







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! Summoner rework 1.7.4Summoner rework! CHANGE LOG 1.1.8 1.1.7 1.1.6 1.1.5 1.1.4 1.1.3 1.1.0 -Innervate: Reset cooldown of summons' talent. -Blessing of Nature: Buff to surrounding summons. -Wasp Swarm: debilitating enemies & halving poison resistance -Force of Nature: Automatically refill dead summons. -Now detonation's cooldown scales with the talent level. -Fixed Dragon to crit properly on detonation 1.0.9 1.0.8 1.0.7 - Arrow rain now summons ivy right next to the enemies (ignore range) 1.0.6 - You can now move Dragons with Attack Order 1.0.5 - Minor bug fix 1.0.4 - Summoner and SummonerR merged. 1.0.3 - Changed few particles (for performance) 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: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Mob Class Adjuster 1.7.4Allows you to toggle which classes can or cannot appear on random bosses and rares. Hulking Berserker Evolution 1.7.4Introduces a class evolution for Berserker. Taking this class evolution allows one to wield a 2H weapon in each hand, as well as making his punches more powerful. Multi Evolutions Fork 1.7.4Allows Adventurer to take any class evolution prodigy and adds an option that allows any class to take multiple evolutions. Do not use with another version of the same addon, they are not compatible with eachother. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: No Prodigy Requirements 1.7.4Prodigies have minimal requirements - usually none. 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. 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. 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
Portable Item Vault 1.7.4Add a portable item vault to your inventory! |
Campaign | Maj'Eyal |
Mode | Madness Adventure |
Sex | Male |
Race | Shalore |
Class | Adventurer |
Level / Exp | 39 / 33% |
Size | medium |
Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
Strength | 80.487229877771 (base 60) |
Dexterity | 69.974459755541 (base 60) |
Constitution | 73.974459755541 (base 60) |
Magic | 86.487229877771 (base 60) |
Willpower | 97.974459755541 (base 60) |
Cunning | 139.97445975554 (base 60) |
Resources
Life | 1556/1556 |
Hate | 74/144 |
Healing Factor | 1.2675555117307 |
Regeneration | 0.31688887793275 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +170.38093087974% |
Spell | 0% |
Global | +115% |
Vision
Sight | 12 |
Lite | 1 |
Infravision | 14 |
See Stealth | 123.94965371089 |
See Invisible | 143.92411346643 |
Offense: Mainhand
Damage | 160 |
Accuracy | 80 |
Crit Chance | 104% |
APR | 12 |
Speed | 1.00 |
Offense: Offhand
Damage | 110 |
Accuracy | 80 |
Crit Chance | 101% |
APR | 20 |
Speed | 1.00 |
Offense: Spell
Spellpower | 21.333333333333 |
Crit Chance | 100% |
Speed | 1 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 94 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +27% |
Physical | +7% |
Temporal | +27% |
Mind | +17% |
Arcane | +18% |
Cold | +4% |
All | 0% |
Offense: Damage Penetration
Temporal | +77% |
Physical | +50% |
Mind | +55% |
All | +45% |
Defense: Base
Armour (hardiness) | 33.135559930155 (100%) |
Defense | 111 |
Ranged Defense | 111 |
Fatigue | 0 |
Physical Save | 73 |
Spell Save | 67 |
Mental Save | 69 |
Defense: Resistances
Acid | + 74%( 74%) |
Blight | + 74%( 74%) |
Arcane | + 74%( 74%) |
Cold | + 73%( 74%) |
All | + 72%( 74%) |
Darkness | + 84%( 84%) |
Light | + 67%( 74%) |
Physical | + 74%( 78%) |
Mind | + 72%( 74%) |
Defense: Immunities
Disarm Resistance | 50% |
Pinning Resistance | 50% |
Knockback Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 22% |
Inscriptions (4/4)
Runes | Effective talent level: 2.5 Rune: ShieldingUse 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 at most 671 damage for 4 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 7 Cooldown: 9 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 23%, your defense is increased by 23 and all your resistances by 23%. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 604 life over 5 turns. Its effects scale with your Cunning 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 |
Cursed / Rampage | 2.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cursed / Strife | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cursed / Shadows | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Endless hunt | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / One with shadows | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Slaughter | 2.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cursed / Fears | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cursed / Cursed aura | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Cursed form | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Shalore | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Gestures | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Dirges | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Hatred | 2.20 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 2.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Scoundrel | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 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 | Through The Crowd |
talent | Secrets of the Eternals |
talent | Surge |
talent | Savage Hunter |
talent | Stalk |
talent | Call Shadows |
talent | Aether Permeation |
talent | Shadow Decoy |
talent | Gloom |
talent | Shadows Empathy |
talent | Dirge of Pestilence |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 4.5)Penalty : Fractured Sanity: -6% Mind Resistance, -8% Confusion Immunity Power 1+: Unleashed: +13% critical damage, +16% off-hand weapon damage Power 2+: -1 Luck, +8 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 65% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 12.8% of your life, the remaining cooldown of all your talents is reduced by 1. |
beneficial effect | Hunting: Marked Prey28% Received damage reduction against: - Vampire - Orc - Snake - Ant - Crystal |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 7.5)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+47% chance to avoid traps). Power 2+: -1 Luck, +14 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+19% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 55% if the increase would be enough to kill your opponent. |
beneficial effect | Increases physical save, spell save, and mental save by 50. Global speed increased by 15%. Through The Crowd |
detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Arcane talents fail 40% of the time and arcane sustains have a 4.0% chance to deactivate each turn. Antimagic Disruption |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 6.5)Penalty : Fear of Death: -6% resistance against damage from the undead. Power 1+: Power over Death: +15% damage against the undead. Power 2+: -1 Luck, +6 Strength, +6 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 17 turns, retch (level 4) when you fall below 49% health Power 4+: Reprieve from Death: Humanoids you slay have a 44% chance to rise to fight beside you as ghouls for 6 turns. |
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 76 mind and 83 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 122 Mind damage, and deal 132 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 4.5)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: +18 Darkness Resistance, +10% Max Darkness Resistance, +11 See Invisible Power 2+: -1 Luck, +8 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 17% 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 17% for 3 turns. |
Quests
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 failed to protect the lone alchemist from death by Belytta the temporal stalker. Escort: lone alchemist (level 2 of Old Forest) | failed |
You failed to protect the repented thief from death by Yviwyn the giant army ant. Escort: repented thief (level 3 of Old Forest) | failed |
You failed to protect the temporal explorer from death by Gletha the vampire. Escort: temporal explorer (level 1 of Old Forest) | failed |
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 |
Equipment
On feet | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Effects on melee hit: * 10% chance to reduce armor by 22% Damage when hit (Melee): 6 mind / 2 acid Changes stats: +12 Mag / +5 Wil / +6 Cun / +6 Con Changes resistances: +6% mind Changes damage: +27% darkness / +9% mind Physical save: +25 (+7 eff.) Mental save: +25 (+7 eff.) Mana each turn: +0.57 Maximum mana: +60.00 Spell crit. chance: +5% Lowers spell cool-downs by: 10% Curse of Misfortune A pair of boots made of leather. |
On hands | ![]() Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 8 cold Changes resistances: +5% cold Changes damage: +4% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 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 Shrouds 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. |
On fingers | ![]() Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 18% chance to reduce all saves and defense by 48 * 26% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 34 physical Effects on ranged hit: * 20% chance to reduce all saves and defense by 48 Damage (Ranged): 35 physical Changes stats: +18 Cun / +6 Mag Changes resistances penetration: +32% temporal Changes damage: +27% temporal Disarm immunity: +50% Pinning immunity: +50% Knockback immunity: +50% Hate when firing a critical mind attack: +3.00 Maximum life: +49.00 Maximum hate: +15.00 Spellpower: +13 (+1 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Curse of Misfortune It can be used to activate talent Bleeding Edge, placing all other charms into a 8 cooldown : Effective talent level: 7.0 Power cost: 8 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 183% weapon damage. If the attack hits, the target will bleed for 342% weapon damage over 7 turns, and all healing will be reduced by 77%. Rings make your fingers look great! |
On fingers | ![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 39% chance to reduce all saves and defense by 48 Damage (Melee): 70 physical Effects on ranged hit: * 40% chance to reduce all saves and defense by 48 Damage (Ranged): 69 physical Changes stats: +24 Cun Changes resistances: +18% arcane Changes resistances penetration: +10% mind Changes damage: +18% arcane Psi when hit: +0.12 Hate when firing a critical mind attack: +6.00 Maximum hate: +29.00 Mindpower: +30 (+6 eff.) Mental crit. chance: +2% Curse of Corpses It can be used to activate talent Bleeding Edge, placing all other charms into a 8 cooldown : Effective talent level: 11.0 Power cost: 8 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 204% weapon damage. If the attack hits, the target will bleed for 378% weapon damage over 7 turns, and all healing will be reduced by 89%. Rings make your fingers look great! |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +5 Defense: +7 (+1 eff.) Changes resistances cap: +4% all Physical save: +15 (+4 eff.) Blindness immunity: +22% Infravision radius: +4 Sight radius: +2 See invisible: +9 Curse of Nightmares Amulets make your neck look great! |
In main hand | ![]() Requires: - Strength 40 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 160% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On weapon kill: * Enter a Rampage (Shared cooldown). When wielded/worn: Accuracy: +18 (+4 eff.) Changes stats: +10 Str / +10 Wil / +7 Cun Talent masteries: +0.20 Cursed / Rampage +0.20 Cursed / Slaughter Enter Rampage if health falls below 20% Curse of Corpses Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
Light source | ![]() Infused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% all Spell save: +6 (+2 eff.) Light radius: +3 Curse of Madness 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. |
In off hand | ![]() Requires: - Willpower 20 - Strength 32 Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 158% Range: 1.4x Uses stats: 10% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +20 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * torments the target with many mental effects On weapon kill: * reduces mental save penalty When wielded/worn: Changes damage: +8% mind Mental save: -30 (-7 eff.) Mindpower: +9 (+2 eff.) Curse of Misfortune The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. This item has been sent to the Item's Vault. |
Main armor | ![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+2 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances: +15% all Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.10 Psionic / Solipsism +0.20 Cursed / Slaughter +0.20 Cursed / Punishments Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+4 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). Curse of Corpses This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Around waist | ![]() Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Defense: +11 (+2 eff.) Changes stats: +6 Str / +1 Dex Changes resistances: +10% acid / +7% blight Changes resistances penetration: +5% physical Changes damage: +7% physical Critical mult.: +10.00% Stealth bonus: +6 Curse of Nightmares A belt that goes around your waist. |
Inventory
