Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Morvarc'h's Improved Escorts 1.7.4Improvements to the escort system. Adds a bunch of new types of escorts, and increases the power and number of options for existing escorts. Additionally learning new categories unlocks them by default, or can improve your mastery if you already know them. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Cornac |
Class | Cursed |
Level / Exp | 50 / 3658% |
Size | medium |
Lifes / Deaths | Killed by thought-forged bowman at level 12 on the 8th Mirth 122nd year of Ascendancy at 16:20 0 / 8Killed by Xerildatha the dredge captain at level 18 on the 76th Dusk 122nd year of Ascendancy at 19:00 Killed by Chronolith Clone at level 18 on the 77th Dusk 122nd year of Ascendancy at 06:43 Killed by elven blood mage at level 26 on the 27th Haze 122nd year of Ascendancy at 06:43 Killed by elven cultist at level 26 on the 28th Haze 122nd year of Ascendancy at 06:08 Killed by elven corruptor at level 27 on the 29th Haze 122nd year of Ascendancy at 15:55 Killed by Atamathon the Giant Golem at level 50 on the 30th Regrowth 124th year of Ascendancy at 04:59 Killed by fuckyour'radish's Inner Demon at level 50 on the 27th Haze 124th year of Ascendancy at 17:59 |
Primary Stats
Strength | 147.8883623161 (base 63) |
Dexterity | 79.776724632208 (base 14) |
Constitution | 98.776724632208 (base 56) |
Magic | 41.888362316103 (base 16) |
Willpower | 105.77672463221 (base 62) |
Cunning | 92.776724632208 (base 32) |
Resources
Mana | 0/873 |
Equilibrium | 53 |
Life | 1856/1856 |
Psi | 226/226 |
Hate | 47/114 |
Healing Factor | 1.9920563999589 |
Regeneration | 67.231903498612 |
Speed
Mental | +10% |
Attack | 0% |
Movement | +152.83645546048% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9.999999999999 |
Infravision | 11 |
See Stealth | 21 |
See Invisible | 34.776724632207 |
Offense: Mainhand
Damage | 205 |
Accuracy | 58 |
Crit Chance | 47% |
APR | 21 |
Speed | 0.91 |
Offense: Offhand
Damage | 183 |
Accuracy | 65 |
Crit Chance | 45% |
APR | 89 |
Speed | 0.91 |
Offense: Spell
Spellpower | 58 |
Crit Chance | 32% |
Speed | 1 |
Offense: Mind
Mindpower | 93 |
Crit Chance | 37% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +22% |
Mind | +12% |
Blight | +26% |
Physical | +48% |
Cold | +21% |
All | +9% |
Offense: Damage Penetration
Blight | +10% |
Darkness | +10% |
Mind | +30% |
All | 0% |
Defense: Base
Armour (hardiness) | 61.292304923968 (87.807182003187%) |
Defense | 66 |
Ranged Defense | 66 |
Fatigue | 30 |
Physical Save | 75 |
Spell Save | 53 |
Mental Save | 49 |
Defense: Resistances
Acid | + 57%( 70%) |
Blight | + 48%( 70%) |
Arcane | + 45%( 70%) |
Cold | + 48%( 70%) |
All | + 42%( 70%) |
Lightning | + 50%( 70%) |
Light | + 57%( 70%) |
Physical | + 64%( 75%) |
Mind | + 70%( 70%) |
Darkness | + 55%( 79%) |
Fire | + 50%( 70%) |
Nature | + 46%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Bleed Resistance | 70% |
Confusion Resistance | 62% |
Fear Resistance | 45% |
Knockback Resistance | 23% |
Instadeath Resistance | 100% |
Blind Resistance | 46% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 912 life over 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 35 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -1077 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1077 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 234 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
Cursed / Gloom | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 5/5 |
Cursed / Predator | 1.50 |
| 4/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Cursed / Rampage | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Cursed / Endless hunt | 1.50 |
| 1/5 |
| 4/5 |
| 1/5 |
| 4/5 |
Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.40 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 5/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Psionic / Augmented mobility | 0.90 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Psiblades |
talent | Stalk |
talent | Stone Vines |
talent | Surge |
talent | Skate |
talent | Elemental Harmony |
talent | Gloom |
talent | Kinetic Shield |
talent | Savage Hunter |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 5.9)Penalty : Fractured Sanity: -12% Mind Resistance, -16% Confusion Immunity Power 1+: Unleashed: +18% critical damage, +19% off-hand weapon damage Power 2+: -1 Luck, +11 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 79% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 10.0% of your life, the remaining cooldown of all your talents is reduced by 1. |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 3.9)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 8%) for 4 turns. Power 1+: Nightwalker: +16 Darkness Resistance, +9% Max Darkness Resistance, +10 See Invisible Power 2+: -1 Luck, +7 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 14% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 5.9): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 16% when tested. Power 1+: Removed from Reality: +7 Physical Resistance, +5 Maximum Physical Resistance Power 2+: -1 Luck, +11 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 73 mind and 80 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 9 nightmare (summon Terrors and chances to slow, deal 115 Mind damage, and deal 126 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 5.9)Penalty : Fear of Death: -8% resistance against damage from the undead. Power 1+: Power over Death: +14% damage against the undead. Power 2+: -1 Luck, +6 Strength, +6 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 18 turns, retch (level 4) when you fall below 48% health Power 4+: Reprieve from Death: Humanoids you slay have a 43% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+14% resist all). Shroud of Passing |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 2.9)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 (+34% chance to avoid traps). Power 2+: -1 Luck, +5 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+8% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 38% if the increase would be enough to kill your opponent. |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved Dexterity by +8. | done |
