: Accuracy: +16 (+3 eff.) Armour penetration: +11 Changes resistances penetration: +9% physical Curse of Madness Sharp, short and deadly. |
![]() voratun dagger of enduring (Misfortune) (148% power, 9 apr) Requires: - Dexterity 48 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 149% 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: Changes stats: +9 Con / +13 Wil Maximum life: +82.00 Curse of Misfortune Sharp, short and deadly. |
![]() voratun dagger of shearing (Misfortune) (149% power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 149% 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: Accuracy: +14 (+3 eff.) Armour penetration: +10 Changes resistances penetration: +13% all Curse of Misfortune Sharp, short and deadly. |
![]() warbringer's dwarven-steel dagger (Madness) (114% power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 114% 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: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Physical power: +11 (+2 eff.) Changes stats: +4 Con Changes resistances penetration: +11% physical Disarm immunity: +19% Curse of Madness Sharp, short and deadly. |
![]() Colaryem (Misfortune) (159% power, 12 apr) Requires: - Strength 10 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 160% Range: 1.6x Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +11.0% Attack speed: 50% When wielded/worn: Fatigue: -12% Changes stats: +7 Dex Changes resistances: +7% lightning Changes damage: +7% lightning Maximum encumbrance: +50 Movement speed: +10% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Attack speed improves with your strength and size category. Curse of Misfortune This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
![]() Kindlegore the voratun greatsword (Shrouds) (170% power, 4 apr) Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 170% 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 this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 28% chance to reduce strength, dexterity, and constitution by 27 * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) Damage (Melee): +24 blight / +26 light Damage against: +38% Undead When wielded/worn: Damage when hit (Melee): 4 light Changes resistances: +15% light Changes resistances penetration: +15% lightning / +5% fire / +10% light Disease immunity: +49% Curse of Shrouds Massive two-handed swords. |
![]() Rainquake (Corpses) (176% power, 4 apr) Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 177% 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 crit: * Wound the target dealing 234 physical damage across 5 turns and reducing healing by 50% Damage (radius 2) on crit: +8 nature Damage against: +42% Unnatural When wielded/worn: Accuracy: +35 (+7 eff.) Armour penetration: +19 Physical crit. chance: +21.0% Physical power: +21 (+5 eff.) Effects on melee hit: * 10 arcane resource burn Changes stats: +10 Wil Changes resistances: +6% light / +9% nature Changes resistances penetration: +21% physical / +25% mind / +15% nature Curse of Corpses Massive two-handed swords. |
![]() acidic stralite greatsword of erosion (Misfortune) (163% power, 3 apr) Requires: - Strength 35 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 163% 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: * Splash the target with acid dealing 160 damage over 5 turns and reducing armor and accuracy by 20 Damage (Melee): +13 nature Curse of Misfortune Massive two-handed swords. |
![]() acidic voratun greatsword of shearing (Corpses) (174% power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 174% 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 crit: * Splash the target with acid dealing 160 damage over 5 turns and reducing armor and accuracy by 20 When wielded/worn: Accuracy: +35 (+7 eff.) Armour penetration: +17 Changes resistances penetration: +17% all Curse of Corpses Massive two-handed swords. |
![]() dwarven-steel greatsword 'Corpsesmash' (Shrouds) (142% power, 2 apr) Requires: - Strength 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 143% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * Projects up to 5 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +17 darkness Damage (radius 1) on hit: +12 nature Damage (radius 2) on crit: +4 acid / +54 fire Damage against: +20% Living When wielded/worn: Changes resistances: +6% arcane Changes resistances penetration: +21% fire Changes damage: +21% arcane / +12% acid Global speed: +10% Curse of Shrouds Massive two-handed swords. |
![]() enhanced voratun greatsword of shearing (Nightmares) (175% power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 175% 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: +28 (+5 eff.) Armour penetration: +17 Changes stats: +16 Str / +16 Dex / +16 Mag / +13 Wil / +14 Cun / +17 Con Changes resistances penetration: +17% all Curse of Nightmares Massive two-handed swords. |
![]() hateful dwarven-steel greatsword of enduring (Nightmares) (144% power, 2 apr) Requires: - Strength 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 144% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +17 darkness Damage against: +19% Living When wielded/worn: Changes stats: +14 Con / +14 Wil Maximum life: +72.00 Curse of Nightmares Massive two-handed swords. |
![]() manaburning stralite greatsword of disruption (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: 158% 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: * 30 arcane resource burn * 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: +27% Unnatural Curse of Corpses Massive two-handed swords. |
![]() quick stralite greatsword of amnesia (Shrouds) (158% power, 3 apr) Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 158% 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: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) When wielded/worn: Accuracy: +30 (+6 eff.) Changes stats: +5 Dex Combat speed: +10% Curse of Shrouds Massive two-handed swords. |
![]() steel greatsword of enduring (Corpses) (130% power, 2 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 131% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +12 Con / +12 Wil Maximum life: +59.00 Curse of Corpses Massive two-handed swords. |
![]() stormbringer's stralite greatsword of massacre (Shrouds) (177% power, 3 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 178% 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% Damage (radius 2) on crit: +24 lightning / +37 cold When wielded/worn: Changes resistances penetration: +16% lightning / +19% cold Movement speed: +50% Curse of Shrouds Massive two-handed swords. |
![]() voratun greatsword of shearing (Madness) (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: +30 (+6 eff.) Armour penetration: +13 Changes resistances penetration: +19% all Curse of Madness Massive two-handed swords. |
![]() elm longbow of piercing (Madness) 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: +6 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +11 Changes resistances penetration: +11% all Curse of Madness Longbows are used to shoot arrows at your foes. |
![]() mighty elven-wood longbow of piercing (Shrouds) Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +9 When wielded/worn: Accuracy: +32 (+6 eff.) Armour penetration: +18 Physical power: +20 (+5 eff.) Changes stats: +8 Str Changes resistances penetration: +8% all Curse of Shrouds Longbows are used to shoot arrows at your foes. |
![]() penetrating dragonbone longbow of recursion (Corpses) Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). When wielded/worn: Changes resistances penetration: +30% physical Curse of Corpses Longbows are used to shoot arrows at your foes. |
![]() stormbringer's dragonbone longbow of enduring (Shrouds) Requires: - Dexterity 48 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 Damage (radius 2) on crit: +41 lightning / +68 cold When wielded/worn: Changes stats: +20 Con / +23 Wil Changes resistances penetration: +23% lightning / +29% cold Maximum life: +140.00 Movement speed: +72% Curse of Shrouds Longbows are used to shoot arrows at your foes. |