![]() regeneration infusion (heal 499; 16 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 499 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. |
![]() wild infusion (res 23%; physical; dur 2; 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 cure yourself of one random physical effect and reduce all damage taken by 23% for 2 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 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..." |
![]() biting gale rune (damage 203; dur 4; cd 22) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 202.80 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() blink rune (range 8; phase 26; cd 19) 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: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 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 26%, your defense is increased by 26 and all your resistances by 26%. 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. |
![]() blink rune (range 8; phase 27; 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: 8 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 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 27%, your defense is increased by 27 and all your resistances by 27%. 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. |
![]() shielding rune (absorb 182; dur 6; cd 15) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 182 damage for 6 turns. 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. |
![]() Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +6 Changes stats: +2 Con / +3 Wil Changes resistances: +13% mind / +1% physical Physical save: +9 (+3 eff.) Cut immunity: +50% Confusion immunity: +25% Healing mod.: +12% Curse of Corpses It can be used to activate talent Heal, placing all other charms into a 14 cooldown : Effective talent level: 3.5 Power cost: 14 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 574 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() Xanyda the Shinesin (Shrouds) Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Mag Changes resistances: +6% blight / +6% light / +15% lightning Changes resistances penetration: +10% blight Changes damage: +18% light Talent masteries: +0.26 Spell / Temporal +0.26 Spell / Necrosis +0.19 Celestial / Sunlight +0.19 Wild-gift / Fire drake aspect Mana each turn: +0.45 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +60.00 Light radius: +2 Curse of Shrouds Amulets make your neck look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Damage (Melee): 22 light Damage (Ranged): 19 light Changes stats: +3 Mag Changes resistances: +6% cold Changes resistances penetration: +5% blight Changes damage: +12% light / +9% blight Spell save: +6 (+2 eff.) Blindness immunity: +29% Disarm immunity: +23% Pinning immunity: +31% Knockback immunity: +34% Maximum life: +24.00 Infravision radius: +3 See stealth: +8 See invisible: +5 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Corpses Rings make your fingers look great! |
![]() Velayabeth the Dimspiker (Madness) Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +30 (+6 eff.) Defense: +30 (+5 eff.) Effects on melee hit: * 10% chance to reduce armor by 22% * 26% chance to reduce damage dealt by 38% Changes stats: +8 Mag / +7 Wil / +6 Con Changes damage: +3% physical Blindness immunity: +50% Stamina each turn: +2.00 Spellpower: +15 (+1 eff.) Infravision radius: +6 See stealth: +25 See invisible: +25 Movement speed: +24% Activating this item is instant. Curse of Madness It can be used to activate talent Blinding Speed, placing all other charms into a 16 cooldown : Effective talent level: 11.0 Power cost: 16 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 63% for 5 turns. Rings make your fingers look great! |
![]() 0.10 Encumbrance. Type: jewelry / ring ; tier 1 Curse of Corpses Rings make your fingers look great! |
![]() 0.10 Encumbrance. Type: jewelry / ring ; tier 1 Curse of Madness Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +3 Dex Changes resistances: +22% lightning Changes damage: +11% lightning Curse of Madness Rings make your fingers look great! |
![]() pixie's steel ring (Shrouds) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Cun / +5 Mag Spellpower: +9 (+1 eff.) Curse of Shrouds Rings make your fingers look great! |
![]() savage's copper ring of warding (Misfortune) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +14% acid / +14% fire / +14% lightning / +14% cold Spell save: +12 (+3 eff.) Maximum stamina: +16.00 Curse of Misfortune Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+4 eff.) Armour: +6 Changes stats: +10 Str / +5 Dex / +8 Mag / +8 Wil / +10 Con Changes resistances: +2% physical Spell save: +6 (+2 eff.) Mental save: +10 (+3 eff.) Confusion immunity: +44% Teleport immunity: +25% Maximum stamina: +20.00 Spellpower: +15 (+1 eff.) Curse of Madness Rings make your fingers look great! |
![]() wizard's copper ring of misery (Misfortune) Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 12% chance to reduce all saves and defense by 48 Damage (Melee): 11 physical Effects on ranged hit: * 11% chance to reduce all saves and defense by 48 Damage (Ranged): 10 physical Changes stats: +3 Cun / +3 Mag Spell save: +6 (+2 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 Curse of Misfortune It can be used to activate talent Bleeding Edge, placing all other charms into a 8 cooldown : Effective talent level: 7.0 Power cost: 8 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 183% weapon damage. If the attack hits, the target will bleed for 342% weapon damage over 7 turns, and all healing will be reduced by 77%. Rings make your fingers look great! |
![]() quick stralite battleaxe (Shrouds) (157% power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 158% 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 wielded/worn: Accuracy: +30 (+6 eff.) Changes stats: +7 Dex Combat speed: +10% Curse of Shrouds Massive two-handed battleaxes. |
![]() quick stralite battleaxe (Shrouds) (154% power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 154% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% When wielded/worn: Accuracy: +30 (+6 eff.) Changes stats: +9 Dex Combat speed: +10% Curse of Shrouds Massive two-handed battleaxes. |
![]() steel battleaxe of rage (Corpses) (123% 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: 123% 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: +17 (+4 eff.) Changes stats: +7 Str Changes damage: +13% physical Curse of Corpses Massive two-handed battleaxes. |
![]() warbringer's steel battleaxe of erosion (Misfortune) (127% power, 2 apr) Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 127% 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% Damage (Melee): +16 nature When wielded/worn: Physical power: +13 (+4 eff.) Changes stats: +6 Con Changes resistances penetration: +13% physical Disarm immunity: +28% Curse of Misfortune Massive two-handed battleaxes. |
![]() Icy Kill (Madness) (143% power, 10 apr) Requires: - Dexterity 42 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Power: 144% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +15.0% Attack speed: 100% On weapon crit: * freezes the target On weapon kill: * explodes a frozen creature (damage scales with willpower) Damage (Melee): +30 cold When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes damage: +25% cold Hate per kill: +4.00 Ice block penetration: +50% Curse of Madness As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
![]() Samukor the Frozenimmortal (Shrouds) (146% power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * Wound the target dealing 228 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +30 cold Damage (radius 2) on crit: +12 acid / +8 cold When wielded/worn: Accuracy: +19 (+4 eff.) Armour penetration: +12 Physical crit. chance: +15.0% Physical power: +15 (+4 eff.) Damage when hit (Melee): 6 cold Changes resistances: +12% blight / +9% cold Changes resistances penetration: +5% acid / +13% physical Changes damage: +3% acid Curse of Shrouds Sharp, short and deadly. |
![]() Uloruiran (Madness) (165% power, 9 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 166% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +15 nature Damage (radius 2) on crit: +4 acid When wielded/worn: Accuracy: +23 (+5 eff.) Armour penetration: +15 Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 13 Changes resistances penetration: +12% all Changes damage: +15% arcane Spell save: +6 (+2 eff.) Vim when firing critical spell: +2.00 Spell crit. chance: +4% Curse of Madness Sharp, short and deadly. |
![]() balanced dwarven-steel dagger of torment (Nightmares) (115% power, 7 apr) Requires: - Dexterity 24 Crafted by a master Infused by psionic 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 hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns When wielded/worn: Accuracy: +10 (+2 eff.) Defense: +11 (+2 eff.) Disarm immunity: +28% Curse of Nightmares Sharp, short and deadly. |
![]() balanced stralite dagger of massacre (Nightmares) (153% power, 9 apr) Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 153% 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: +13 (+3 eff.) Defense: +13 (+2 eff.) Disarm immunity: +38% Curse of Nightmares Sharp, short and deadly. |
![]() enhanced iron dagger of massacre (Corpses) (116% power, 5 apr) Requires: - Dexterity 11 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 116% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Curse of Corpses Sharp, short and deadly. |
![]() enhanced stralite dagger (Nightmares) (132% power, 9 apr) Requires: - Dexterity 35 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 132% 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: Changes stats: +9 Str / +11 Dex / +11 Mag / +11 Wil / +11 Cun / +11 Con Curse of Nightmares Sharp, short and deadly. |
![]() enhanced voratun dagger of massacre (Madness) (166% power, 9 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 166% 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: +13 Str / +11 Dex / +13 Mag / +13 Wil / +12 Cun / +9 Con Curse of Madness Sharp, short and deadly. |
![]() flaming steel dagger of evisceration (Madness) (108% power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 108% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Wound the target dealing 228 physical damage across 5 turns and reducing healing by 50% Damage (radius 1) on hit: +11 fire When wielded/worn: Physical crit. chance: +9.0% Physical power: +9 (+3 eff.) Curse of Madness Sharp, short and deadly. |
![]() inquisitor's steel dagger (Madness) (104% power, 6 apr) Requires: - Dexterity 16 Infused by arcane disrupting 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 crit: * Deals 143 Manaburn damage and puts 1 random spell talent on cooldown for 6 turns (checks Confusion immunity) Curse of Madness Sharp, short and deadly. |
![]() iron dagger of rage (Nightmares) (100% power, 5 apr) Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 100% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +9 (+2 eff.) Changes stats: +3 Str Changes damage: +7% physical Curse of Nightmares Sharp, short and deadly. |
![]() stormbringer's voratun dagger of massacre (Nightmares) (165% power, 9 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 165% 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% Damage (radius 2) on crit: +31 lightning / +42 cold When wielded/worn: Changes resistances penetration: +25% lightning / +25% cold Movement speed: +45% Curse of Nightmares Sharp, short and deadly. |
![]() thought-forged voratun dagger of evisceration (Madness) (146% power, 9 apr) Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 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% On weapon hit: * 28% chance to reduce all saves and defense by 48 On weapon crit: * Wound the target dealing 228 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +19 mind When wielded/worn: Physical crit. chance: +15.0% Physical power: +14 (+4 eff.) Changes stats: +6 Cun / +7 Wil Curse of Madness Sharp, short and deadly. |
![]() truestriking steel dagger of erosion (Madness) (107% power, 6 apr) Requires: - Dexterity 16 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 107% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +11 nature When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +9 Changes resistances penetration: +9% physical Curse of Madness Sharp, short and deadly. |
![]() voratun dagger of torment (Corpses) (146% power, 9 apr) Requires: - Dexterity 48 Infused by psionic forces 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% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Curse of Corpses Sharp, short and deadly. |
![]() warbringer's voratun dagger of shearing (Nightmares) (146% power, 9 apr) Requires: - Dexterity 48 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 wielded/worn: Accuracy: +25 (+5 eff.) Armour penetration: +13 Physical power: +15 (+4 eff.) Changes stats: +6 Con Changes resistances penetration: +14% physical / +10% all Disarm immunity: +30% Curse of Nightmares Sharp, short and deadly. |