You successfully escorted the lone alchemist to the recall portal on level 8 of Dreadfell. Escort: lone alchemist (level 8 of Dreadfell)As a reward you improved Dexterity by +8. | done |
You successfully escorted the lost spellblade to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost spellblade (level 2 of Ruins of Kor'Pul)As a reward you improved talent Stone Vines (+2 level(s)). | done |
You failed to protect the lost spellblade from death by Gunsnake. Escort: lost spellblade (level 4 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved Strength by +8. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you gained talent category Psionic / Augmented mobility (at mastery 0.90). | done |
You successfully escorted the stranded daemon-powered to the recall portal on level 7 of Dreadfell. Escort: stranded daemon-powered (level 7 of Dreadfell)As a reward you improved Strength by +8. | done |
You successfully escorted the unfocused psion to the recall portal on level 1 of Old Forest. Escort: unfocused psion (level 1 of Old Forest)As a reward you improved talent Kinetic Shield (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved Strength by +8. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has defiled the iron acorn which now serves as a reminder of your vile nature. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 3098. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | Blighted Maul (Nightmares) (204% power, 22 apr) Blighted Maul (Nightmares) (204% power, 22 apr)Requires: - Strength 60 Powered by arcane forces 12.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 205% Range: 1.5x Uses stat: 140% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 83% On weapon hit: * 50% chance to reduce strength, dexterity, and constitution by 28 * Blasts creatures in a radius 1 shockwave around your target for 322.47 to 967.42 physical damage (based on Strength). Damage conversion: 20% blight When wielded/worn: Changes damage: +12% physical Critical mult.: +40.00% Knockback immunity: +30% Curse of Nightmares It can be used to knock away other creatures within radius 4), dealing 841.62 to 1683.25 physical damage (based on Strength) to each Activation costs 50 power out of 50/50. The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
On hands | brawler's voratun gauntlets of sorrow (Madness) (0 def, 3 armour) brawler's voratun gauntlets of sorrow (Madness) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 18% chance to reduce all saves and defense by 47 Damage (Melee): 25 mind / 31 darkness Changes stats: +3 Str / +4 Dex / +4 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +11 (+2 eff.) Mental save: -11 (-4 eff.) Mindpower: +7 (+1 eff.) When used to modify unarmed attacks: Power: 137% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +4 Armour Penetration: +15 Crit. chance: +18.0% Attack speed: 83% When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Set Up (10% chance level 5). Curse of Madness It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 4.8 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 6 for 7 turns. Any who stand upon it are weakened, reducing the damage they inflict by 49% Metal gloves protecting the hands up to the middle of the lower arm. |
Light source | dwarven lantern 'Isyrikira' (Corpses) dwarven lantern 'Isyrikira' (Corpses)Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +10% light / +5% arcane Changes resistances penetration: +10% blight Changes damage: +10% darkness Damage affinity(heal): +5% darkness Physical save: +15 (+3 eff.) Spell save: +15 (+5 eff.) Blindness immunity: +46% Confusion immunity: +23% Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +6 Light radius: +10 Infravision radius: +4 See stealth: +21 See invisible: +25 Healing mod.: +24% Curse of Corpses It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 5.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 32 for 8 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Rainquake the voratun helm (Madness) (20 def, 13 armour) Rainquake the voratun helm (Madness) (20 def, 13 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: Accuracy: +12 (+3 eff.) Physical power: +11 (+2 eff.) Armour: +13 Defense: +20 (+5 eff.) Fatigue: +5% Effects when hit in melee: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +10 Str / +8 Wil / +8 Cun / +2 Con Changes resistances: +13% physical / +6% light / +6% all Changes damage: +12% cold Physical save: +27 (+6 eff.) Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On feet | Boots of the Hunter (Nightmares) (2 def, 12 armour) Boots of the Hunter (Nightmares) (2 def, 12 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+2 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. Curse of Nightmares It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 32 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Tool | evasive voratun torque of psionic shield [power 155] (25 cooldown) evasive voratun torque of psionic shield [power 155] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all damage taken by 155 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Gain a 15% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | voratun ring 'Pitchbreaker' (Nightmares) voratun ring 'Pitchbreaker' (Nightmares)Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Effects on melee hit: * 18% chance to reduce all saves and defense by 47 Damage (Melee): 34 physical Effects on ranged hit: * 18% chance to reduce all saves and defense by 47 Damage (Ranged): 26 physical Changes stats: +15 Str / +8 Cun / +11 Con Changes resistances penetration: +10% darkness Reduces incoming crit damage: 15.00% Life regen: +16.00 Hate when firing a critical mind attack: +2.00 Maximum life: +61.00 Maximum hate: +14.00 Healing mod.: +18% Curse of Nightmares It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