![]() warden's yew longbow of dexterity (+8) (Madness) Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 When wielded/worn: Ammo reloads per turn: +5 Changes stats: +8 Dex / +8 Mag Changes resistances penetration: +11% temporal / +26% physical Changes damage: +11% temporal / +15% physical Talent mastery: +0.30 Chronomancy / Bow Threading Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Curse of Madness Longbows are used to shoot arrows at your foes. |
![]() Drelach (Misfortune) (151% power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 151% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 27 Damage (Melee): +19 blight Damage (radius 1) on hit: +18 fire Damage (radius 2) on crit: +12 mind When wielded/worn: Accuracy: +23 (+5 eff.) Effects on melee hit: * 23% chance to reduce all saves and defense by 41 Damage when hit (Melee): 2 arcane Changes stats: +9 Str Changes resistances penetration: +10% mind Changes damage: +9% acid / +14% physical Disease immunity: +35% Curse of Misfortune Sharp, long, and deadly. |
![]() Twilight's Edge (Shrouds) (158% power, 7 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 158% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +7 Crit. chance: +12.0% Attack speed: 100% On weapon crit: * release a burst of light and dark damage (scales with Magic) When wielded/worn: Changes stats: +4 Str / +4 Mag / +4 Cun Changes damage: +18% darkness / +18% light Spellpower: +12 (+4 eff.) Spell crit. chance: +4% Light radius: +1 Curse of Shrouds The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness. |
![]() arcing stralite longsword of shearing (Madness) (140% power, 5 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 140% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 96 damage When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +9 Changes resistances penetration: +12% all Curse of Madness Sharp, long, and deadly. |
![]() plaguebringer's dwarven-steel longsword (Nightmares) (129% power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 130% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 3). On weapon hit: * 11% chance to reduce strength, dexterity, and constitution by 27 Damage (Melee): +9 blight When wielded/worn: Disease immunity: +17% Curse of Nightmares Sharp, long, and deadly. |
![]() stralite longsword of crippling (Shrouds) (141% power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 142% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +11.0% Curse of Shrouds Sharp, long, and deadly. |
![]() warbringer's stralite longsword of massacre (Nightmares) (153% power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 153% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +5 Con Changes resistances penetration: +12% physical Disarm immunity: +26% Curse of Nightmares Sharp, long, and deadly. |
![]() Blastquill (Madness) (156% power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 157% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (radius 1) on hit: +20 fire When wielded/worn: Accuracy: +25 (+5 eff.) Armour penetration: +15 Physical crit. chance: +14.0% Changes stats: +3 Str Changes resistances: +17% mind Changes resistances penetration: +15% mind / +10% blight Changes damage: +9% lightning / +15% physical Critical mult.: +34.00% Curse of Madness Blunt and deadly. |
![]() Vorawen the voratun mace (Shrouds) (169% power, 6 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 170% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns When wielded/worn: Accuracy: +15 (+3 eff.) Defense: +15 (+3 eff.) Damage when hit (Melee): 2 arcane / 2 acid Changes stats: +3 Wil Changes resistances: +6% acid Changes resistances penetration: +10% blight Disarm immunity: +50% Mana when firing critical spell: +2.31 Vim when firing critical spell: +2.31 Curse of Shrouds Blunt and deadly. |
![]() chilling dwarven-steel mace of massacre (Madness) (146% power, 4 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Power: 146% 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: +1.5% Attack speed: 100% Damage (Melee): +15 cold Curse of Madness Blunt and deadly. |
![]() stralite mace of enduring (Nightmares) (143% power, 5 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 4 Power: 144% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +12 Con / +11 Wil Maximum life: +60.00 Curse of Nightmares Blunt and deadly. |
![]() voratun mace 'Lightningknave' (Madness) (170% power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 170% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (radius 2) on crit: +45 lightning / +28 cold When wielded/worn: Accuracy: +15 (+3 eff.) Defense: +14 (+3 eff.) Changes resistances: +15% lightning / +6% light / +9% fire / +5% arcane / +3% cold Changes resistances penetration: +18% lightning / +25% cold Changes damage: +6% lightning Disarm immunity: +50% Movement speed: +50% Curse of Madness Blunt and deadly. |
![]() gifted living mindstar of storms (Nightmares) (114% power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 114% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 20 lightning Changes stats: +6 Str / +7 Dex / +5 Mag / +7 Wil / +5 Cun / +6 Con Changes resistances: +15% lightning Changes resistances penetration: +17% lightning Changes damage: +14% lightning Talent granted: +1 Attune Mindstar Mindpower: +18 (+4 eff.) Mental crit. chance: +5% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() gifted vined mindstar of frost (Nightmares) (87% power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 87% 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: Armour: +11 Damage (Melee): 9 cold Changes resistances: +10% cold Changes resistances penetration: +8% cold Changes damage: +9% cold Talent granted: +1 Attune Mindstar Mindpower: +10 (+2 eff.) Mental crit. chance: +2% 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. |
![]() mossy mindstar of flames (Nightmares) (75% power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 75% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage (Melee): 6 fire Changes resistances: +7% fire Changes resistances penetration: +7% fire Changes damage: +7% fire Talent granted: +1 Attune Mindstar Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Global speed: +4% 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. |
![]() nature's pulsing mindstar (Madness) (104% power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 105% 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: +9% blight Changes damage: +6% nature Talent granted: +1 Attune Mindstar Disease immunity: +19% 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. |
![]() wyrm's vined mindstar of venom (Corpses) (87% power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 87% 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): 11 acid / 6 physical / 5 fire / 4 lightning / 5 cold Changes resistances: +14% acid / +5% physical / +4% cold / +5% fire / +5% lightning Changes resistances penetration: +8% acid Changes damage: +11% acid Talent granted: +1 Attune Mindstar Life regen: +3.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% 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. |
![]() mighty drakeskin leather sling of recursion (Madness) Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). When wielded/worn: Physical power: +13 (+3 eff.) Changes stats: +5 Str Curse of Madness Slings are used to hurl stones or metal shots at your foes. |
![]() runic reinforced leather sling (Madness) Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 4 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +9 When this weapon hits: Arcane Vortex (10% chance level 4). When wielded/worn: Changes stats: +5 Mag Changes damage: +13% arcane Spellpower: +11 (+3 eff.) Curse of Madness Slings are used to hurl stones or metal shots at your foes. |
![]() blighted dragonbone starstaff (Misfortune) (136% power, 6 apr, light element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% light Talent granted: +1 Command Staff Vim when firing critical spell: +5.00 Maximum vim: +26.00 Spellpower: +21 (+6 eff.) Spell crit. chance: +14% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
![]() bloodlich's elven-wood vilestaff of wizardry (Shrouds) (129% power, 5 apr, darkness element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +11 Mag / +4 Wil / +2 Cun / +8 Con Changes damage: +25% darkness Talent granted: +1 Command Staff Critical mult.: +20.00% N.Energy each turn: +0.20 Vim when firing critical spell: +7.00 Maximum mana: +70.00 Maximum vim: +28.00 Maximum neg.energy: +43.00 Spellpower: +22 (+6 eff.) Spell crit. chance: +4% Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