![]() Morningdeath the voratun greatmaul (Nightmares) (178% power, 4 apr) Requires: - Strength 48 Infused by nature Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 179% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 49% chance to reduce all saves and defense by 48 Damage (Melee): +26 mind Damage (radius 2) on crit: +8 temporal / +126 fire When wielded/worn: Armour penetration: +2 Physical power: +15 (+4 eff.) Armour: +12 Defense: +5 (+1 eff.) Changes stats: +31 Wil / +7 Cun / +19 Con Changes resistances penetration: +34% fire Maximum life: +153.00 Light radius: +4 Global speed: +10% Curse of Nightmares Massive two-handed mauls. |
![]() flaming steel greatmaul of paradox (Corpses) (131% power, 2 apr) Requires: - Strength 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 131% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% Damage (Melee): +16 temporal Damage (radius 1) on hit: +16 fire When wielded/worn: Changes resistances: +16% temporal Curse of Corpses Massive two-handed mauls. |
![]() quick steel greatmaul of corruption (Nightmares) (134% power, 2 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 134% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Curse of Impotence (20% chance level 2). When wielded/worn: Accuracy: +14 (+3 eff.) Changes stats: +6 Dex Combat speed: +10% Curse of Nightmares Massive two-handed mauls. |
![]() Aloharagar (Nightmares) (157% power, 3 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 157% 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: * Create an explosion dealing 32 acid damage (1/turn) * 25% chance for lightning to strike from the target to a second target dealing 32 damage Damage (Melee): +8 blight When wielded/worn: Accuracy: +30 (+6 eff.) Defense: +5 (+1 eff.) Damage when hit (Melee): 6 arcane Changes stats: +3 Cun / +13 Str Changes resistances: +6% light Changes resistances penetration: +35% acid Changes damage: +35% acid / +10% physical Knockback immunity: +26% Spell crit. chance: +4% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Nightmares Massive two-handed swords. |
![]() Borosk's Hate (Shrouds) (172% power, 22 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 172% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance to strike the target again. When wielded/worn: Changes stats: +10 Str / +5 Dex / +15 Con Talent mastery: +0.20 Technique / Two-handed assault Curse of Shrouds This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
![]() Layuwen the Noonpiercer (Corpses) (173% power, 4 apr) Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] 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 hit: * 25% chance for lightning to strike from the target to a second target dealing 32 damage Damage (radius 2) on crit: +40 acid / +63 nature When wielded/worn: Accuracy: +35 (+7 eff.) Armour penetration: +37 Changes stats: +6 Wil Changes resistances: +9% light Changes resistances penetration: +35% acid / +10% blight / +35% nature / +21% all Vim when firing critical spell: +2.58 Spellpower on spell critical (stacks up to 3 times): +4 Light radius: +3 Curse of Corpses Massive two-handed swords. |
![]() balanced steel greatsword of persecution (Shrouds) (130% power, 2 apr) Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 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% Damage against: +17% Unnatural When wielded/worn: Accuracy: +13 (+3 eff.) Defense: +12 (+2 eff.) Changes stats: +5 Wil Disarm immunity: +45% Curse of Shrouds Massive two-handed swords. |
![]() balanced voratun greatsword of erosion (Misfortune) (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% Damage (Melee): +24 nature When wielded/worn: Accuracy: +20 (+4 eff.) Defense: +19 (+3 eff.) Disarm immunity: +70% Curse of Misfortune Massive two-handed swords. |
![]() balanced voratun greatsword of persecution (Misfortune) (176% power, 4 apr) Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 177% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage against: +38% Unnatural When wielded/worn: Accuracy: +21 (+4 eff.) Defense: +20 (+4 eff.) Changes stats: +9 Wil Disarm immunity: +66% Curse of Misfortune Massive two-handed swords. |
![]() balanced voratun greatsword of persecution (Shrouds) (172% power, 4 apr) Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 172% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage against: +40% Unnatural When wielded/worn: Accuracy: +21 (+4 eff.) Defense: +20 (+4 eff.) Changes stats: +10 Wil Disarm immunity: +62% Curse of Shrouds Massive two-handed swords. |
![]() blazebringer's dwarven-steel greatsword of torment (Misfortune) (149% 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: 149% 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: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (radius 2) on crit: +59 fire When wielded/worn: Changes resistances penetration: +24% fire Global speed: +6% Curse of Misfortune Massive two-handed swords. |
![]() blazebringer's voratun greatsword (Madness) (175% power, 4 apr) Requires: - Strength 48 Infused by nature 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% Damage (radius 2) on crit: +125 fire When wielded/worn: Changes resistances penetration: +24% fire Global speed: +11% Curse of Madness Massive two-handed swords. |
![]() hateful steel greatsword of massacre (Madness) (142% power, 2 apr) Requires: - Strength 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 142% 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% Damage (Melee): +16 darkness Damage against: +10% Living Curse of Madness Massive two-handed swords. |
![]() hateful steel greatsword of ruin (Misfortune) (131% power, 2 apr) Requires: - Strength 16 Crafted by a master Infused by psionic forces 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% Damage (Melee): +16 darkness Damage against: +16% Living When wielded/worn: Armour penetration: +10 Physical crit. chance: +12.0% Critical mult.: +20.00% Curse of Misfortune Massive two-handed swords. |
![]() hateful voratun greatsword of projection (Shrouds) (172% power, 4 apr) Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 173% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% 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): +14 darkness Damage against: +27% Living Curse of Shrouds Massive two-handed swords. |
![]() iron greatsword of crippling (Nightmares) (109% power, 1 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 109% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +10.0% Curse of Nightmares Massive two-handed swords. |
![]() manaburning stralite greatsword of crippling (Nightmares) (162% power, 3 apr) Requires: - Strength 35 Infused by arcane disrupting forces Crafted by a master 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 hit: * 31 arcane resource burn On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +19.0% Curse of Nightmares Massive two-handed swords. |
![]() quick dwarven-steel greatsword of massacre (Corpses) (164% power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 164% 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% When wielded/worn: Accuracy: +24 (+5 eff.) Changes stats: +7 Dex Combat speed: +10% Curse of Corpses Massive two-handed swords. |
![]() quick voratun greatsword of amnesia (Shrouds) (175% power, 4 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 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% On weapon hit: * 50% chance to put 1 talent on cooldown for 6 turns (checks Confusion immunity) When wielded/worn: Accuracy: +35 (+7 eff.) Changes stats: +9 Dex Combat speed: +10% Curse of Shrouds Massive two-handed swords. |
![]() quick voratun greatsword of massacre (Nightmares) (191% 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: 192% 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: +24 (+5 eff.) Changes stats: +9 Dex Combat speed: +10% Curse of Nightmares Massive two-handed swords. |
![]() slime-covered iron greatsword of projection (Madness) (114% power, 1 apr) Requires: - Strength 11 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 114% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 12% chance to slow global speed by 77% * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Curse of Madness Massive two-handed swords. |
![]() stormbringer's dwarven-steel greatsword (Madness) (146% power, 2 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 147% 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 (radius 2) on crit: +27 lightning / +41 cold When wielded/worn: Changes resistances penetration: +24% lightning / +20% cold Movement speed: +53% Curse of Madness Massive two-handed swords. |
![]() stralite greatsword of shearing (Corpses) (157% power, 3 apr) Requires: - Strength 35 Crafted by a master 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% When wielded/worn: Accuracy: +24 (+5 eff.) Armour penetration: +19 Changes resistances penetration: +16% all Curse of Corpses Massive two-handed swords. |
![]() truestriking dwarven-steel greatsword of ruin (Nightmares) (147% power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 147% 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% When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +30 Physical crit. chance: +16.0% Changes resistances penetration: +16% physical Critical mult.: +31.00% Curse of Nightmares Massive two-handed swords. |
![]() truestriking stralite greatsword of projection (Shrouds) (162% 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: 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 hit: * Projects up to 5 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) When wielded/worn: Accuracy: +27 (+6 eff.) Armour penetration: +19 Changes resistances penetration: +16% physical Curse of Shrouds Massive two-handed swords. |
![]() voratun greatsword of evisceration (Madness) (172% 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: 173% 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 228 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +21.0% Physical power: +20 (+5 eff.) Curse of Madness Massive two-handed swords. |
![]() voratun greatsword of rage (Madness) (173% 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: 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% When wielded/worn: Accuracy: +34 (+7 eff.) Changes stats: +16 Str Changes damage: +20% physical Curse of Madness Massive two-handed swords. |
![]() Corpsebow (Shrouds) Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 When this weapon hits: Epidemic (25% chance level 1). When this weapon hits: Cyst Burst (25% chance level 1). When wielded/worn: Effects on ranged hit: * 40% chance to reduce strength, dexterity, and constitution by 13 Damage (Ranged): 20 blight Changes damage: +20% blight Disease immunity: +50% Spellpower: +10 (+1 eff.) Curse of Shrouds A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
![]() Frozen's kiss (Misfortune) Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Random Unique] 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 On weapon hit: * 26% chance to slow global speed by 77% When wielded/worn: Physical power: +20 (+5 eff.) Changes stats: +9 Str / +20 Dex Changes resistances: +12% blight / +15% fire / +15% lightning Changes resistances penetration: +28% physical Changes damage: +6% cold Curse of Misfortune Longbows are used to shoot arrows at your foes. |
![]() Surefire (Shrouds) Requires: - Dexterity 18 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 105% Firing range: +9 When wielded/worn: Accuracy: +12 (+3 eff.) Physical crit. chance: +5.0% Changes stats: +3 Dex Changes damage: +5% physical Curse of Shrouds This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
![]() Xereldathra (Shrouds) Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] 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: +9 When this weapon hits: Shoot (10% chance level 1). Damage (Ranged): +15 fire / +8 mind / +8 arcane Damage (radius 1) on hit: +12 mind When wielded/worn: Changes stats: +8 Dex / +8 Mag Changes damage: +6% blight / +24% fire Spellpower: +5 (+1 eff.) Damage Shield penetration: +39% Curse of Shrouds Longbows are used to shoot arrows at your foes. |
![]() ash longbow (Madness) Requires: - Dexterity 16 - Talent Shoot 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 Curse of Madness Longbows are used to shoot arrows at your foes. |
![]() keeper's elm longbow (Madness) Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces 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: Changes resistances penetration: +9% physical / +11% temporal Changes damage: +15% physical / +17% temporal Talent cooldown: Arrow Stitching (-1 turn) Curse of Madness Longbows are used to shoot arrows at your foes. |
![]() mighty ash longbow of true flight (Madness) Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 When wielded/worn: Accuracy: +12 (+3 eff.) Physical crit. chance: +14.0% Physical power: +14 (+4 eff.) Changes stats: +6 Str Curse of Madness Longbows are used to shoot arrows at your foes. |
![]() ranger's ash longbow of piercing (Nightmares) Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 When wielded/worn: Accuracy: +17 (+4 eff.) Armour penetration: +12 Changes stats: +6 Dex Changes resistances penetration: +14% all Curse of Nightmares Longbows are used to shoot arrows at your foes. |