On fingers | Ring of the Dead (Madness) Ring of the Dead (Madness)Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! Curse of Madness This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Around neck | Ebonypower (Madness) Ebonypower (Madness)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 38% Changes stats: +1 Str / +2 Dex / +4 Con Changes damage: +3% darkness Talent masteries: +0.40 Cursed / Cursed aura +0.40 Wild-gift / Mindstar mastery Physical save: +18 (+4 eff.) Cut immunity: +70% Life regen: +8.00 Hate when firing a critical mind attack: +1.00 Maximum life: +79.00 Maximum psi: +50.00 Mindpower: +5 (+1 eff.) Healing mod.: +21% Curse of Madness It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 451 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
In main hand | Staronslaught (Corpses) (149% power, 6 apr) Staronslaught (Corpses) (149% power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 149% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +15 darkness Damage against: +20% Living When wielded/worn: Accuracy: +21 (+5 eff.) Changes stats: +11 Str / +17 Dex / +9 Mag / +12 Wil / +13 Cun / +10 Con Changes resistances: +12% mind / +6% light Changes resistances penetration: +20% mind Changes damage: +3% mind Combat speed: +10% Curse of Corpses One-handed war axes. |
Around waist | drakeskin leather belt 'Berylezor' (Misfortune) drakeskin leather belt 'Berylezor' (Misfortune)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Defense: +20 (+5 eff.) Damage when hit (Melee): 10 blight Changes stats: +5 Dex / +6 Cun / +8 Lck Changes resistances: +3% mind / +9% blight Changes resistances penetration: +10% mind Changes damage: +9% blight Trap disarming bonus: +25 Stealth bonus: +27 Life regen: +2.50 Infravision radius: +6 Healing mod.: +21% Curse of Misfortune A belt that goes around your waist. |
In off hand | Bethemina the living mindstar (Corpses) (116% power, 74 apr, nature damage) Bethemina the living mindstar (Corpses) (116% power, 74 apr, nature damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 116% Range: 1.1x Uses stats: 92% Wil, 55% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +74 Crit. chance: +5.0% Attack speed: 100% Damage (radius 1) on hit: +16 blight When wielded/worn: Physical crit. chance: +5.0% Changes stats: +4 Str Changes resistances: +12% acid / +5% physical Changes damage: +15% physical Talent granted: +1 Attune Mindstar Maximum stamina: +30.00 Mindpower: +18 (+3 eff.) Mental crit. chance: +5% Healing mod.: +25% Heals friendly targets nearby when you use a nature summon: +34 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. |
Cloak | Cloth of Dreams (Corpses) (10 def, 0 armour) Cloth of Dreams (Corpses) (10 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Mindpower: +6 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. Curse of Corpses It can be used to activate talent Slumber (costing 10 power out of 25/25) : Effective talent level: 3.3 Power cost: 10 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 93 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Main armor | voratun mail armour 'Nigas' (Nightmares) (5 def, 20 armour) voratun mail armour 'Nigas' (Nightmares) (5 def, 20 armour)Requires: - Heavy armour training - Strength 48 Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +20 Defense: +5 (+1 eff.) Fatigue: +12% Changes stats: +4 Con Changes resistances: +13% acid / +13% physical / +6% darkness / +3% light / +13% fire / +10% cold / +6% nature / +13% lightning Stun/Freeze immunity: +22% Life regen: +9.00 Maximum life: +192.00 Infravision radius: +1 Healing mod.: +17% Curse of Nightmares A suit of armour made of mail. |
Inventory
acid wave rune of the psychic (damage 304; dur 4; cd 23) acid wave rune of the psychic (damage 304; dur 4; cd 23)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 303.79 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the warrior (damage 620; dur 4; cd 19) biting gale rune of the warrior (damage 620; dur 4; cd 19)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: 19 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 619.95 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. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the psychic (range 9; phase 34; cd 13) blink rune of the psychic (range 9; phase 34; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 9 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 34%, your defense is increased by 34 and all your resistances by 34%. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the psychic (power 29; resist 52%; move 54%; dur 5; cd 19) ethereal rune of the psychic (power 29; resist 52%; move 54%; dur 5; cd 19)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: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 52% all resistance, you move 54% faster, and you are invisible (power 29). Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 166; cd 17) shatter afflictions rune of the titan (absorb 166; cd 17)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: 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 166 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 577; dur 5; cd 15) shielding rune of the warrior (absorb 577; dur 5; cd 15)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: 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 577 damage for 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