![]() cruel elm starstaff of might (Nightmares) (100% power, 2 apr, light element) Requires: - Magic 11 Powered by arcane forces Crafted by a master 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 damage: +10% light Talent granted: +1 Command Staff Critical mult.: +12.00% Spellpower: +3 (+1 eff.) Spell crit. chance: +13% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
![]() dragonbone magestaff of greater warding (Corpses) (136% power, 6 apr, cold 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: Armour: +12 Defense: +12 (+2 eff.) Maximum wards: +3 cold Changes damage: +30% cold Talents granted: +4 Ward +1 Command Staff Spellpower: +15 (+4 eff.) Spell crit. chance: +5% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
![]() dragonbone vilestaff of wizardry (Madness) (136% power, 6 apr, blight element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Mag / +5 Wil Changes damage: +30% blight Talent granted: +1 Command Staff Maximum mana: +110.00 Spellpower: +24 (+7 eff.) Spell crit. chance: +5% Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
![]() ethereal elven-wood starstaff of invocation (Madness) (129% power, 5 apr, light element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Defense: +21 (+4 eff.) Changes damage: +25% light Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +9 Spellpower: +27 (+7 eff.) Spell crit. chance: +4% Damage Shield penetration: +26% Damage Shield Power: +8% Curse of Madness It can be used to conjure elemental energy in a radius 8 cone, dealing 50.42 to 60.50 light damage Activation puts all charms on cooldown for 4 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() greater dragonbone vilestaff of fate (Madness) (136% power, 6 apr, blight element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% blight / +30% fire / +30% darkness / +30% acid Talent granted: +1 Command Staff Physical save: +12 (+3 eff.) Spell save: +11 (+3 eff.) Mental save: +15 (+5 eff.) Spellpower: +27 (+7 eff.) Spell crit. chance: +12% Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
![]() greater elven-wood vilestaff of channeling (Shrouds) (129% power, 5 apr, blight element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% blight / +25% fire / +25% darkness / +25% acid Talent granted: +1 Command Staff Mana each turn: +0.38 Spellpower: +39 (+10 eff.) Spell crit. chance: +4% Curse of Shrouds It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 12 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() greater yew magestaff of breaching (Madness) (120% power, 4 apr, arcane element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances penetration: +10% lightning / +10% cold / +10% arcane / +10% fire Changes damage: +20% lightning / +20% cold / +20% arcane / +20% fire Talent granted: +1 Command Staff Spellpower: +18 (+5 eff.) Spell crit. chance: +3% Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
![]() lifebinding elven-wood starstaff of invocation (Shrouds) (129% power, 5 apr, physical element) Requires: - Magic 35 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +7 Con Changes damage: +25% physical Talent granted: +1 Command Staff Life regen: +1.40 Spellpower on spell critical (stacks up to 3 times): +9 Spellpower: +28 (+8 eff.) Spell crit. chance: +4% Healing mod.: +24% Curse of Shrouds It can be used to conjure elemental energy in a radius 8 cone, dealing 50.42 to 60.50 physical damage Activation puts all charms on cooldown for 4 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() magelord's dragonbone starstaff of channeling (Madness) (136% power, 6 apr, light 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: Physical crit. chance: +12.0% Damage (Melee): 35 arcane Changes damage: +30% light Talent granted: +1 Command Staff Mana each turn: +0.37 Maximum mana: +50.00 Spellpower: +42 (+11 eff.) Spell crit. chance: +5% Curse of Madness It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 12 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() potent elven-wood vilestaff of power (Shrouds) (142% power, 5 apr, fire element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 142% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +34% fire Talent granted: +1 Command Staff Spellpower: +21 (+6 eff.) Spell crit. chance: +4% Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
![]() shimmering dragonbone starstaff of greater warding (Madness) (136% power, 6 apr, darkness element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +8 Defense: +11 (+2 eff.) Maximum wards: +3 darkness Changes damage: +30% darkness Talents granted: +5 Ward +1 Command Staff Mana each turn: +0.38 Maximum mana: +77.00 Spellpower: +15 (+4 eff.) Spell crit. chance: +5% Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
![]() Borulach the Furnaceguile (Nightmares) (137% power, 5 apr) Requires: - Strength 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Power: 137% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% When this weapon hits: Curse of Impotence (20% chance level 4). On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) * 25% chance for lightning to strike from the target to a second target dealing 96 damage Damage (Melee): +8 darkness Damage (radius 1) on hit: +12 lightning / +16 fire When wielded/worn: Damage when hit (Melee): 6 fire Changes resistances: +9% fire Changes resistances penetration: +10% fire Curse of Nightmares One-handed war axes. |
![]() Requires: - Strength 42 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Power: 147% Range: 1.4x Uses stat: 100% Str Damage type: Physical bleed Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +16 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Accuracy: +40 (+7 eff.) Armour penetration: +30 Changes stats: +4 Str / +4 Dex Changes resistances penetration: +30% physical Curse of Misfortune This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
![]() arcing stralite waraxe of massacre (Corpses) (153% power, 5 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 153% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 96 damage Curse of Corpses One-handed war axes. |
![]() arcing stralite waraxe of vileness (Misfortune) (140% power, 5 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 140% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 27 * 25% chance for lightning to strike from the target to a second target dealing 96 damage Damage (Melee): +14 blight Curse of Misfortune One-handed war axes. |
![]() chilling dwarven-steel waraxe of amnesia (Nightmares) (117% power, 4 apr) Requires: - Strength 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 117% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) Damage (Melee): +18 cold Curse of Nightmares One-handed war axes. |
![]() flaming voratun waraxe of shearing (Shrouds) (152% power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 152% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (radius 1) on hit: +20 fire When wielded/worn: Accuracy: +20 (+4 eff.) Armour penetration: +11 Changes resistances penetration: +12% all Curse of Shrouds One-handed war axes. |
![]() plaguebringer's voratun waraxe of rage (Madness) (149% power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 149% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 17% chance to reduce strength, dexterity, and constitution by 27 Damage (Melee): +9 blight When wielded/worn: Accuracy: +13 (+3 eff.) Changes stats: +9 Str Changes damage: +13% physical Disease immunity: +20% Curse of Madness One-handed war axes. |
![]() truestriking dwarven-steel waraxe of erosion (Shrouds) (121% power, 4 apr) Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 122% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +11 nature When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +11 Changes resistances penetration: +8% physical Curse of Shrouds One-handed war axes. |
![]() truestriking steel waraxe of erosion (Nightmares) (102% power, 3 apr) Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 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: +3 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +9 nature When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +7 Changes resistances penetration: +7% physical Curse of Nightmares One-handed war axes. |