![]() Requires: - Willpower 20 - Strength 32 Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 158% Range: 1.4x Uses stats: 10% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +20 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * torments the target with many mental effects On weapon kill: * reduces mental save penalty When wielded/worn: Changes damage: +8% mind Mental save: -30 (-7 eff.) Mindpower: +9 (+2 eff.) Curse of Misfortune The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. This item has been sent to the Item's Vault. |
![]() caustic steel longsword (Misfortune) (107% power, 3 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 107% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (radius 2) on crit: +21 acid / +19 nature When wielded/worn: Armour penetration: +9 Changes resistances penetration: +11% acid / +13% nature Curse of Misfortune Sharp, long, and deadly. |
![]() hateful dwarven-steel longsword of torment (Shrouds) (127% power, 4 apr) Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 127% 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% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (Melee): +14 darkness Damage against: +12% Living Curse of Shrouds Sharp, long, and deadly. |
![]() truestriking iron longsword of evisceration (Madness) (102% power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 102% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * Wound the target dealing 228 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +7 Physical crit. chance: +7.0% Physical power: +7 (+2 eff.) Changes resistances penetration: +7% physical Curse of Madness Sharp, long, and deadly. |
![]() warbringer's steel longsword of massacre (Misfortune) (125% power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 126% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +3 Con Changes resistances penetration: +9% physical Disarm immunity: +19% Curse of Misfortune Sharp, long, and deadly. |
![]() Crooked Club (Corpses) (129% power, 4 apr) Requires: - Strength 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Power: 129% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) Damage (Melee): +14 % chance of confusion / +30 physical When wielded/worn: Accuracy: +12 (+3 eff.) Curse of Corpses An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
![]() blazebringer's iron mace (Corpses) (105% power, 2 apr) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 1 Power: 106% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Damage (radius 2) on crit: +19 fire When wielded/worn: Changes resistances penetration: +9% fire Global speed: +3% Curse of Corpses Blunt and deadly. |
![]() blazebringer's steel mace (Madness) (105% power, 3 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 2 Power: 106% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% Damage (radius 2) on crit: +37 fire When wielded/worn: Changes resistances penetration: +13% fire Global speed: +4% Curse of Madness Blunt and deadly. |
![]() steel mace of corruption (Nightmares) (110% power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Power: 110% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Curse of Death (20% chance level 2). Curse of Nightmares Blunt and deadly. |
![]() thought-forged iron mace of disruption (Misfortune) (105% power, 2 apr) Requires: - Strength 11 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Power: 106% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% On weapon hit: * 15% chance to reduce all saves and defense by 48 * 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 (Melee): +8 mind Damage against: +10% Unnatural When wielded/worn: Changes stats: +3 Cun / +3 Wil Curse of Misfortune Blunt and deadly. |
![]() Requires: - Willpower 40 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Power: 127% Range: 1.1x Uses stats: 60% Wil, 20% Cun Damage type: Dreamforge Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+3 eff.) Damage (Melee): 30 dreamforge Changes stats: +4 Cun / +6 Wil Changes resistances: +5% physical / +5% mind / +15% fire Changes resistances penetration: +10% mind / +10% physical Changes damage: +10% physical / +10% mind / +10% fire Talent masteries: +0.20 Psionic / Dream Forge +0.20 Psionic / Dream Smith Mindpower: +16 (+3 eff.) Mental crit. chance: +8% Curse of Nightmares It can be used to activate talent Forge Bellows (costing 10 power out of 30/30) : Effective talent level: 9.0 Power cost: 10 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 87.67 mind damage, 74.93 burning damage, and knocking back your enemies in a radius 7 cone. Empty terrain may be changed (50% chance) for 5 turns into forge walls, which block movement and inflict 7.95 mind and 6.79 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
![]() Glitterclamor (Shrouds) (115% power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 115% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 light / +16 lightning When wielded/worn: Armour: +18 Damage (Melee): 20 cold Changes resistances: +19% cold Changes resistances penetration: +10% lightning / +20% cold / +15% mind / +14% darkness Changes damage: +25% darkness / +24% light / +19% cold / +6% arcane / +42% mind Talent granted: +1 Attune Mindstar Psi when firing a critical mind attack: +5.00 Maximum hate: +10.00 Mindpower: +16 (+3 eff.) Mental crit. chance: +11% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Thermal Focus (Misfortune) (109% power, 32 apr, fire damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. You feel two unconnected psionic channels on this item. Power: 109% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Fire Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% cold When wielded/worn: Changes resistances: +20% fire / +20% cold Changes resistances penetration: +12% fire / +12% cold Changes damage: +20% fire / +20% cold Talent mastery: +0.20 Psionic / Thermal mastery Talent granted: +1 Psionic Maelstrom Spell save: +12 (+3 eff.) Psi each turn: +1.00 Mindpower: +16 (+3 eff.) Mental crit. chance: +8% Curse of Misfortune Thermal energies are focussed in the core of this mindstar. |
![]() blooming living mindstar of disruption (Nightmares) (117% power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 117% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage against: +29% Unnatural When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Healing mod.: +30% Heals friendly targets nearby when you use a nature summon: +60 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. |
![]() blooming vined mindstar of gales (Misfortune) (87% power, 18 apr, mind 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: Mind 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: Defense: +15 (+3 eff.) Changes damage: +9% lightning / +9% cold / +9% physical Talent granted: +1 Attune Mindstar Pinning immunity: +24% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Healing mod.: +16% Heals friendly targets nearby when you use a nature summon: +30 Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() dreamer's living mindstar (Nightmares) (113% power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 113% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +24% mind Talent granted: +1 Attune Mindstar Mental save: +8 (+2 eff.) Psi each turn: +1.50 Maximum psi: +47.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() dreamer's living mindstar (Shrouds) (112% power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 112% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +22% mind Talent granted: +1 Attune Mindstar Mental save: +10 (+3 eff.) Psi each turn: +1.50 Maximum psi: +38.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() dreamer's living mindstar of balance (Corpses) (113% power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 113% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +20% mind Talent granted: +1 Attune Mindstar Physical save: +6 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +19 (+5 eff.) Psi each turn: +1.50 Equilibrium when hit: +2.00 Maximum psi: +40.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() dreamer's vined mindstar of clarity (Madness) (83% power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 84% 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: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +9% mind Talent granted: +1 Attune Mindstar Mental save: +10 (+3 eff.) Psi each turn: +0.70 Maximum psi: +37.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% 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. |
![]() epiphanous living mindstar of life (Corpses) (113% power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 113% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +23% mind Talent granted: +1 Attune Mindstar Life regen: +2.00 Psi when firing a critical mind attack: +5.00 Maximum life: +50.00 Mindpower: +16 (+3 eff.) Mental crit. chance: +10% 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. |
![]() epiphanous mossy mindstar of balance (Nightmares) (75% power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 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: Changes damage: +9% mind Talent granted: +1 Attune Mindstar Physical save: +3 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Equilibrium when hit: +0.80 Psi when firing a critical mind attack: +2.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +3% 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 mossy mindstar of flames (Shrouds) (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: +6% fire Changes resistances penetration: +7% fire Changes damage: +8% fire Talent granted: +1 Attune Mindstar Mindpower: +6 (+1 eff.) Mental crit. chance: +1% Global speed: +4% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() gifted pulsing mindstar of venom (Shrouds) (109% power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 109% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 15 acid Changes resistances: +17% acid Changes resistances penetration: +10% acid Changes damage: +16% acid Talent granted: +1 Attune Mindstar Life regen: +5.00 Mindpower: +16 (+3 eff.) Mental crit. chance: +4% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() honing pulsing mindstar (Misfortune) (105% power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 106% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun / +2 Wil Changes resistances: +9% physical Changes resistances penetration: +9% physical Changes damage: +5% physical Talent granted: +1 Attune Mindstar Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() honing vined mindstar of life (Shrouds) (88% power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 89% 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: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes resistances: +4% physical Changes resistances penetration: +6% physical Changes damage: +5% physical Talent granted: +1 Attune Mindstar Life regen: +1.10 Maximum life: +19.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() horrifying pulsing mindstar of balance (Madness) (105% power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 106% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 13 mind / 13 darkness Changes damage: +8% mind / +8% darkness Talent granted: +1 Attune Mindstar Physical save: +9 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +9 (+3 eff.) Equilibrium when hit: +2.00 Mindpower: +8 (+1 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. |
![]() horrifying vined mindstar of storms (Madness) (85% power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 85% 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): 10 lightning / 8 mind / 8 darkness Changes stats: +4 Str / +3 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances: +10% lightning Changes resistances penetration: +11% lightning Changes damage: +10% lightning / +6% mind / +6% darkness Talent granted: +1 Attune Mindstar Mindpower: +4 (+1 eff.) Mental crit. chance: +2% 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. |