Barkbreacher the voratun amulet (Madness) Barkbreacher the voratun amulet (Madness)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +25 (+6 eff.) Armour penetration: +17 Armour: +4 Fatigue: -9% Damage when hit (Melee): 4 nature Changes stats: +4 Str / +8 Dex / +17 Cun / +14 Con Critical mult.: +20.00% Life regen: +3.00 Stamina each turn: +1.20 Movement speed: +10% Curse of Madness Amulets make your neck look great! |
Vox (Misfortune) Vox (Misfortune)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 (+3 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% Curse of Misfortune No force can hope to silence the wearer of this amulet. |
enraging voratun amulet of vision (Nightmares) enraging voratun amulet of vision (Nightmares)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +7 (+1 eff.) Changes damage: +9% physical Blindness immunity: +33% Infravision radius: +8 Sight radius: +2 See invisible: +12 Combat speed: +10% Curse of Nightmares Amulets make your neck look great! |
protective voratun amulet of murder (Madness) protective voratun amulet of murder (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +17 Armour: +8 Defense: +6 (+2 eff.) Changes resistances cap: +5% all Critical mult.: +16.00% Physical save: +27 (+6 eff.) Curse of Madness Amulets make your neck look great! |
restful voratun amulet of mastery (0.37 Psionic / Augmented mobility) (Corpses) restful voratun amulet of mastery (0.37 Psionic / Augmented mobility) (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -7% Talent mastery: +0.37 Psionic / Augmented mobility Life regen: +2.00 Curse of Corpses Amulets make your neck look great! |
starseer's voratun amulet of murder (Shrouds) starseer's voratun amulet of murder (Shrouds)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +17 Changes stats: +3 Mag Changes damage: +7% darkness / +6% temporal / +6% light / +7% physical Critical mult.: +16.00% Spellpower: +5 (+2 eff.) Spell crit. chance: +5% Curse of Shrouds Amulets make your neck look great! |
stralite amulet of the eclipse (Misfortune) stralite amulet of the eclipse (Misfortune)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage (Melee): 9 light / 9 darkness Effects when hit in melee: * 5% chance to reduce damage dealt by 38% * 7% chance to blind Changes damage: +8% light / +5% darkness Curse of Misfortune Amulets make your neck look great! |
wanderer's voratun amulet of mastery (0.40 Cursed / Gloom) (Corpses) wanderer's voratun amulet of mastery (0.40 Cursed / Gloom) (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -8% Changes stats: +7 Dex / +7 Cun / +7 Con Talent mastery: +0.40 Cursed / Gloom Life regen: +5.00 Stamina each turn: +0.70 Movement speed: +10% Curse of Corpses Amulets make your neck look great! |
wanderer's voratun amulet of soulsearing (Misfortune) wanderer's voratun amulet of soulsearing (Misfortune)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -7% Changes stats: +7 Dex / +6 Cun / +5 Con Changes damage: +12% blight / +11% fire Critical mult.: +18.00% Life regen: +3.00 Stamina each turn: +1.00 Spellpower: +10 (+3 eff.) Movement speed: +10% Curse of Misfortune Amulets make your neck look great! |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Exiler (Nightmares) Exiler (Nightmares)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+3 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). Curse of Nightmares It can be used to attempt to inflict 93.52 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 1 turn(s) Activation costs 32 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
Nightsong (Madness) Nightsong (Madness)Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+4 eff.) Maximum stamina: +25.00 Curse of Madness It can be used to activate talent Shadowstep (costing 50 power out of 50/50) : Effective talent level: 2.0 Power cost: 50 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Scorpionire (Misfortune) Scorpionire (Misfortune)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 28 * 20% chance to reduce armor by 38% Changes stats: +10 Wil Changes resistances: +15% nature Changes resistances penetration: +20% nature Changes damage: +18% acid / +18% blight Mental save: +20 (+7 eff.) Curse of Misfortune Rings make your fingers look great! |
Torchserpent (Nightmares) Torchserpent (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 47 Damage when hit (Melee): 8 cold Changes stats: +10 Str / +10 Con Changes resistances: +15% cold / +24% fire Changes damage: +27% fire Curse of Nightmares Rings make your fingers look great! |
Void Orb (Misfortune) Void Orb (Misfortune)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+3 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+3 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). Curse of Misfortune It can be used to activate talent Manathrust (costing 6 power out of 6/6) : Effective talent level: 4.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: 2000% of base Is: a spell and usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 179.47 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