![]() voratun waraxe of evisceration (Misfortune) (150% power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 150% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon crit: * Wound the target dealing 234 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +12.0% Physical power: +13 (+3 eff.) Curse of Misfortune One-handed war axes. |
![]() skylord's hardened leather belt of recklessness (Corpses) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Changes stats: +5 Str / +5 Dex / +5 Wil / +4 Cun Critical mult.: +8.00% Physical save: +15 (+4 eff.) Spell save: +16 (+4 eff.) Mental save: +16 (+6 eff.) Curse of Corpses A belt that goes around your waist. |
![]() murderer's cashmere cloak (Nightmares) (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +6 Defense: +2 (+0 eff.) Changes stats: +4 Cun / +4 Dex Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Firewalker (Shrouds) (15 def, 2 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +2 Defense: +15 (+3 eff.) Damage when hit (Melee): 18 fire Changes stats: +6 Cun / +10 Mag Changes resistances: +50% fire / -10% cold / +11% all Changes resistances penetration: +20% fire Changes damage: +20% fire Spellpower: +12 (+4 eff.) Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. Curse of Shrouds This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+2 eff.) Damage when hit (Melee): 15 arcane Changes stats: +6 Mag / +6 Wil / +6 Cun Changes resistances: +10% lightning / +10% cold / +10% fire / +10% arcane / +13% all Changes damage: +12% all Spell save: +20 (+4 eff.) Mental save: +15 (+5 eff.) Silence immunity: +50% Mana each turn: +2.00 Spellpower: +15 (+4 eff.) Light radius: +1 Curse of Misfortune A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
![]() Ururomidur the cashmere robe (Corpses) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +1 Cun Changes resistances: +21% lightning / +12% physical / +10% blight / +11% all Changes damage: +14% lightning / +12% physical Critical mult.: +10.00% Life regen: +1.50 Psi when hit: +0.04 Maximum life: +62.00 Maximum hate: +6.00 Mental crit. chance: +1% Healing mod.: +12% Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() ancient linen robe of light (+21%) (Shrouds) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +2 Mag Changes resistances: +21% light / +7% all Changes resistances penetration: +7% temporal / +7% physical Changes damage: +9% temporal / +14% light / +7% physical Reduces paradox anomalies(equivalent to willpower): +9 Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() cashmere robe of Linaniil (Madness) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +11% all Mana each turn: +0.28 Maximum mana: +69.00 Spellpower: +21 (+6 eff.) Spell crit. chance: +11% Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +11% all Changes damage: +11% all Spellpower: +12 (+4 eff.) Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() dispeller's elven-silk robe of corrosion (+9%) (Madness) (0 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +9% lightning / +37% acid / +12% light / +11% darkness / +10% blight / +11% cold / +10% fire / +15% all Changes damage: +25% acid Physical save: +17 (+4 eff.) Spell save: +38 (+8 eff.) Mental save: +17 (+6 eff.) Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() fearwoven elven-silk robe (Misfortune) (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +15% all Changes resistances penetration: +20% darkness / +12% physical Changes damage: +29% darkness / +23% physical Maximum hate: +12.00 Mindpower: +7 (+1 eff.) Mental crit. chance: +4% Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() focusing cashmere robe of power (Corpses) (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +6 Mag / +7 Wil Changes resistances: +11% all Changes damage: +10% all Mana each turn: +0.19 Psi each turn: +0.28 Spellpower: +16 (+5 eff.) Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() mindwoven elven-silk robe of light (+34%) (Madness) (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +34% light / +15% all Changes damage: +23% light Mental save: +26 (+9 eff.) Mindpower: +5 (+1 eff.) Mental crit. chance: +6% Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() silk robe of Linaniil (Nightmares) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +13% all Mana each turn: +0.30 Maximum mana: +88.00 Spellpower: +23 (+6 eff.) Spell crit. chance: +11% Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() stargazer's silk robe of darkness (+33%) (Shrouds) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +4 Cun Changes resistances: +33% darkness / +13% all Changes damage: +21% light / +42% darkness Spellpower: +9 (+3 eff.) Spell crit. chance: +7% Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() tormentor's elven-silk robe of Linaniil (Madness) (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +3 Cun Changes resistances: +15% all Critical mult.: +17.00% Mana each turn: +0.27 Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +5.00 Maximum mana: +75.00 Spellpower: +25 (+7 eff.) Spell crit. chance: +12% Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() verdant silk robe (Nightmares) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +6 Con Changes resistances: +13% all Changes damage: +18% nature Poison immunity: +26% Disease immunity: +38% Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +11 (+2 eff.) Changes stats: +3 Str / +3 Con Changes resistances: +6% mind / +30% fire Changes resistances penetration: +15% mind Silence immunity: +41% Confusion immunity: +44% Stun/Freeze immunity: +36% 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: 11.0 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 41% chance to evade melee and ranged attacks and 85 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() undeterred pair of hardened leather boots (Madness) (0 def, 3 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Silence immunity: +38% Confusion immunity: +31% Stun/Freeze immunity: +29% Curse of Madness A pair of boots made of leather. |
![]() undeterred pair of hardened leather boots of speed (Nightmares) (0 def, 3 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Silence immunity: +35% Confusion immunity: +32% Stun/Freeze immunity: +31% Movement speed: +25% Curse of Nightmares A pair of boots made of leather. |
![]() brawler's dwarven-steel gauntlets of archery (Misfortune) (0 def, 2 armour) Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +8 Armour: +2 Fatigue: +3% Changes stats: +4 Str / +10 Dex / +9 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +10 (+2 eff.) 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. |
![]() brawler's voratun gauntlets (Shrouds) (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +5 Str / +5 Dex / +5 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +14 (+3 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
![]() heroic voratun gauntlets (Madness) (0 def, 8 armour) Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +8 Fatigue: +5% Mental save: +7 (+3 eff.) Maximum life: +62.00 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. |
![]() heroic voratun gauntlets of dexterity (+5) (Nightmares) (0 def, 9 armour) Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +21 (+4 eff.) Armour: +9 Fatigue: +5% Changes stats: +5 Dex Mental save: +13 (+5 eff.) Maximum life: +66.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