![]() hungering living mindstar of life (Nightmares) (116% power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 116% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Talent masteries: +0.20 Psionic / Voracity +0.20 Cursed / Dark sustenance Talent granted: +1 Attune Mindstar Life regen: +1.90 Hate per kill: +4.00 Psi per kill: +4.00 Maximum life: +46.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Nightmares It can be used to inflict 237.51 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Activation puts all charms on cooldown for 8 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() hungering pulsing mindstar of life (Nightmares) (107% power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 107% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Talent masteries: +0.20 Psionic / Voracity +0.20 Cursed / Dark sustenance Talent granted: +1 Attune Mindstar Life regen: +1.70 Hate per kill: +5.00 Psi per kill: +5.00 Maximum life: +42.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Curse of Nightmares It can be used to inflict 208.49 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Activation puts all charms on cooldown for 8 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() manaburning living mindstar of sand (Misfortune) (112% power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 112% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 23 arcane resource burn When wielded/worn: Damage (Melee): 20 physical Changes resistances: +10% arcane / +18% physical Changes resistances penetration: +20% physical Changes damage: +18% physical Talent granted: +1 Attune Mindstar Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() nature's mossy mindstar of resolve (Corpses) (72% power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 72% 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: Changes stats: +4 Wil Changes resistances: +4% blight Changes damage: +4% nature Talent granted: +1 Attune Mindstar Spell save: +4 (+1 eff.) Disease immunity: +13% Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() nature's thorny mindstar of life (Nightmares) (97% power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 97% 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: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +7% blight Changes damage: +7% nature Talent granted: +1 Attune Mindstar Disease immunity: +18% Life regen: +1.40 Maximum life: +31.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +3% 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. |
![]() projecting living mindstar of resolve (Nightmares) (113% power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 113% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +8 Wil Changes damage: +25% lightning / +21% fire / +25% cold Talent masteries: +0.20 Psionic / Focus +0.20 Psionic / Projection Talent granted: +1 Attune Mindstar Spell save: +9 (+3 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() projecting thorny mindstar (Nightmares) (96% power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 96% 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: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +17% lightning / +15% fire / +17% cold Talent masteries: +0.20 Psionic / Focus +0.20 Psionic / Projection Talent granted: +1 Attune Mindstar Mindpower: +6 (+1 eff.) Mental crit. chance: +3% 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. |
![]() wrathful mossy mindstar of life (Nightmares) (75% power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 75% 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: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Life regen: +0.70 Hate when firing a critical mind attack: +2.00 Psi when firing a critical mind attack: +2.00 Maximum life: +18.00 Mindpower: +2 (+0 eff.) Mental crit. chance: +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. |
![]() wrathful pulsing mindstar of storms (Nightmares) (105% power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 106% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 17 lightning Changes stats: +6 Str / +5 Dex / +5 Mag / +6 Wil / +6 Cun / +5 Con Changes resistances: +17% lightning Changes resistances penetration: +17% lightning Changes damage: +17% lightning Talent granted: +1 Attune Mindstar Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +5.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +14% 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. |
![]() wyrm's thorny mindstar (Madness) (98% power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 99% 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: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage (Melee): 7 lightning / 7 physical / 7 cold / 7 acid / 5 fire Changes resistances: +7% lightning / +7% physical / +7% fire / +7% cold / +7% acid Talent granted: +1 Attune Mindstar Mindpower: +6 (+1 eff.) Mental crit. chance: +3% 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. |
![]() cured leather sling of enduring (Nightmares) Requires: - Dexterity 16 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 When wielded/worn: Changes stats: +8 Con / +9 Wil Maximum life: +42.00 Curse of Nightmares Slings are used to hurl stones or metal shots at your foes. |
![]() Issydan the Woepanic (Nightmares) (136% power, 6 apr, blight element) Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] 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: +3 Str / +3 Dex / +2 Mag / +13 Con Changes damage: +9% darkness / +30% blight Talent granted: +1 Command Staff Critical mult.: +20.00% Life regen: +3.40 Spellpower: +32 (+3 eff.) Spell crit. chance: +20% Light radius: +4 See invisible: +6 Healing mod.: +58% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
![]() Lost Staff of Archmage Tarelion (Nightmares) (136% power, 4 apr, lightning element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] 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: +4 Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes damage: +30% lightning / +30% fire / +30% arcane / +30% cold Talents cooldown: Chain Lightning (-2 turns) Ice Storm (-2 turns) Arcane Vortex (-2 turns) Fireflash (-2 turns) Talent granted: +1 Command Staff Silence immunity: +40% Mana when firing critical spell: +12.00 Maximum mana: +40.00 Spellpower: +40 (+3 eff.) Spell crit. chance: +25% Curse of Nightmares Archmage Tarelion travelled the world in his youth. But the world is not a nice place and it seems he had to run fast. |
![]() cruel dragonbone magestaff of illumination (Misfortune) (136% power, 6 apr, arcane element) Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +15 (+3 eff.) Changes damage: +30% arcane Talent granted: +1 Command Staff Critical mult.: +20.00% Spellpower: +15 (+1 eff.) Spell crit. chance: +17% Light radius: +5 Curse of Misfortune It can be used to activate talent Illuminate, placing all other charms into a 3 cooldown : Effective talent level: 5.0 Power cost: 3 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 10 that illuminates the area and deals 96.49 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 4 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() cruel elm starstaff of channeling (Corpses) (100% power, 2 apr, temporal 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% temporal Talent granted: +1 Command Staff Critical mult.: +12.00% Mana each turn: +0.19 Spellpower: +13 (+1 eff.) Spell crit. chance: +8% Curse of Corpses 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. |
![]() earthen elm vilestaff of wizardry (Misfortune) (100% power, 2 apr, blight element) Requires: - Magic 11 Powered by arcane forces 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: Armour: +4 Armour Hardiness: +4% Changes stats: +2 Mag / +2 Wil Changes damage: +10% blight Talent granted: +1 Command Staff Physical save: +4 (+1 eff.) Maximum mana: +30.00 Spellpower: +7 (+1 eff.) Spell crit. chance: +1% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
![]() elm magestaff of greater warding (Misfortune) (100% power, 2 apr, fire element) Requires: - Magic 11 Powered by arcane forces 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: Armour: +8 Defense: +7 (+1 eff.) Maximum wards: +3 fire Changes damage: +10% fire Talents granted: +2 Ward +1 Command Staff Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
![]() ethereal ash starstaff of protection (Misfortune) (111% power, 3 apr, physical element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +16 (+3 eff.) Changes resistances: +8% physical Changes damage: +15% physical Talent granted: +1 Command Staff Spellpower: +11 (+1 eff.) Spell crit. chance: +2% Damage Shield penetration: +15% Damage Shield Power: +11% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
![]() infernal ash vilestaff (Misfortune) (111% power, 3 apr, acid element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage (Melee): 23 fire Changes damage: +15% acid Talent granted: +1 Command Staff Critical mult.: +25.00% Spellpower: +12 (+1 eff.) Spell crit. chance: +2% See invisible: +11 Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
![]() lifebinding ash vilestaff (Nightmares) (111% power, 3 apr, blight element) Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +5 Con Changes damage: +15% blight Talent granted: +1 Command Staff Life regen: +0.90 Spellpower: +11 (+1 eff.) Spell crit. chance: +2% Healing mod.: +18% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
![]() lifebinding ash vilestaff of illumination (Shrouds) (111% power, 3 apr, fire element) Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +9 (+2 eff.) Changes stats: +5 Con Changes damage: +15% fire Talent granted: +1 Command Staff Life regen: +1.10 Spellpower: +11 (+1 eff.) Spell crit. chance: +2% Light radius: +4 Healing mod.: +18% Curse of Shrouds It can be used to activate talent Illuminate, placing all other charms into a 3 cooldown : Effective talent level: 7.0 Power cost: 3 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 11 that illuminates the area and deals 113.08 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 4 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() lifebinding dragonbone magestaff of illumination (Nightmares) (136% power, 6 apr, lightning element) Requires: - Magic 48 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +14 (+3 eff.) Changes stats: +7 Con Changes damage: +30% lightning Talent granted: +1 Command Staff Life regen: +1.60 Spellpower: +25 (+2 eff.) Spell crit. chance: +5% Light radius: +5 Healing mod.: +26% Curse of Nightmares It can be used to activate talent Illuminate, placing all other charms into a 3 cooldown : Effective talent level: 7.0 Power cost: 3 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 11 that illuminates the area and deals 113.08 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 4 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() magelord's dragonbone starstaff (Nightmares) (136% power, 6 apr, physical element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +14.0% Damage (Melee): 45 arcane Changes damage: +30% physical Talent granted: +1 Command Staff Maximum mana: +99.00 Spellpower: +25 (+2 eff.) Spell crit. chance: +5% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
![]() yew magestaff of illumination (Misfortune) (120% power, 4 apr, lightning element) Requires: - Magic 24 Infused by nature 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: Defense: +10 (+2 eff.) Changes damage: +20% lightning Talent granted: +1 Command Staff Spellpower: +9 (+1 eff.) Spell crit. chance: +3% Light radius: +4 Curse of Misfortune It can be used to activate talent Illuminate, placing all other charms into a 3 cooldown : Effective talent level: 5.0 Power cost: 3 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 10 that illuminates the area and deals 96.49 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 4 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() enhanced dwarven-steel waraxe of erosion (Shrouds) (122% power, 4 apr) Requires: - Strength 24 Infused by nature 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): +14 nature When wielded/worn: Changes stats: +9 Str / +9 Dex / +9 Mag / +9 Wil / +8 Cun / +9 Con Curse of Shrouds One-handed war axes. |
![]() flaming dwarven-steel waraxe of massacre (Nightmares) (137% power, 4 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 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: +4 Crit. chance: +4.5% Attack speed: 100% Damage (radius 1) on hit: +13 fire Curse of Nightmares One-handed war axes. |
![]() iron waraxe of shearing (Madness) (104% power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 105% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +7 Changes resistances penetration: +7% all Curse of Madness One-handed war axes. |
![]() steel waraxe of rage (Nightmares) (113% power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 113% 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% When wielded/worn: Accuracy: +11 (+2 eff.) Changes stats: +5 Str Changes damage: +9% physical Curse of Nightmares One-handed war axes. |
![]() stormbringer's dwarven-steel waraxe (Misfortune) (118% power, 4 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 118% 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 (radius 2) on crit: +29 lightning / +23 cold When wielded/worn: Changes resistances penetration: +16% lightning / +17% cold Movement speed: +38% Curse of Misfortune One-handed war axes. |
![]() truestriking iron waraxe (Madness) (101% power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 101% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +7 Changes resistances penetration: +7% physical Curse of Madness One-handed war axes. |
![]() Flashraider (Corpses) Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Fatigue: -10% Effects on melee hit: * 26% chance to reduce damage dealt by 38% Damage when hit (Melee): 6 lightning Changes stats: +6 Dex / +6 Cun / +9 Lck Changes resistances: +6% lightning / +15% light / +15% darkness Changes resistances penetration: +20% darkness Changes damage: +6% lightning / +3% darkness Trap disarming bonus: +23 Stealth bonus: +15 Maximum encumbrance: +48 Infravision radius: +6 Curse of Corpses A belt that goes around your waist. |