Wheel of Fate (Misfortune) Wheel of Fate (Misfortune)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +27 (+7 eff.) Changes stats: +10 Dex / +7 Wil / +16 Cun Changes resistances: +34% nature Changes damage: +17% nature Cut immunity: +20% Knockback immunity: +20% Mindpower: +5 (+1 eff.) Curse of Misfortune It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Writhing Ring of the Hunter (Madness) Writhing Ring of the Hunter (Madness)Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Talent granted: +1 Subcutaneous Metallisation You have set the ring to grant you Subcutaneous Metallisation! Curse of Madness A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
conjurer's voratun ring of luminosity (Corpses) conjurer's voratun ring of luminosity (Corpses)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 25 light Damage (Ranged): 21 light Changes stats: +11 Mag / +7 Wil Changes damage: +15% light Spellpower: +9 (+3 eff.) Curse of Corpses Rings make your fingers look great! |
conjurer's voratun ring of warding (Nightmares) conjurer's voratun ring of warding (Nightmares)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Mag / +8 Wil Changes resistances: +19% acid / +28% fire / +26% lightning / +28% cold Spellpower: +14 (+4 eff.) Curse of Nightmares Rings make your fingers look great! |
gladiator's voratun ring of life (Nightmares) gladiator's voratun ring of life (Nightmares)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +9 Str / +9 Con Life regen: +16.00 Maximum life: +95.00 Healing mod.: +17% Curse of Nightmares Rings make your fingers look great! |
pixie's voratun ring of speed (Corpses) pixie's voratun ring of speed (Corpses)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Defense: +7 (+2 eff.) Changes stats: +5 Cun / +4 Mag Spellpower: +7 (+2 eff.) Movement speed: +17% Activating this item is instant. Curse of Corpses It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings make your fingers look great! |
pixie's voratun ring of warding (Corpses) pixie's voratun ring of warding (Corpses)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Cun / +6 Mag Changes resistances: +27% acid / +27% fire / +27% lightning / +25% cold Spellpower: +15 (+4 eff.) Curse of Corpses Rings make your fingers look great! |
savage's voratun ring of luminosity (Nightmares) savage's voratun ring of luminosity (Nightmares)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 37 light Damage (Ranged): 22 light Changes stats: +6 Con / +7 Mag Changes damage: +14% light Spell save: +17 (+6 eff.) Maximum stamina: +39.00 Curse of Nightmares Rings make your fingers look great! |
savage's voratun ring of sensing (Nightmares) savage's voratun ring of sensing (Nightmares)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Con Spell save: +13 (+4 eff.) Blindness immunity: +26% Maximum stamina: +40.00 Infravision radius: +5 See stealth: +18 See invisible: +16 Curse of Nightmares Rings make your fingers look great! |
savior's voratun ring of luminosity (Shrouds) savior's voratun ring of luminosity (Shrouds)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 36 light Damage (Ranged): 40 light Changes stats: +10 Mag Changes damage: +20% light Physical save: +18 (+4 eff.) Spell save: +16 (+5 eff.) Mental save: +16 (+5 eff.) Curse of Shrouds Rings make your fingers look great! |
sneakthief's voratun ring of luminosity (Misfortune) sneakthief's voratun ring of luminosity (Misfortune)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+3 eff.) Damage (Melee): 36 light Damage (Ranged): 37 light Changes stats: +9 Dex / +10 Mag / +9 Cun Changes damage: +18% light Curse of Misfortune Rings make your fingers look great! |
sneakthief's voratun ring of speed (Madness) sneakthief's voratun ring of speed (Madness)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +26 (+7 eff.) Defense: +10 (+3 eff.) Changes stats: +8 Cun / +9 Dex Movement speed: +15% Activating this item is instant. Curse of Madness It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 29% for 5 turns. Rings make your fingers look great! |
solipsist's voratun ring of life (Madness) solipsist's voratun ring of life (Madness)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Cun / +7 Wil Life regen: +20.00 Maximum life: +88.00 Mindpower: +15 (+3 eff.) Healing mod.: +19% Curse of Madness Rings make your fingers look great! |
titan's voratun ring of life (Misfortune) titan's voratun ring of life (Misfortune)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +10 Con Physical save: +20 (+5 eff.) Life regen: +17.00 Maximum life: +84.00 Healing mod.: +17% Curse of Misfortune Rings make your fingers look great! |
voratun Lifebinding Emerald ring (Corpses) voratun Lifebinding Emerald ring (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+4 eff.) Armour penetration: +12 Defense: +11 (+3 eff.) Changes stats: +15 Con Changes resistances: +10% blight Damage affinity(heal): +15% nature Stun/Freeze immunity: +30% Life regen: +2.00 Healing mod.: +30% Curse of Corpses It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 89% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
voratun Windborne Azurite ring (Misfortune) voratun Windborne Azurite ring (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Changes stats: +7 Str / +8 Dex / +8 Cun / +5 Con Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Curse of Misfortune Rings make your fingers look great! |
voratun diamond ring (Misfortune) voratun diamond ring (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +17 (+3 eff.) Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes damage: +6% all Spellpower: +17 (+5 eff.) Mindpower: +15 (+3 eff.) Curse of Misfortune Rings make your fingers look great! |