![]() temporal drakeskin leather gloves of the juggernaut (Nightmares) (0 def, 3 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Damage (Melee): 12 temporal Damage (Ranged): 20 temporal Changes stats: +5 Con Changes resistances: +15% temporal Changes damage: +8% temporal Physical save: +27 (+7 eff.) Spell save: +8 (+2 eff.) Mental save: +7 (+3 eff.) Disarm immunity: +44% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. Curse of Nightmares It can be used to activate talent Juggernaut, placing all other charms into a 12 cooldown : Effective talent level: 12.1 Power cost: 12 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 55% and provides a 36% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() umbral hardened leather gloves of spellstriking (Corpses) (0 def, 2 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 12 arcane / 13 darkness Changes stats: +6 Mag / +7 Wil Changes resistances: +7% arcane / +10% darkness Changes damage: +8% arcane / +7% darkness Spellpower: +9 (+3 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() voratun gauntlets of the starseeker (Shrouds) (0 def, 3 armour) Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +6 Cun / +5 Mag Changes resistances: +6% light / +6% darkness Infravision radius: +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds It can be used to activate talent Starfall, placing all other charms into a 8 cooldown : Effective talent level: 5.0 Power cost: 8 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 2 area, doing 163.66 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Bloomwaker the elven-silk wizard hat (Misfortune) (3 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 23% chance to slow global speed by 70% * 23% chance to reduce damage dealt by 33% Changes stats: +10 Cun / +8 Wil Changes resistances: +28% lightning / +15% fire Changes resistances penetration: +15% darkness / +15% nature Changes damage: +19% lightning Mental save: +30 (+10 eff.) Equilibrium when hit: +1.80 Psi when hit: +3.00 Hate when hit: +2.30 Mental crit. chance: +8% Curse of Misfortune It can be used to activate talent Hateful Whisper, placing all other charms into a 6 cooldown : Effective talent level: 11.0 Power cost: 6 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 474 Mind damage and spreads amongst your foes, dealing damage and feeding you 8.5 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 5 tiles if one is available; beyond this, all affected targets have a 40% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
![]() champion's dwarven-steel helm of constitution (+4) (Madness) (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +4 Str / +3 Wil / +5 Con Mental save: +10 (+4 eff.) Light radius: +1 Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() defender's drakeskin leather cap (Shrouds) (6 def, 13 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +13 Defense: +6 (+1 eff.) Fatigue: +5% Changes resistances: +6% all Physical save: +11 (+3 eff.) Curse of Shrouds A cap made of leather. |
![]() drakeskin leather cap 'Emelalle' (Corpses) (0 def, 5 armour) Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 23% chance to slow global speed by 70% Changes stats: +9 Str / +9 Dex / +9 Cun / +9 Con Changes resistances: +9% blight / +15% nature / +3% darkness Physical save: +3 (+1 eff.) Spell save: +13 (+3 eff.) Mental save: +3 (+1 eff.) Stamina when hit: +2.90 Equilibrium when hit: +3.00 Maximum life: +100.00 Healing mod.: +19% Curse of Corpses A cap made of leather. |
![]() prismatic dwarven-steel helm of fortune (Misfortune) (0 def, 4 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Armour: +4 Fatigue: +4% Changes stats: +11 Lck Changes resistances: +15% light / +15% darkness Spell crit. chance: +6% Mental crit. chance: +5% Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() enlightening steel mail armour of acid resistance (Corpses) (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +12% Changes stats: +5 Cun / +5 Wil Changes resistances: +21% acid Mental save: +16 (+6 eff.) Curse of Corpses A suit of armour made of mail. |
![]() enlightening stralite mail armour of delving (Shrouds) (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +12% Changes stats: +8 Str / +7 Wil / +7 Cun Changes resistances: +17% darkness / +9% physical Mental save: +17 (+6 eff.) Light radius: +2 Curse of Shrouds It can be used to activate talent Track, placing all other charms into a 12 cooldown : Effective talent level: 7.7 Power cost: 12 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 35 for 9 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() enlightening voratun mail armour (Nightmares) (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 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: +8 Cun / +8 Wil Mental save: +24 (+8 eff.) Curse of Nightmares A suit of armour made of mail. |
![]() fearforged dwarven-steel mail armour of temporal resistance (Corpses) (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +22% Changes stats: +7 Con Changes resistances: +22% temporal / +11% fire / +10% darkness / -14% light Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Curse of Corpses A suit of armour made of mail. |
![]() fortifying stralite mail armour (Shrouds) (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +12% Changes stats: +6 Str / +4 Con Maximum life: +86.00 Curse of Shrouds A suit of armour made of mail. |
![]() impenetrable stralite mail armour of cold resistance (Corpses) (4 def, 24 armour) Requires: - Heavy armour training - Strength 38 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +24 Defense: +4 (+1 eff.) Fatigue: +12% Changes resistances: +23% cold Curse of Corpses A suit of armour made of mail. |
![]() prismatic steel mail armour of stability (Misfortune) (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +12% Changes resistances: +7% physical / +14% light / +14% darkness Physical save: +14 (+3 eff.) Curse of Misfortune A suit of armour made of mail. |
![]() prismatic voratun mail armour of command (Misfortune) (19 def, 20 armour) Requires: - Heavy armour training - Strength 48 Powered by arcane forces Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +20 Defense: +19 (+4 eff.) Fatigue: +12% Changes stats: +5 Cun Changes resistances: +14% light / +18% darkness Mental save: +19 (+7 eff.) Curse of Misfortune A suit of armour made of mail. |
![]() prismatic voratun mail armour of implacability (Misfortune) (5 def, 17 armour) Requires: - Heavy armour training - Strength 48 Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +17 Defense: +5 (+1 eff.) Fatigue: +4% Changes resistances: +19% light / +17% darkness Physical save: +14 (+3 eff.) Curse of Misfortune A suit of armour made of mail. |
![]() radiant voratun mail armour of Eyal (Nightmares) (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: +19% blight / +30% darkness Life regen: +8.00 Maximum life: +43.00 Light radius: +2 Healing mod.: +15% Curse of Nightmares A suit of armour made of mail. |
![]() rejuvenating dwarven-steel mail armour of Eyal (Shrouds) (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Life regen: +8.80 Stamina each turn: +0.70 Maximum life: +56.00 Healing mod.: +15% Curse of Shrouds A suit of armour made of mail. |
![]() rejuvenating stralite mail armour of command (Shrouds) (15 def, 15 armour) Requires: - Heavy armour training - Strength 38 Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +15 Defense: +15 (+3 eff.) Fatigue: +12% Changes stats: +5 Cun Mental save: +12 (+4 eff.) Life regen: +5.80 Stamina each turn: +1.20 Curse of Shrouds A suit of armour made of mail. |
![]() searing steel mail armour of implacability (Corpses) (2 def, 12 armour) Requires: - Heavy armour training - Strength 20 Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +12 Defense: +2 (+0 eff.) Fatigue: +6% Damage (Melee): 13 acid / 12 fire Damage when hit (Melee): 11 acid / 11 fire Changes resistances: +16% acid / +15% fire Physical save: +7 (+2 eff.) Curse of Corpses A suit of armour made of mail. |
![]() searing stralite mail armour (Shrouds) (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +12% Damage (Melee): 20 acid / 17 fire Damage when hit (Melee): 13 acid / 13 fire Changes resistances: +19% acid / +26% fire Curse of Shrouds A suit of armour made of mail. |
![]() searing voratun mail armour of command (Shrouds) (18 def, 20 armour) Requires: - Heavy armour training - Strength 48 Powered by arcane forces Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +20 Defense: +18 (+4 eff.) Fatigue: +12% Damage (Melee): 23 acid / 20 fire Damage when hit (Melee): 14 acid / 14 fire Changes stats: +4 Cun Changes resistances: +19% acid / +19% fire Mental save: +14 (+5 eff.) Curse of Shrouds A suit of armour made of mail. |