![]() drakeskin leather belt 'Offalpiercer' (Nightmares) Powered by arcane forces Infused by nature 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +7 Str / +7 Dex / +10 Mag / +10 Wil / +10 Cun Changes resistances: +9% nature Changes resistances penetration: +15% mind Changes damage: +9% mind Critical mult.: +10.00% Physical save: +20 (+5 eff.) Spell save: +19 (+5 eff.) Mental save: +20 (+5 eff.) Mana each turn: +0.60 Maximum life: +93.00 Maximum mana: +135.00 Maximum stamina: +48.00 Maximum hate: +20.00 Maximum psi: +37.00 Maximum vim: +39.00 Maximum pos.energy: +35.00 Maximum neg.energy: +40.00 Reduces paradox anomalies(equivalent to willpower): +20 Curse of Nightmares A belt that goes around your waist. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +4 Str / +4 Wil / +4 Con Changes resistances penetration: +15% arcane / +30% cold Changes damage: +15% arcane Critical mult.: +30.00% Spell save: +8 (+2 eff.) Mental save: +13 (+4 eff.) Psi when hit: +0.16 Maximum mana: +100.00 Maximum psi: +63.25 Spellpower: +10 (+1 eff.) Spell crit. chance: +6% 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. |
![]() Phlegmtorrent the elven-silk cloak (Misfortune) (18 def, 0 armour) Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +18 (+3 eff.) Damage when hit (Melee): 6 fire Changes stats: +6 Mag / +12 Wil / +5 Cun Changes resistances: +6% nature Changes resistances penetration: +15% nature Changes damage: +15% nature / +27% cold Physical save: +14 (+4 eff.) Spell crit. chance: +7% Mental crit. chance: +8% Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Wrap of Stone (Misfortune) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.20 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+1 eff.) Curse of Misfortune It can be used to activate talent Stone Wall (costing 24 power out of 60/60) : Effective talent level: 5.0 Power cost: 24 out of 60/60. Range: 7 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 5 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 110.11 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
![]() Gloredareth (Shrouds) (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 13 Damage when hit (Melee): 8 acid / 2 temporal Changes stats: +14 Mag / +6 Wil Changes resistances: +9% blight / +3% temporal / +30% mind / +15% all Changes resistances penetration: +10% blight / +15% temporal / +15% physical Changes damage: +19% temporal / +30% mind / +28% physical Silence immunity: +41% Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +17 (+2 eff.) Reduces paradox anomalies(equivalent to willpower): +16 Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Scorpiondeath (Nightmares) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Damage when hit (Melee): 6 nature Changes stats: +8 Str / +6 Mag / +8 Wil Changes resistances: +15% lightning / +6% light / +42% acid / +22% blight / +11% cold / +9% nature / +15% all Changes resistances penetration: +10% cold Changes damage: +27% lightning / +19% physical / +24% acid / +30% cold Life regen: +5.90 Maximum life: +100.00 Healing mod.: +23% Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() dreamer's elven-silk robe of fire (+20%) (Misfortune) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +20% darkness / +45% fire / +20% mind / +15% all Changes damage: +30% fire Physical save: +19 (+5 eff.) Spell save: +17 (+5 eff.) Mental save: +30 (+8 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() dreamer's elven-silk robe of fire (+17%) (Misfortune) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +18% darkness / +42% fire / +17% mind / +15% all Changes damage: +28% fire Physical save: +19 (+5 eff.) Spell save: +20 (+5 eff.) Mental save: +38 (+10 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() elven-silk robe of Angolwen (Corpses) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +6 Mag / +5 Wil Changes resistances: +15% all Silence immunity: +50% Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +20 (+2 eff.) Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() elven-silk robe of life (Corpses) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +20% blight / +15% all Life regen: +5.50 Maximum life: +90.00 Healing mod.: +30% Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() fearwoven silk robe of corrosion (+39%) (Corpses) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +39% acid / +13% all Changes resistances penetration: +16% darkness / +17% physical Changes damage: +26% acid / +24% physical / +21% darkness Maximum hate: +13.00 Mindpower: +9 (+2 eff.) Mental crit. chance: +5% Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() focusing cashmere robe of lightning (+31%) (Madness) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +6 Mag / +7 Wil Changes resistances: +31% lightning / +11% all Changes damage: +21% lightning Mana each turn: +0.28 Psi each turn: +0.22 Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() focusing silk robe of life (Madness) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +7 Mag / +8 Wil Changes resistances: +17% blight / +13% all Life regen: +4.90 Mana each turn: +0.34 Psi each turn: +0.34 Maximum life: +88.00 Healing mod.: +26% Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() linen robe of life (Corpses) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +8% blight / +7% all Life regen: +2.40 Maximum life: +46.00 Healing mod.: +14% Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() linen robe of power (Nightmares) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all Changes damage: +8% all Spellpower: +12 (+1 eff.) Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() mindwoven cashmere robe of light (+31%) (Misfortune) (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +31% light / +11% all Changes damage: +21% light Mental save: +24 (+6 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +5% Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() mindwoven linen robe of corrosion (+21%) (Shrouds) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +21% acid / +7% all Changes damage: +14% acid Mental save: +18 (+5 eff.) Mindpower: +3 (+0 eff.) Mental crit. chance: +3% Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() shimmering elven-silk robe of alchemy (Shrouds) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +15% acid / +20% physical / +20% fire / +16% cold / +15% all Changes damage: +17% acid / +25% physical / +21% fire / +25% arcane / +25% cold Talent cooldown: Refit Golem (-5 turns) Maximum mana: +86.00 Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() shimmering silk robe of darkness (+39%) (Shrouds) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +39% darkness / +13% all Changes damage: +22% arcane / +26% darkness Maximum mana: +90.00 Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() shimmering woollen robe of darkness (+21%) (Corpses) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +21% darkness / +9% all Changes damage: +14% darkness / +18% arcane Maximum mana: +50.00 Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() slimy elven-silk robe of life (Corpses) (0 def, 0 armour) Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Effects when hit in melee: * 10% chance to slow global speed by 77% * 9 arcane resource burn Changes resistances: +20% blight / +15% all Life regen: +6.00 Maximum life: +100.00 Healing mod.: +26% Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() slimy linen robe of protection (Nightmares) (3 def, 3 armour) Infused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +3 Defense: +3 (+1 eff.) Effects when hit in melee: * 5% chance to slow global speed by 77% * 4 arcane resource burn Changes resistances: +7% all Physical save: +18 (+5 eff.) Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() slimy woollen robe of life (Nightmares) (0 def, 0 armour) Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Effects when hit in melee: * 6% chance to slow global speed by 77% * 5 arcane resource burn Changes resistances: +11% blight / +9% all Life regen: +3.30 Maximum life: +48.00 Healing mod.: +16% Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() spellwoven woollen robe of the mind (+18%) (Corpses) (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +18% mind / +9% all Changes damage: +18% mind Spell save: +19 (+5 eff.) Spellpower: +4 (+0 eff.) Spell crit. chance: +4% Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() stargazer's silk robe of power (Madness) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +5 Cun Changes resistances: +13% all Changes damage: +22% darkness / +17% light / +13% all Spellpower: +24 (+2 eff.) Spell crit. chance: +9% Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() stormwoven silk robe of protection (Nightmares) (4 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Armour: +5 Defense: +4 (+1 eff.) Changes stats: +6 Str / +8 Mag / +7 Wil Changes resistances: +11% lightning / +13% cold / +13% all Changes damage: +25% lightning / +17% physical / +21% cold Physical save: +24 (+6 eff.) Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() stormwoven woollen robe (Nightmares) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Str / +6 Mag / +6 Wil Changes resistances: +9% lightning / +8% cold / +9% all Changes damage: +15% lightning / +13% physical / +15% cold Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() stormwoven woollen robe of nature (+9%) (Madness) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Str / +6 Mag / +6 Wil Changes resistances: +9% lightning / +9% cold / +25% nature / +9% all Changes damage: +15% lightning / +13% physical / +17% nature / +13% cold Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() verdant cashmere robe of life (Corpses) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +7 Con Changes resistances: +14% blight / +11% all Changes damage: +17% nature Poison immunity: +38% Disease immunity: +37% Life regen: +4.20 Maximum life: +76.00 Healing mod.: +18% Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() woollen robe of life (Corpses) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +11% blight / +9% all Life regen: +3.20 Maximum life: +63.00 Healing mod.: +18% Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Scumpiety the pair of voratun boots (Nightmares) (0 def, 13 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +18 (+5 eff.) Armour: +13 Fatigue: +4% Damage when hit (Melee): 4 nature Changes stats: +6 Cun / +5 Con Changes resistances: +12% lightning / +12% cold / +9% nature Changes resistances penetration: +25% cold Physical save: +25 (+7 eff.) Mental save: +22 (+6 eff.) Spellpower: +13 (+1 eff.) Mindpower: +18 (+3 eff.) Infravision radius: +3 Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() fleetfooted pair of rough leather boots of speed (Corpses) (4 def, 1 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +4 (+1 eff.) Changes stats: +3 Dex Movement speed: +25% Curse of Corpses A pair of boots made of leather. |
![]() pair of rough leather boots of invasion (Corpses) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +4 (+1 eff.) Armour: +1 Changes resistances penetration: +7% physical Curse of Corpses A pair of boots made of leather. |
![]() Crystle's Astral Bindings (Misfortune) (0 def, 0 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+0 eff.) Spell crit. chance: +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Talent on hit(spell): Dust to Dust (10% chance level 2). Curse of Misfortune Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
![]() Wyrmbreath (Nightmares) (0 def, 4 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares It can be used to activate talent Fire Breath (costing 10 power out of 24/24) : Effective talent level: 7.0 Power cost: 10 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 10. Any target caught in the area will take 357.63 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
![]() brawler's hardened leather gloves of butchering (Nightmares) (0 def, 2 armour) Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +11 Physical power: +10 (+3 eff.) Armour: +2 Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +11% blight Talent cooldown: Double Strike (-1 turn) Physical save: +10 (+3 eff.) Spell save: +14 (+4 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() corrosive hardened leather gloves of dexterity (+4) (Corpses) (0 def, 2 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +19 (+4 eff.) Armour: +2 Damage (Melee): 10 acid Changes stats: +4 Dex Changes resistances: +8% acid Changes damage: +8% acid 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. |
![]() heroic rough leather gloves of butchering (Corpses) (0 def, 5 armour) Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +7 Physical power: +6 (+2 eff.) Armour: +5 Changes resistances: +7% blight Spell save: +11 (+3 eff.) Mental save: +7 (+2 eff.) Maximum life: +48.00 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. |
![]() iron gauntlets of butchering (Misfortune) (0 def, 1 armour) Requires: - Heavy armour training Infused by arcane disrupting forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +7 Physical power: +6 (+2 eff.) Armour: +1 Fatigue: +1% Changes resistances: +7% blight Spell save: +11 (+3 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