voratun ring 'Glowtouch' (Nightmares) voratun ring 'Glowtouch' (Nightmares)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +12 (+2 eff.) Changes stats: +10 Str / +2 Wil / +17 Con Changes damage: +12% blight / +12% light / +10% all Physical save: +14 (+3 eff.) Spell save: +12 (+4 eff.) Disarm immunity: +50% Pinning immunity: +50% Knockback immunity: +50% Mana when firing critical spell: +2.19 Vim when firing critical spell: +2.00 Maximum life: +50.00 Spell crit. chance: +5% Mental crit. chance: +5% Curse of Nightmares Rings make your fingers look great! |
voratun ring 'Tulakor' (Misfortune) voratun ring 'Tulakor' (Misfortune)Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+3 eff.) Effects on melee hit: * 20% chance to slow global speed by 77% Damage when hit (Melee): 8 acid Changes stats: +6 Dex / +4 Wil / +13 Cun Changes resistances: +6% lightning / +36% cold / +9% darkness / +3% light Changes damage: +18% cold Mindpower: +10 (+2 eff.) Curse of Misfortune Rings make your fingers look great! |
voratun ring of misery (Nightmares) voratun ring of misery (Nightmares)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 15% chance to reduce all saves and defense by 47 Damage (Melee): 22 physical Effects on ranged hit: * 20% chance to reduce all saves and defense by 47 Damage (Ranged): 12 physical Changes stats: +7 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +11.00 Curse of Nightmares It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
wizard's voratun ring of luminosity (Madness) wizard's voratun ring of luminosity (Madness)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 40 light Damage (Ranged): 40 light Changes stats: +20 Mag Changes damage: +19% light Spell save: +20 (+7 eff.) Curse of Madness Rings make your fingers look great! |
Mandible of Ungolmor (Corpses) (150% power, 12 apr) Mandible of Ungolmor (Corpses) (150% power, 12 apr)Requires: - Cunning 38 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 150% Range: 1.3x Uses stats: 30% Cun, 35% Str, 35% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +12 Crit. chance: +22.0% Attack speed: 100% When this weapon hits: Poisonous Bite (20% chance level 3). On weapon crit: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target Damage conversion: 30% darkness When wielded/worn: Armour: +15 Changes stats: +8 Cun / +4 Dex Changes damage: +30% nature / +20% darkness Talent granted: +5 Toxic Death Poison immunity: +100% Light radius: -2 Curse of Corpses This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
Shantiz the Stormblade (Nightmares) (111% power, 20 apr) Shantiz the Stormblade (Nightmares) (111% power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 111% Range: 1.3x Uses stat: 100% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Curse of Nightmares This surreal dagger crackles with the intensity of a vicious storm. |
Fuluruilin the voratun greatmaul (Shrouds) (181% power, 4 apr) Fuluruilin the voratun greatmaul (Shrouds) (181% power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 182% 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: +7.0% Attack speed: 100% On weapon hit: * 26% chance to reduce strength, dexterity, and constitution by 28 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +17 blight / +12 physical When wielded/worn: Accuracy: +17 (+4 eff.) Armour penetration: +16 Physical crit. chance: +12.0% Armour: +2 Defense: +5 (+1 eff.) Changes stats: +1 Dex Changes resistances: +2% physical Changes resistances penetration: +13% physical Curse of Shrouds Massive two-handed mauls. |
Borosk's Hate (Nightmares) (172% power, 22 apr) Borosk's Hate (Nightmares) (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 Nightmares This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
Champion's Will (Misfortune) (179% power, 22 apr) Champion's Will (Misfortune) (179% power, 22 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 179% Range: 1.6x Uses stats: 20% Con, 115% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +22 Crit. chance: +12.0% Attack speed: 100% On weapon hit: * releases a burst of light, dealing 63 light damage (based on Spellpower) in a radius 3 cone. When wielded/worn: Changes stats: +12 Str / +6 Mag / +7 Con Talent masteries: +0.20 Celestial / Sun +0.10 Celestial / Radiance +0.20 Celestial / Crusader Talents cooldown: Sun Ray (-1 turn) Absorption Strike (-1 turn) Flash of the Blade (-1 turn) Increases the damage of Sun Beam by 15%. Curse of Misfortune It can be used to attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt Activation costs 30 power out of 30/30. This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
Emyssra (Nightmares) (173% power, 4 apr) Emyssra (Nightmares) (173% power, 4 apr)Requires: - Strength 48 Powered by arcane forces 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 crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 163 damage over 5 turns and reducing armor and accuracy by 21 Damage (Melee): +28 temporal When wielded/worn: Physical crit. chance: +21.0% Changes stats: +8 Dex / +3 Wil Changes resistances: +28% temporal Spell save: +12 (+4 eff.) Mental save: +6 (+2 eff.) Poison immunity: +20% Cut immunity: +20% Curse of Nightmares Massive two-handed swords. |
Warmaster Gnarg's Murderblade (Nightmares) (172% power, 19 apr) Warmaster Gnarg's Murderblade (Nightmares) (172% power, 19 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 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: +19 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 10% chance to send the wielder into a killing frenzy Damage against: +20% Living When wielded/worn: Changes stats: +15 Str / +5 Dex / +15 Con Reduced damage from: +20% Living Talent masteries: +0.30 Technique / Berserker's strength +0.20 Technique / Two-handed weapons +0.20 Technique / Two-handed maiming +0.20 Technique / Two-handed assault Curse of Nightmares A blood-etched greatsword, it has seen many foes. From the inside. |