![]() steel mail armour of thunder (Corpses) (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Physical crit. chance: +6.0% Physical power: +15 (+3 eff.) Armour: +6 Defense: +2 (+0 eff.) Fatigue: +12% Changes stats: +5 Str / +5 Mag / +5 Wil Changes resistances: +14% lightning Spellpower: +15 (+4 eff.) Spell crit. chance: +6% Mindpower: +15 (+3 eff.) Mental crit. chance: +6% Curse of Corpses A suit of armour made of mail. |
![]() stralite mail armour of the deep (Misfortune) (4 def, 13 armour) Requires: - Heavy armour training - Strength 38 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +13 Defense: +4 (+1 eff.) Fatigue: +12% Changes resistances: +13% acid / +9% cold Allows you to breathe in: water Curse of Misfortune A suit of armour made of mail. |
![]() voratun mail armour 'Smolderwrither' (Madness) (5 def, 16 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: +16 Defense: +5 (+1 eff.) Fatigue: +12% Damage when hit (Melee): 4 fire Changes stats: +6 Str / +7 Con Changes resistances: +13% acid / +37% fire / +6% arcane / +11% cold Changes resistances penetration: +25% fire / +25% cold Changes damage: +15% fire Allows you to breathe in: water Maximum life: +100.00 Curse of Madness A suit of armour made of mail. |
![]() Islylaith the Dimtitan (Shrouds) (20 def, 8 armour) Requires: - Strength 20 Powered by arcane forces Infused by nature Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+4 eff.) Fatigue: +8% Changes stats: +6 Str / +3 Mag / +9 Wil / +9 Cun Changes resistances: +18% acid / +16% physical / +6% darkness / +25% temporal / +20% cold / +20% lightning / +20% fire Changes damage: +18% light / +6% darkness Mental save: +25 (+8 eff.) Mindpower: +13 (+3 eff.) Curse of Shrouds A suit of armour made of leather. |
![]() Layelaith the drakeskin leather armour (Shrouds) (33 def, 8 armour) Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +19 Physical crit. chance: +22.0% Physical power: +25 (+6 eff.) Armour: +8 Defense: +33 (+7 eff.) Fatigue: +8% Damage when hit (Melee): 6 physical Changes stats: +8 Str / +2 Dex / +10 Mag / +8 Wil Changes resistances: +46% lightning Changes resistances penetration: +10% physical Changes damage: +12% mind / +12% blight Stamina each turn: +1.50 Spellpower: +22 (+6 eff.) Spell crit. chance: +10% Mindpower: +25 (+5 eff.) Mental crit. chance: +9% Activating this item is instant. Curse of Shrouds It can be used to activate talent Second Wind, placing all other charms into a 14 cooldown : Effective talent level: 9.0 Power cost: 14 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 225 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
![]() Lisewyn the hardened leather armour (Shrouds) (9 def, 6 armour) Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+2 eff.) Fatigue: +8% Changes resistances: +6% blight / +23% cold / +3% nature / +17% fire Changes damage: +9% mind Maximum life: +20.00 Curse of Shrouds A suit of armour made of leather. |
![]() The Untouchable (Nightmares) (14 def, 12 armour) Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+3 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. Curse of Nightmares This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
![]() drakeskin leather armour 'Woeblast' (Madness) (20 def, 8 armour) Requires: - Strength 20 Powered by arcane forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+4 eff.) Fatigue: +8% Effects on melee hit: * 20% chance to reduce damage dealt by 33% Damage when hit (Melee): 10 cold Changes resistances: +30% temporal / +39% darkness / +3% cold / +6% fire / +40% light Changes resistances penetration: +15% darkness / +20% cold Curse of Madness A suit of armour made of leather. |
![]() drakeskin leather armour 'Xeriwe' (Madness) (28 def, 17 armour) Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +17 Defense: +28 (+6 eff.) Fatigue: +8% Effects on melee hit: * 23 arcane resource burn Changes stats: +10 Dex / +6 Wil / +13 Cun Changes resistances: +23% blight / +30% darkness / +12% lightning Spell save: +6 (+2 eff.) Life regen: +11.00 Psi when hit: +0.08 Maximum life: +80.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +3% Light radius: +2 Healing mod.: +20% Curse of Madness A suit of armour made of leather. |
![]() drakeskin leather armour of the hero (Madness) (20 def, 8 armour) Requires: - Strength 20 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+4 eff.) Fatigue: +8% Changes stats: +8 Str / +9 Dex / +8 Mag / +9 Wil / +7 Cun Maximum life: +70.00 Curse of Madness A suit of armour made of leather. |
![]() Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +15 Defense: +17 (+3 eff.) Fatigue: +8% Changes stats: +5 Cun / +6 Dex Changes resistances: +9% acid / +9% cold Allows you to breathe in: water Curse of Shrouds A suit of armour made of leather. |
![]() enlightening drakeskin leather armour of the hero (Madness) (20 def, 8 armour) Requires: - Strength 20 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+4 eff.) Fatigue: +8% Changes stats: +8 Str / +9 Dex / +9 Mag / +13 Wil / +15 Cun Mental save: +25 (+8 eff.) Maximum life: +70.00 Curse of Madness A suit of armour made of leather. |
![]() enlightening reinforced leather armour (Madness) (12 def, 7 armour) Requires: - Strength 18 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+2 eff.) Fatigue: +8% Changes stats: +7 Cun / +7 Wil Mental save: +14 (+5 eff.) Curse of Madness A suit of armour made of leather. |
![]() hardened leather armour of alacrity (Shrouds) (9 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+2 eff.) Fatigue: +8% Combat speed: +15% Casting speed: +15% Mental speed: +15% Curse of Shrouds A suit of armour made of leather. |
![]() hardened leather armour of delving (Misfortune) (9 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+2 eff.) Fatigue: +8% Changes stats: +7 Str Changes resistances: +16% darkness / +11% physical Light radius: +1 Curse of Misfortune It can be used to activate talent Track, placing all other charms into a 12 cooldown : Effective talent level: 7.7 Power cost: 12 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 35 for 9 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() multi-hued drakeskin leather armour of lightning resistance (Shrouds) (20 def, 8 armour) Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+4 eff.) Fatigue: +8% Changes resistances: +13% acid / +14% physical / +17% cold / +42% lightning / +16% fire Mindpower: +9 (+2 eff.) Curse of Shrouds A suit of armour made of leather. |
![]() nimble reinforced leather armour (Misfortune) (20 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +20 (+4 eff.) Fatigue: +8% Changes stats: +6 Dex Movement speed: +20% Curse of Misfortune A suit of armour made of leather. |
![]() prismatic drakeskin leather armour of command (Misfortune) (32 def, 16 armour) Requires: - Strength 20 Powered by arcane forces Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +16 Defense: +32 (+6 eff.) Fatigue: +8% Changes stats: +6 Cun Changes resistances: +16% light / +15% darkness Mental save: +21 (+7 eff.) Curse of Misfortune A suit of armour made of leather. |
![]() reinforced leather armour of command (Nightmares) (21 def, 14 armour) Requires: - Strength 18 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +14 Defense: +21 (+4 eff.) Fatigue: +8% Changes stats: +4 Cun Mental save: +19 (+7 eff.) Curse of Nightmares A suit of armour made of leather. |
![]() rejuvenating drakeskin leather armour of command (Madness) (27 def, 16 armour) Requires: - Strength 20 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +16 Defense: +27 (+5 eff.) Fatigue: +8% Changes stats: +4 Cun Mental save: +19 (+7 eff.) Life regen: +5.20 Stamina each turn: +1.00 Curse of Madness A suit of armour made of leather. |
![]() rejuvenating reinforced leather armour of Toknor (Madness) (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: Physical crit. chance: +5.0% Physical power: +8 (+2 eff.) Armour: +7 Defense: +12 (+2 eff.) Fatigue: +8% Critical mult.: +14.00% Life regen: +4.80 Stamina each turn: +1.90 Curse of Madness A suit of armour made of leather. |
![]() rejuvenating rough leather armour of acid resistance (Madness) (3 def, 2 armour) Requires: - Strength 10 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Changes resistances: +18% acid Life regen: +2.50 Stamina each turn: +0.90 Curse of Madness A suit of armour made of leather. |