![]() naturalist's dwarven-steel gauntlets of regeneration (Nightmares) (0 def, 2 armour) Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 10 nature Changes resistances: +8% nature Changes damage: +7% nature Life regen: +4.10 Stamina each turn: +0.80 Psi each turn: +0.27 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. |
![]() polar hardened leather gloves of strength (+4) (Corpses) (0 def, 2 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +13 (+4 eff.) Armour: +2 Damage (Melee): 11 cold Changes stats: +4 Str Changes resistances: +8% cold Changes damage: +8% cold 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. |
![]() stone warden's iron gauntlets of strength (+3) (Madness) (0 def, 9 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +9 Armour Hardiness: +7% Fatigue: +1% Changes stats: +3 Str / +7 Con Changes resistances: +6% physical 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. |
![]() Polilaith (Misfortune) (0 def, 5 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Armour: +5 Fatigue: +5% Changes stats: +5 Dex / +9 Wil / +5 Cun / +10 Con Changes resistances: +9% blight / +15% darkness Changes damage: +6% arcane Spell save: +15 (+4 eff.) Mental save: +14 (+4 eff.) Mana each turn: +0.12 Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +13 Activating this item is instant. Curse of Misfortune It can be used to activate talent Circle of Sanctity, placing all other charms into a 12 cooldown : Effective talent level: 7.0 Power cost: 12 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 5 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 9 light damage to everyone else who enters. The circle lasts 6 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() cashmere wizard hat of madness (Misfortune) (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +7 Cun / +6 Wil Mental save: +21 (+6 eff.) Mental crit. chance: +6% Curse of Misfortune It can be used to activate talent Hateful Whisper, placing all other charms into a 6 cooldown : Effective talent level: 7.7 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 507 Mind damage and spreads amongst your foes, dealing damage and feeding you 6.7 Hate for each new victim. Each turn for 2 turns, the initial victim will spread the whisper to a new target within 4 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... |
![]() drakeskin leather cap of might (Corpses) (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +5 Fatigue: +5% Changes stats: +4 Str / +5 Con Curse of Corpses A cap made of leather. |
![]() grounding iron helm of absorption (Madness) (0 def, 3 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +7% lightning / +7% temporal Stamina when hit: +1.10 Equilibrium when hit: +1.20 Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Wil Changes resistances: +8% blight / +10% cold Allows you to breathe in: water Physical save: +12 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +7 (+2 eff.) Maximum hate: +10.00 Maximum psi: +10.00 Curse of Corpses A cap made of leather. |
![]() insulating voratun helm of the depths (Nightmares) (0 def, 5 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +10% fire / +14% cold Allows you to breathe in: water Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() mindwoven elven-silk wizard hat of knowledge (Corpses) (3 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +6 Cun / +7 Wil Psi each turn: +0.31 Mindpower: +12 (+2 eff.) Mental crit. chance: +6% Curse of Corpses A pointy cloth hat, very wizardly... |
![]() mindwoven linen wizard hat of light (+18%) (Madness) (1 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +18% light Changes damage: +12% light Psi each turn: +0.16 Mindpower: +3 (+0 eff.) Mental crit. chance: +3% Curse of Madness A pointy cloth hat, very wizardly... |
![]() miner's iron helm of the depths (Corpses) (0 def, 5 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +9% cold Allows you to breathe in: water Infravision radius: +2 Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() stabilizing linen wizard hat of knowledge (Madness) (1 def, 0 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +4 Cun / +8 Wil Physical save: +7 (+2 eff.) Mindpower: +4 (+1 eff.) Curse of Madness A pointy cloth hat, very wizardly... |
![]() voratun helm 'Geturegosta' (Misfortune) (0 def, 5 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +11 (+3 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * 10% chance to reduce armor by 22% * 26% chance to reduce all saves and defense by 48 Changes stats: +13 Str / +7 Wil / +6 Con Changes resistances: +9% blight / +9% temporal / +13% physical Changes damage: +21% mind Physical save: +28 (+7 eff.) Mental save: +15 (+4 eff.) Stamina when hit: +3.00 Equilibrium when hit: +2.80 Curse of Misfortune It can be used to activate talent Battle Cry, placing all other charms into a 11 cooldown : Effective talent level: 7.0 Power cost: 11 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 9, lowering their Defense by 49 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Amutomas the voratun mail armour (Misfortune) (20 def, 22 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: Physical crit. chance: +3.0% Physical power: +10 (+3 eff.) Armour: +22 Defense: +20 (+4 eff.) Fatigue: +12% Damage when hit (Melee): 6 blight Changes stats: +2 Wil Changes resistances: +12% acid / +24% physical / +30% darkness / +26% blight / +13% fire / +13% lightning / +13% cold Changes damage: +3% physical Physical save: +17 (+5 eff.) Light radius: +2 Curse of Misfortune A suit of armour made of mail. |
![]() cleansing stralite mail armour of acid resistance (Corpses) (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +12% Changes resistances: +27% acid / +18% nature / +18% blight Curse of Corpses A suit of armour made of mail. |
![]() cleansing stralite mail armour of delving (Nightmares) (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Infused by arcane disrupting forces 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: +9 Str Changes resistances: +18% blight / +13% physical / +18% darkness / +17% nature Light radius: +2 Curse of Nightmares 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 46 for 9 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() dwarven-steel mail armour of the deep (Nightmares) (3 def, 12 armour) Requires: - Heavy armour training - Strength 28 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Fatigue: +12% Changes resistances: +10% acid / +9% cold Allows you to breathe in: water Curse of Nightmares A suit of armour made of mail. |
![]() enlightening iron mail armour (Corpses) (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +4 Cun / +4 Wil Mental save: +13 (+4 eff.) Curse of Corpses A suit of armour made of mail. |
![]() enlightening voratun mail armour of resilience (Shrouds) (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +12% Changes stats: +9 Cun / +9 Wil Mental save: +24 (+6 eff.) Maximum life: +60.00 Curse of Shrouds A suit of armour made of mail. |
![]() fearforged iron mail armour of lightning resistance (Misfortune) (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +19% Changes stats: +6 Con Changes resistances: +18% lightning / +7% fire / -12% light / +7% darkness Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Curse of Misfortune A suit of armour made of mail. |
![]() fortifying voratun mail armour of acid resistance (Nightmares) (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +12% Changes stats: +6 Str / +7 Con Changes resistances: +29% acid Maximum life: +98.00 Curse of Nightmares A suit of armour made of mail. |
![]() hardened dwarven-steel mail armour of lightning resistance (Madness) (3 def, 16 armour) Requires: - Heavy armour training - Strength 28 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +16 Defense: +3 (+1 eff.) Fatigue: +12% Changes resistances: +10% acid / +10% physical / +8% fire / +34% lightning / +8% cold Curse of Madness A suit of armour made of mail. |
![]() hardened iron mail armour of Eyal (Madness) (2 def, 10 armour) Requires: - Heavy armour training - Strength 14 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +10 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +7% acid / +7% physical / +7% fire / +7% lightning / +7% cold Life regen: +3.00 Maximum life: +32.00 Healing mod.: +12% Curse of Madness A suit of armour made of mail. |
![]() hardened steel mail armour (Nightmares) (2 def, 13 armour) Requires: - Heavy armour training - Strength 20 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +13 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +8% acid / +9% physical / +9% fire / +8% lightning / +9% cold Curse of Nightmares A suit of armour made of mail. |
![]() iron mail armour of Eyal (Shrouds) (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Life regen: +3.00 Maximum life: +32.00 Healing mod.: +12% Curse of Shrouds A suit of armour made of mail. |
![]() iron mail armour of the deep (Shrouds) (2 def, 6 armour) Requires: - Heavy armour training - Strength 14 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +7% acid / +7% cold Allows you to breathe in: water Curse of Shrouds A suit of armour made of mail. |
![]() prismatic iron mail armour of thunder (Misfortune) (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Physical crit. chance: +6.0% Physical power: +11 (+3 eff.) Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +5 Str / +4 Mag / +5 Wil Changes resistances: +12% lightning / +12% light / +12% darkness Spellpower: +13 (+1 eff.) Spell crit. chance: +6% Mindpower: +13 (+2 eff.) Mental crit. chance: +6% Curse of Misfortune A suit of armour made of mail. |
![]() rejuvenating stralite mail armour of Eyal (Madness) (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +12% Life regen: +14.80 Stamina each turn: +2.10 Maximum life: +68.00 Healing mod.: +16% Curse of Madness A suit of armour made of mail. |
![]() rejuvenating voratun mail armour of fire resistance (Nightmares) (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +12% Changes resistances: +26% fire Life regen: +8.00 Stamina each turn: +2.40 Curse of Nightmares A suit of armour made of mail. |
![]() searing stralite mail armour of stability (Corpses) (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +12% Damage (Melee): 18 acid / 15 fire Damage when hit (Melee): 15 acid / 15 fire Changes resistances: +24% acid / +26% fire / +9% physical Physical save: +21 (+6 eff.) Curse of Corpses A suit of armour made of mail. |
![]() stralite mail armour of natural resilience (Misfortune) (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Infused by arcane disrupting forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +12% Changes resistances: +18% nature / +18% blight Reduced damage from: +13% Unnatural Curse of Misfortune A suit of armour made of mail. |
![]() Dimguile the drakeskin leather armour (Corpses) (20 def, 8 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: +8 Defense: +20 (+4 eff.) Fatigue: +8% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 13 Damage when hit (Melee): 8 darkness Changes resistances: +27% lightning Changes resistances penetration: +5% darkness Changes damage: +6% blight Life regen: +16.00 Maximum life: +120.00 Healing mod.: +29% Curse of Corpses A suit of armour made of leather. |
![]() cleansing cured leather armour of acid resistance (Nightmares) (6 def, 4 armour) Requires: - Strength 14 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+1 eff.) Fatigue: +7% Changes resistances: +21% acid / +12% nature / +14% blight Curse of Nightmares A suit of armour made of leather. |
![]() drakeskin leather armour of Toknor (Corpses) (20 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+3 eff.) Armour: +8 Defense: +20 (+4 eff.) Fatigue: +8% Critical mult.: +19.00% Curse of Corpses A suit of armour made of leather. |
![]() drakeskin leather armour of natural resilience (Misfortune) (20 def, 8 armour) Requires: - Strength 20 Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+4 eff.) Fatigue: +8% Changes resistances: +17% nature / +16% blight Reduced damage from: +15% Unnatural Curse of Misfortune A suit of armour made of leather. |
![]() duelist's hardened leather armour of Toknor (Madness) (14 def, 13 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+2 eff.) Armour: +13 Defense: +14 (+3 eff.) Fatigue: +8% Changes stats: +8 Cun / +8 Dex Critical mult.: +13.00% Curse of Madness A suit of armour made of leather. |
![]() duelist's reinforced leather armour of stability (Corpses) (18 def, 16 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +16 Defense: +18 (+3 eff.) Fatigue: +8% Changes stats: +9 Cun / +9 Dex Changes resistances: +9% physical Physical save: +22 (+6 eff.) Curse of Corpses A suit of armour made of leather. |
![]() duelist's rough leather armour of spell shielding (Shrouds) (7 def, 6 armour) Requires: - Strength 10 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +6 Defense: +7 (+1 eff.) Fatigue: +6% Changes stats: +5 Cun / +5 Dex Changes resistances: +6% arcane Spell save: +13 (+4 eff.) Curse of Shrouds A suit of armour made of leather. |