voratun greatsword 'Bogstrike' (Misfortune) (192% power, 4 apr) voratun greatsword 'Bogstrike' (Misfortune) (192% power, 4 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 193% 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: * 37% chance to reduce all saves and defense by 47 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +30 mind When wielded/worn: Physical crit. chance: +21.0% Armour: +4 Defense: +10 (+3 eff.) Changes stats: +9 Cun / +9 Wil Changes resistances: +6% nature Spell save: +6 (+2 eff.) Blindness immunity: +20% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Misfortune Massive two-handed swords. |
voratun greatsword 'Borosadar' (Corpses) (175% power, 4 apr) voratun greatsword 'Borosadar' (Corpses) (175% power, 4 apr)Requires: - Strength 48 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: 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: * 20% chance to reduce all saves and defense by 47 Damage (Melee): +24 nature / +4 mind Damage (radius 1) on hit: +4 arcane Damage (radius 2) on crit: +4 mind When wielded/worn: Armour penetration: +19 Physical crit. chance: +17.0% Physical power: +19 (+4 eff.) Changes stats: +9 Con Changes resistances penetration: +15% arcane / +16% physical Changes damage: +18% arcane Critical mult.: +49.00% Disarm immunity: +46% Curse of Corpses Massive two-handed swords. |
voratun greatsword 'Phoenixwish' (Corpses) (175% power, 38 apr) voratun greatsword 'Phoenixwish' (Corpses) (175% power, 38 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] 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: +38 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 163 damage over 5 turns and reducing armor and accuracy by 21 Damage Shield penetration (this weapon only): +26% Damage (Melee): +4 light Damage (radius 2) on crit: +8 fire When wielded/worn: Physical crit. chance: +17.0% Damage when hit (Melee): 4 fire Changes resistances: +24% fire Changes resistances penetration: +10% fire Curse of Corpses Massive two-handed swords. |
Layuvena the Goreminister (Madness) Layuvena the Goreminister (Madness)Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 Damage (radius 2) on crit: +68 acid / +45 nature When wielded/worn: Armour penetration: +23 Defense: +5 (+1 eff.) Changes stats: +23 Dex Changes resistances: +9% fire / +3% light / +9% temporal Changes resistances penetration: +38% acid / +15% physical / +32% nature Changes damage: +12% nature Reduces incoming crit damage: 18.46% Curse of Madness Longbows are used to shoot arrows at your foes. |
Storm Fury (Shrouds) Storm Fury (Shrouds)Requires: - Magic 30 - Dexterity 30 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When this weapon hits: Chain Lightning (12% chance level 3). When wielded/worn: Defense: +30 (+8 eff.) Damage (Ranged): 75 lightning Changes stats: +10 Dex / +10 Mag Changes resistances: +20% lightning Changes damage: +25% lightning Talent masteries: +0.50 Spell / Storm +0.50 Spell / Air Spellpower: +30 (+8 eff.) Spell crit. chance: +10% Movement speed: +30% Automatically fires lightning bolts every game turn at nearby enemies dealing 82 to 164 lightning damage based on Magic with a chance to inflict Daze. Curse of Shrouds This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
Anmalice (Corpses) (158% power, 20 apr) Anmalice (Corpses) (158% power, 20 apr)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 (-10 eff.) Mindpower: +9 (+1 eff.) Curse of Corpses 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. |
Blade of Distorted Time (Shrouds) (150% power, 40 apr) Blade of Distorted Time (Shrouds) (150% power, 40 apr)Requires: - Strength 44 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 150% Range: 1.4x Uses stats: 20% Mag, 90% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +40 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * deals 62 temporal damage and slows enemies in radius 6 of the target by 72% based on Magic Damage conversion: 20% temporal When wielded/worn: Changes damage: +30% temporal / +30% physical Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Curse of Shrouds It can be used to activate talent Blink Blade (costing 10 power out of 10/10) : Effective talent level: 4.0 Power cost: 10 out of 10/10. Range: 8 Travel Speed: instantaneous Is: a spell Description: Teleport to the target and attack with your melee weapons for 94% damage. Then teleport next to a second random enemy, attacking for 94% damage. Blink Blade can hit the same target multiple times. The remnants of a damaged timeline, this blade shifts and fades at random. |
Spellblade (Shrouds) (161% power, 0 apr) Spellblade (Shrouds) (161% power, 0 apr)Requires: - Magic 28 - Strength 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 162% Range: 1.4x Uses stats: 20% Mag, 90% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +8 Mag Changes damage: +30% lightning / +30% fire / +30% arcane Spellpower: +25 (+7 eff.) Spell crit. chance: +9% Light radius: +1 Talent on hit(spell): Lightning (12% chance level 5). Talent on hit(spell): Flame (12% chance level 5). Talent on hit(spell): Manathrust (12% chance level 5). Curse of Shrouds Mages sometimes have funny ideas. Archmage Varil once learned how to handle a sword and found he preferred wielding it instead of his staff. |
The Black Spike (Shrouds) (159% power, 20 apr) The Black Spike (Shrouds) (159% power, 20 apr)Requires: - Strength 40 Powered by arcane 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: +20 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +10 Str / +8 Mag Changes resistances: +18% darkness / +12% blight Changes resistances penetration: +15% darkness Changes damage: +25% darkness Shadow Power: +5 Increases all damage penetration by 1% for each point of your Shadow Power. Curse of Shrouds "All the better to pierce the heart of the world." |