![]() searing rough leather armour of clarity (Shrouds) (3 def, 2 armour) Requires: - Strength 10 Powered by arcane forces Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Damage (Melee): 10 acid / 10 fire Damage when hit (Melee): 9 acid / 10 fire Changes resistances: +14% acid / +13% fire / +6% mind Mental save: +13 (+5 eff.) Curse of Shrouds A suit of armour made of leather. |
![]() troll-hide hardened leather armour of lightning resistance (Nightmares) (9 def, 6 armour) Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+2 eff.) Fatigue: +8% Changes resistances: +19% lightning Life regen: +10.20 Maximum life: +51.00 Healing mod.: +16% Curse of Nightmares A suit of armour made of leather. |
![]() volcanic reinforced leather armour of the void (Madness) (12 def, 18 armour) Requires: - Strength 18 Powered by arcane forces Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +18 Defense: +12 (+2 eff.) Fatigue: +8% Damage (Melee): 9 darkness / 9 fire Damage (Ranged): 9 darkness / 8 fire Changes resistances: +23% fire / +26% temporal / +22% darkness / +23% physical Defense after a teleport: +26 Resist all after a teleport: +22% New effects duration reduction after a teleport: +18% Curse of Madness It can be used to blink to a nearby random location (rad 11) Activation puts all charms on cooldown for 10 turns. A suit of armour made of leather. |
![]() prismatic stralite plate armour of implacability (Madness) (0 def, 21 armour) Requires: - Massive armour training - Strength 48 Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +21 Fatigue: +14% Changes resistances: +14% light / +18% darkness Physical save: +8 (+2 eff.) Curse of Madness A suit of armour made of metal plates. |
![]() stralite plate armour (Madness) (0 def, 13 armour) Requires: - Massive armour training - Strength 48 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Fatigue: +22% Curse of Madness A suit of armour made of metal plates. |
![]() Black Mesh (Nightmares) (8 def, 2 armour, 150% power, 120 block) Requires: - Shield usage training - Strength 20 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Power: 150% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +120 When wielded/worn: Armour: +2 Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +6% On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Changes stats: +5 Wil Changes resistances: +25% blight / +25% darkness Talent granted: +1 Block Special effect on block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Curse of Nightmares Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
![]() Prismcrypt (Corpses) (0 def, 27 armour, 181% power, 194 block) Requires: - Shield usage training - Strength 48 Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 181% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +194 Damage (Melee): +15 acid / +12 light When wielded/worn: Armour: +27 Fatigue: +8% Effects when hit in melee: * 20% chance to reduce armor by 37% Damage when hit (Melee): 4 light Changes stats: +6 Con Changes resistances: +48% acid / +18% light / +20% darkness / +9% nature Changes damage: +9% light Talent granted: +1 Block Physical save: +6 (+1 eff.) Curse of Corpses Handheld deflection devices. |
![]() Silana (Corpses) (0 def, 10 armour, 179% power, 211 block) Requires: - Shield usage training - Strength 48 Powered by arcane forces Infused by nature 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 180% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +211 Damage (Melee): +20 acid / +8 mind Damage (radius 1) on hit: +18 fire When wielded/worn: Armour: +10 Fatigue: +8% Damage (Melee): 10 fire / 35 cold Effects when hit in melee: * 20% chance to reduce armor by 37% Damage when hit (Melee): 21 ice / 13 fire Changes stats: +6 Con Changes resistances: +20% acid / +9% mind Changes resistances penetration: +5% mind Changes damage: +18% arcane / +3% mind Talent granted: +1 Block Mindpower: +20 (+4 eff.) Curse of Corpses Handheld deflection devices. |
![]() acidic voratun shield of earthen fury (Misfortune) (0 def, 18 armour, 177% power, 195.5 block) Requires: - Shield usage training - Strength 48 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Power: 178% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +196 On weapon hit: * 30% chance to reduce armor by 37% * Deal physical damage equal to your armor (75) When wielded/worn: Armour: +18 Fatigue: +8% Damage (Melee): 9 acid Damage when hit (Melee): 17 acid Talent granted: +1 Block Curse of Misfortune Handheld deflection devices. |
![]() impervious dwarven-steel shield of resistance (Shrouds) (0 def, 13 armour, 135% power, 151.5 block) Requires: - Shield usage training - Strength 24 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 135% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +152 When wielded/worn: Armour: +13 Fatigue: +8% Changes stats: +5 Con Changes resistances: +9% acid / +10% fire / +9% lightning / +9% cold Talent granted: +1 Block Physical save: +9 (+2 eff.) Curse of Shrouds Handheld deflection devices. |
![]() reinforced dwarven-steel shield of earthen fury (Misfortune) (0 def, 17 armour, 138% power, 152.5 block) Requires: - Shield usage training - Strength 24 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 138% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +152 On weapon hit: * Deal physical damage equal to your armor (75) When wielded/worn: Armour: +17 Fatigue: +8% Talent granted: +1 Block Curse of Misfortune Handheld deflection devices. |
![]() stralite shield of patience (Corpses) (0 def, 8 armour, 164% power, 134.5 block) Requires: - Shield usage training - Strength 35 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Power: 165% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +134 When wielded/worn: Armour: +8 Fatigue: +8% Changes resistances: +18% temporal Talent granted: +1 Block Activating this item is instant. Curse of Corpses It can be used to activate talent Temporal Shield, placing all other charms into a 12 cooldown : Effective talent level: 9.0 Power cost: 12 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell and usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (534) is absorbed, or the time runs out (14 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
![]() voratun shield of crushing (Nightmares) (0 def, 10 armour, 194% power, 215 block) Requires: - Shield usage training - Strength 48 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Power: 194% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +215 On weapon crit: * Smash the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +17.0% Physical power: +13 (+3 eff.) Armour: +10 Fatigue: +8% Talent granted: +1 Block Curse of Nightmares Handheld deflection devices. |
![]() Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Power: 104% 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: 11 On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 96 damage Curse of Nightmares Arrows are used with bows to pierce your foes to death. |
![]() barbed quiver of ash arrows of annihilation (Misfortune) (20/24, 153% power, 15 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Power: 153% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +21.5% Capacity: 24 On weapon crit: * Wound the target dealing 234 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% Curse of Misfortune Arrows are used with bows to pierce your foes to death. |
![]() barbed quiver of yew arrows of erosion (Corpses) (15/15, 157% power, 10 apr) Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 158% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +19.0% Capacity: 15 On weapon crit: * Wound the target dealing 234 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +18 nature Curse of Corpses Arrows are used with bows to pierce your foes to death. |
![]() barbed quiver of yew arrows of wind (Nightmares) (18/18, 152% power, 10 apr) Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 152% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +17.0% Capacity: 18 On weapon hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 167 physical damage On weapon crit: * Wound the target dealing 234 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% Curse of Nightmares Arrows are used with bows to pierce your foes to death. |