![]() enlightening rough leather armour of Eyal (Nightmares) (3 def, 2 armour) Requires: - Strength 10 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Changes stats: +4 Cun / +5 Wil Mental save: +13 (+4 eff.) Life regen: +3.00 Maximum life: +32.00 Healing mod.: +12% Curse of Nightmares A suit of armour made of leather. |
![]() reinforced leather armour of natural resilience (Madness) (12 def, 7 armour) Requires: - Strength 18 Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+2 eff.) Fatigue: +8% Changes resistances: +17% nature / +16% blight Reduced damage from: +13% Unnatural Curse of Madness A suit of armour made of leather. |
![]() rejuvenating drakeskin leather armour of cold resistance (Nightmares) (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: +30% cold Life regen: +6.00 Stamina each turn: +2.40 Curse of Nightmares A suit of armour made of leather. |
![]() rejuvenating hardened leather armour of clarity (Madness) (9 def, 6 armour) Requires: - Strength 16 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+2 eff.) Fatigue: +8% Changes resistances: +8% mind Mental save: +19 (+5 eff.) Life regen: +5.60 Stamina each turn: +1.30 Curse of Madness A suit of armour made of leather. |
![]() rejuvenating rough leather armour of Toknor (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: Physical crit. chance: +4.0% Physical power: +6 (+2 eff.) Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Critical mult.: +12.00% Life regen: +3.10 Stamina each turn: +0.90 Curse of Madness A suit of armour made of leather. |
![]() searing rough leather armour of alacrity (Corpses) (3 def, 2 armour) Requires: - Strength 10 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Damage (Melee): 10 acid / 11 fire Damage when hit (Melee): 10 acid / 9 fire Changes resistances: +14% acid / +12% fire Combat speed: +15% Casting speed: +15% Mental speed: +15% Curse of Corpses A suit of armour made of leather. |
![]() volcanic cured leather armour of resilience (Nightmares) (6 def, 13 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +13 Defense: +6 (+1 eff.) Fatigue: +7% Damage (Melee): 7 fire Damage (Ranged): 7 fire Changes resistances: +16% fire / +18% physical Maximum life: +35.00 Curse of Nightmares A suit of armour made of leather. |
![]() Thalore-Wood Cuirass (Corpses) (4 def, 12 armour) Requires: - Massive armour training - Strength 26 Infused by nature Crafted by a master 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +12 Defense: +4 (+1 eff.) Fatigue: +14% Changes stats: +3 Dex / +3 Wil / +3 Con Changes resistances: +18% cold / +18% darkness / +18% nature Healing mod.: +25% Curse of Corpses Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
![]() enlightening steel plate armour (Misfortune) (0 def, 9 armour) Requires: - Massive armour training - Strength 28 Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Changes stats: +5 Cun / +5 Wil Mental save: +16 (+4 eff.) Curse of Misfortune A suit of armour made of metal plates. |
![]() impenetrable steel plate armour of thunder (Corpses) (0 def, 18 armour) Requires: - Massive armour training - Strength 28 Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Physical crit. chance: +7.0% Physical power: +16 (+4 eff.) Armour: +18 Fatigue: +22% Changes stats: +6 Str / +6 Mag / +6 Wil Changes resistances: +14% lightning Spellpower: +15 (+1 eff.) Spell crit. chance: +5% Mindpower: +16 (+3 eff.) Mental crit. chance: +7% Curse of Corpses A suit of armour made of metal plates. |
![]() voratun plate armour 'Aeryletar' (Madness) (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Damage when hit (Melee): 2 acid Changes stats: +16 Str / +7 Con Changes resistances: +29% acid / +16% physical / +18% darkness / +3% mind Mental save: +12 (+3 eff.) Blindness immunity: +20% Poison immunity: +20% Cut immunity: +10% Maximum life: +81.00 Light radius: +2 Curse of Madness 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 46 for 9 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
![]() Wrathroot's Barkwood (Misfortune) (9 def, 10 armour, 125% power, 60 block) Requires: - Shield usage training - Strength 25 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Power: 125% Range: 1.4x Uses stat: 150% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.0% Block value: +60 When wielded/worn: Armour: +10 Defense: +9 (+2 eff.) Fatigue: +14% Changes resistances: +20% cold / +20% darkness / +20% nature Talent granted: +1 Block Curse of Misfortune The barkwood of Wrathroot, made into roughly the shape of a shield. |
![]() Xyleth the Shadetrencher (Misfortune) (0 def, 10 armour, 180% power, 207 block) Requires: - Shield usage training - Strength 48 Powered by arcane forces Infused by nature Crafted by a master 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: +207 Damage (Melee): +18 lightning Damage (radius 1) on hit: +16 fire When wielded/worn: Armour: +10 Fatigue: +8% Damage when hit (Melee): 29 lightning Changes stats: +6 Dex / +2 Mag Changes resistances: +12% acid / +3% darkness / +46% fire / +13% cold / +30% lightning Changes damage: +15% darkness Talent granted: +1 Block Spellpower: +15 (+1 eff.) Curse of Misfortune Handheld deflection devices. |
![]() impervious dwarven-steel shield of resistance (Corpses) (0 def, 14 armour, 136% power, 163.5 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: 137% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +164 When wielded/worn: Armour: +14 Fatigue: +8% Changes stats: +5 Con Changes resistances: +10% acid / +10% fire / +10% lightning / +10% cold Talent granted: +1 Block Physical save: +9 (+3 eff.) Curse of Corpses Handheld deflection devices. |
![]() reinforced steel shield of shrapnel (Nightmares) (0 def, 7 armour, 116% power, 72 block) Requires: - Shield usage training - Strength 16 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Power: 116% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +72 When wielded/worn: Armour: +7 Fatigue: +8% On shield block: * Cause enemies within radius 6 to bleed for 228 physical damage over 5 turns (1/turn) Talent granted: +1 Block Curse of Nightmares Handheld deflection devices. |
![]() scouring voratun shield of fire resistance (+20%) (Shrouds) (0 def, 10 armour, 179% power, 204.5 block) Requires: - Shield usage training - Strength 48 Infused by arcane disrupting forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Power: 180% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +204 When wielded/worn: Armour: +10 Fatigue: +8% Effects on melee hit: * 23 arcane resource burn Damage (Melee): 24 acid / 25 nature Effects when hit in melee: * 14 arcane resource burn Changes stats: +7 Con Changes resistances: +20% acid / +30% fire / +16% nature Talent granted: +1 Block Curse of Shrouds Handheld deflection devices. |
![]() voratun shield 'Velidhenn' (Corpses) (0 def, 10 armour, 179% power, 208 block) Requires: - Shield usage training - Strength 48 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 179% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +208 On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +4 mind / +40 nature When wielded/worn: Armour: +10 Fatigue: +8% Damage when hit (Melee): 8 mind / 6 temporal Changes resistances: +40% blight / +30% cold / +40% nature Changes resistances penetration: +25% mind / +10% temporal Talent granted: +1 Block Maximum life: +214.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Corpses Handheld deflection devices. |
![]() voratun shield of earthen fury (Misfortune) (0 def, 19 armour, 181% power, 201.5 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: 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: +202 On weapon hit: * Deal physical damage equal to your armor (33) When wielded/worn: Armour: +19 Fatigue: +8% Talent granted: +1 Block Curse of Misfortune Handheld deflection devices. |
![]() Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Power: 108% 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: 19 Curse of Misfortune 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 / 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 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 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Mummified Egg-sac of Ungolë Infused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 32 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 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. |
![]() Wintertide Phial (Corpses) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +2 Infravision radius: +7 Curse of Corpses It can be used to cleanse your mind of up to 5 (based on Magic) detrimental mental effects Activation costs 16 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() brass lantern of corpselight (Shrouds) Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +7% blight / +7% darkness Spellpower: +4 (+0 eff.) Spell crit. chance: +4% Light radius: +3 Infravision radius: +4 See invisible: +7 The wearer is treated as an undead. The wearer no longer has to breathe. Curse of Shrouds It can be used to activate talent Retch, placing all other charms into a 12 cooldown : Effective talent level: 5.0 Power cost: 12 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 43 blight damage or heals 64 life. Creatures standing in the retch also have 31% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. 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: Changes stats: +4 Wil Changes damage: +6% mind Light radius: +5 Curse of Madness 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. |
![]() piercing brass lantern of the zealot (Madness) Infused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +7 Changes resistances: +3% all Changes resistances penetration: +7% all Spell save: +7 (+2 eff.) Light radius: +4 Curse of Madness 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. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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. |
![]() barbed pouch of steel shots of crippling (Corpses) (18/18, 132% power, 2 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Power: 132% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +22.5% Capacity: 18 On weapon crit: * Wound the target dealing 228 physical damage across 5 turns and reducing healing by 50% * Cripple the target reducing mind, spell, and combat action speeds by 30% Curse of Corpses Shots are used with slings to pummel your foes to death. |
![]() chilling pouch of steel shots of corruption (Corpses) (21/21, 120% power, 2 apr) Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Power: 121% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 21 When this weapon hits: Curse of Impotence (20% chance level 2). Damage (Ranged): +15 cold Curse of Corpses Shots are used with slings to pummel your foes to death. |
![]() focusing steel torque of mindblast (Corpses) [power 190] (6 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 Curse of Corpses It can be used to blast the opponent's mind dealing 222 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 6 turns. When used: * Reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() soothing ash totem of healing (Madness) [power 212] (6 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 Curse of Madness It can be used to heal yourself and all friendly characters within 10 spaces for 212 Activation puts all charms on cooldown for 6 turns. When used: * Heal for 60. Natural totems are made by powerful wilders to store nature power. |
![]() soothing ash totem of healing (Shrouds) [power 218] (6 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 Curse of Shrouds It can be used to heal yourself and all friendly characters within 10 spaces for 218 Activation puts all charms on cooldown for 6 turns. When used: * Heal for 62. 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. |
![]() 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 Cursed King the Shalore Adventurer level 35
10th Mirth 122nd year of Ascendancy at 14:46 see stats
By Cursed King the Shalore Adventurer level 10
78th Pyre 122nd year of Ascendancy at 23:48 see stats
By Cursed King the Shalore Adventurer level 20
5th Mirth 122nd year of Ascendancy at 11:52 see stats
By Cursed King the Shalore Adventurer level 30
9th Mirth 122nd year of Ascendancy at 11:29 see stats
By Cursed King the Shalore Adventurer level 32
9th Mirth 122nd year of Ascendancy at 23:10 see stats
By Cursed King the Shalore Adventurer level 9
78th Pyre 122nd year of Ascendancy at 19:55 see stats
By Cursed King the Shalore Adventurer level 7
77th Pyre 122nd year of Ascendancy at 02:05 see stats
By Cursed King the Shalore Adventurer level 17
5th Mirth 122nd year of Ascendancy at 08:20 see stats
By Cursed King the Shalore Adventurer level 23
6th Mirth 122nd year of Ascendancy at 11:51 see stats
By Cursed King the Shalore Adventurer level 16
5th Mirth 122nd year of Ascendancy at 07:28 see stats
Log
Today is the 1st Summertide of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:50.
You transfer Eyal's Will (124% power, 40 apr, nature damage) to the online item's vault.
Saving done.
Saving game...
Saving done.