![]() chilling quiver of yew arrows of accuracy (Madness) (18/18, 142% power, 10 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 143% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +26 Armour Penetration: +10 Crit. chance: +2.0% Capacity: 18 Damage (Ranged): +24 cold Curse of Madness Arrows are used with bows to pierce your foes to death. |
![]() high-capacity quiver of dragonbone arrows of torment (Shrouds) (55/55, 167% power, 18 apr) Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Power: 168% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +3.0% Capacity: 55 On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns When wielded/worn: Ammo reloads per turn: +6 Curse of Shrouds Arrows are used with bows to pierce your foes to death. |
![]() psychokinetic quiver of elven-wood arrows of erosion (Misfortune) (24/24, 153% power, 14 apr) Requires: - Dexterity 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Power: 154% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +2.5% Capacity: 24 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 284 physical damage Damage (Ranged): +26 nature / +30 physical Curse of Misfortune Arrows are used with bows to pierce your foes to death. |
![]() quiver of dragonbone arrows of annihilation (Corpses) (20/20, 180% power, 33 apr) Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Power: 180% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +33 Crit. chance: +17.0% Capacity: 20 Travel speed: +200% 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 Corpses Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Wintertitan the voratun pickaxe (Nightmares) (dig speed 11 turns) Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Fatigue: -8% Changes stats: +8 Str Changes resistances: +2% physical / +9% light / +6% fire / +11% nature / +6% darkness Changes damage: +10% nature / +6% cold Confusion immunity: +20% Knockback immunity: +20% Only die when reaching: -20.00 life Maximum life: +36.00 Maximum stamina: +28.00 When carried: Talent granted: +1 Dig Curse of Nightmares Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. Curse of Nightmares It can be used to call light, dispelling darkness and lighting tiles in radius 20.(133 power, based on Willpower) Activation costs 4 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 Curse of Shrouds 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. |
![]() Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +6 (+2 eff.) Light radius: +5 See stealth: +7 See invisible: +5 Curse of Corpses 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. |
![]() preserving alchemist's lamp of health (Misfortune) Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances: +10% blight Life regen: +5.00 Maximum life: +51.00 Light radius: +4 Curse of Misfortune A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 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 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 79 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. |
![]() arcing pouch of stralite shots of accuracy (Madness) (22/22, 156% power, 5 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Power: 157% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +17 Armour Penetration: +5 Crit. chance: +5.5% Capacity: 22 On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 96 damage Curse of Madness Shots are used with slings to pummel your foes to death. |
![]() barbed pouch of dwarven-steel shots of torment (Shrouds) (18/18, 156% power, 3 apr) Requires: - Dexterity 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 156% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +15.0% Capacity: 18 On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On weapon crit: * Wound the target dealing 234 physical damage across 5 turns and reducing healing by 50% Curse of Shrouds Shots are used with slings to pummel your foes to death. |
![]() barbed pouch of stralite shots (Corpses) (20/20, 164% power, 5 apr) Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Power: 165% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +16.5% Capacity: 20 On weapon crit: * Wound the target dealing 234 physical damage across 5 turns and reducing healing by 50% Curse of Corpses Shots are used with slings to pummel your foes to death. |
![]() piercing dwarven-steel torque of mindblast (Corpses) [power 250] (6 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 Curse of Corpses It can be used to blast the opponent's mind dealing 288 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 6 turns. When used: * Increase all damage penetration by 18% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() cleansing yew totem of healing (Shrouds) [power 296] (6 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 Curse of Shrouds It can be used to heal yourself and all friendly characters within 10 spaces for 296 Activation puts all charms on cooldown for 6 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 Curse of Shrouds It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 6 turns. When used: * Reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() soothing elven-wood totem of summon tentacle (Nightmares) [power 355] (10 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 Curse of Nightmares It can be used to summon a resilient tentacle up to 5 spaces away for 8 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 833 Base Damage: 435 Armor: 39 All Resist: 26 Activation puts all charms on cooldown for 10 turns. When used: * Heal for 87. Natural totems are made by powerful wilders to store nature power. |
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...? |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() Xanatta the dragonbone wand of shielding (Misfortune) [power 518] (8 cooldown) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Changes resistances: +6% arcane / +9% temporal Blindness immunity: +23% Cut immunity: +10% Healing mod.: +10% Curse of Misfortune It can be used to create a shield absorbing up to 518 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 8 turns. When used: * Reduce fatigue by 60% for 2 turns. * Gain a 33% 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. |
![]() focusing elven-wood wand of shielding (Madness) [power 398] (8 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 Curse of Madness It can be used to create a shield absorbing up to 398 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 8 turns. When used: * Reduce 3 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 12 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Lo'Gosh the Shalore Adventurer level 30
5th Dusk 122nd year of Ascendancy at 04:54 see stats
By Lo'Gosh the Shalore Adventurer level 33
5th Dusk 122nd year of Ascendancy at 22:14 see stats
By Lo'Gosh the Shalore Adventurer level 27
4th Dusk 122nd year of Ascendancy at 03:53 see stats
By Lo'Gosh the Shalore Adventurer level 34
6th Dusk 122nd year of Ascendancy at 10:40 see stats
By Lo'Gosh the Shalore Adventurer level 36
10th Dusk 122nd year of Ascendancy at 15:05 see stats
By Lo'Gosh the Shalore Adventurer level 10
8th Mirth 122nd year of Ascendancy at 21:26 see stats
By Lo'Gosh the Shalore Adventurer level 20
2nd Summertide 122nd year of Ascendancy at 10:09 see stats
By Lo'Gosh the Shalore Adventurer level 30
4th Dusk 122nd year of Ascendancy at 21:18 see stats
By Lo'Gosh the Shalore Adventurer level 40
11st Dusk 122nd year of Ascendancy at 02:08 see stats
By Lo'Gosh the Shalore Adventurer level 17
1st Summertide 122nd year of Ascendancy at 23:09 see stats
By Lo'Gosh the Shalore Adventurer level 22
9th Flare 122nd year of Ascendancy at 16:53 see stats
By Lo'Gosh the Shalore Adventurer level 8
6th Mirth 122nd year of Ascendancy at 18:25 see stats
By Lo'Gosh the Shalore Adventurer level 7
1st Mirth 122nd year of Ascendancy at 09:27 see stats
By Lo'Gosh the Shalore Adventurer level 22
3rd Dusk 122nd year of Ascendancy at 11:23 see stats
By Lo'Gosh the Shalore Adventurer level 8
6th Mirth 122nd year of Ascendancy at 18:25 see stats
By Lo'Gosh the Shalore Adventurer level 8
5th Mirth 122nd year of Ascendancy at 01:59 see stats
By Lo'Gosh the Shalore Adventurer level 21
3rd Summertide 122nd year of Ascendancy at 00:25 see stats
By Lo'Gosh the Shalore Adventurer level 15
1st Summertide 122nd year of Ascendancy at 14:43 see stats