voratun longsword 'Halugrim' (Shrouds) (152% power, 6 apr) voratun longsword 'Halugrim' (Shrouds) (152% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 152% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On weapon crit: * Splash the target with acid dealing 163 damage over 5 turns and reducing armor and accuracy by 21 Damage (radius 1) on hit: +16 acid Damage (radius 2) on crit: +37 fire When wielded/worn: Armour: +4 Defense: +10 (+3 eff.) Changes resistances penetration: +13% fire Changes damage: +15% physical Stamina each turn: +2.00 Only die when reaching: -40.00 life Global speed: +5% Curse of Shrouds Sharp, long, and deadly. |
voratun mace 'Bokodunagrim' (Shrouds) (158% power, 6 apr) voratun mace 'Bokodunagrim' (Shrouds) (158% power, 6 apr)Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 159% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Wound the target dealing 342 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Accuracy: +25 (+6 eff.) Physical crit. chance: +12.0% Physical power: +10 (+2 eff.) Changes stats: +8 Str Changes resistances: +13% acid / +2% physical / +14% lightning / +13% fire / +13% cold / +8% all Changes damage: +9% physical Spell save: +12 (+4 eff.) Stamina each turn: +2.00 Maximum life: +100.00 Maximum stamina: +30.00 Curse of Shrouds Blunt and deadly. |
Eyal's Will (Madness) (124% power, 40 apr, nature damage) Eyal's Will (Madness) (124% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Power: 124% Range: 1.1x Uses stats: 60% Wil, 20% 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: +10 Wil Changes resistances: +25% blight / +15% nature Changes resistances penetration: +20% nature / +10% acid Changes damage: +20% nature / +10% acid Talent mastery: +0.10 Wild-gift / Mindstar mastery Talent granted: +3 Ooze Spit Mindpower: +18 (+3 eff.) Mental crit. chance: +9% Curse of Madness It can be used to activate talent Slime Wave (costing 30 power out of 30/30) : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 8, doing 86.37 slime damage for 15 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
Smolderbiter (Misfortune) (114% power, 40 apr, nature damage) Smolderbiter (Misfortune) (114% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 114% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: 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: * 20% chance to reduce all saves and defense by 47 Damage (Melee): +12 cold When wielded/worn: Accuracy: +25 (+6 eff.) Changes stats: +5 Dex / +6 Cun / +3 Con Changes resistances: +6% fire Talent granted: +1 Attune Mindstar Critical mult.: +19.00% Only die when reaching: -80.00 life 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. |
Nithan's Force (Madness) Nithan's Force (Madness)Requires: - Dexterity 32 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 111% Firing range: +10 When wielded/worn: Changes stats: +10 Str / +5 Con Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +35% physical Pinning immunity: +30% Knockback immunity: +30% Curse of Madness It can be used to activate talent Bull Shot (costing 16 power out of 16/16) : Effective talent level: 4.0 Power cost: 16 out of 16/16. Range: melee/personal Travel Speed: instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 207% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... |
Sleetglamour the drakeskin leather sling (Corpses) Sleetglamour the drakeskin leather sling (Corpses)Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 When this weapon hits: Arcane Vortex (10% chance level 5). Damage (radius 1) on hit: +8 darkness Damage (radius 2) on crit: +12 darkness When wielded/worn: Accuracy: +12 (+3 eff.) Physical crit. chance: +6.0% Ammo reloads per turn: +4 Changes stats: +11 Mag Changes resistances penetration: +15% cold / +7% temporal / +10% darkness / +13% physical Changes damage: +18% cold / +10% temporal / +13% arcane / +9% physical Talent mastery: +0.20 Chronomancy / Bow Threading Spellpower: +13 (+4 eff.) Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Curse of Corpses Slings are used to hurl stones or metal shots at your foes. |
Awakened Staff of Absorption (172% power, 60 apr, fire element) Awakened Staff of Absorption (172% power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 172% Range: 1.2x Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+13 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns Activation costs 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Emylraressra the dragonbone vilestaff (Nightmares) (136% power, 6 apr, blight element) Emylraressra the dragonbone vilestaff (Nightmares) (136% power, 6 apr, blight element)Requires: - Magic 48 Infused by nature 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: Defense: +27 (+7 eff.) Changes stats: +3 Mag Changes resistances: +5% arcane Changes resistances penetration: +15% arcane Changes damage: +39% blight Talent granted: +1 Command Staff Maximum vim: +10.00 Spellpower: +21 (+6 eff.) Spell crit. chance: +5% Light radius: +10 Curse of Nightmares It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 123.49 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Telos's Staff (Top Half) (Misfortune) (143% power, 0 apr, fire element) Telos's Staff (Top Half) (Misfortune) (143% power, 0 apr, fire element)Requires: - Magic 35 Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It is part of a set of items. Power: 144% Range: 1.2x Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes damage: +35% fire Talent granted: +1 Command Staff Mental save: +8 (+3 eff.) Spellpower: +30 (+8 eff.) Spell crit. chance: +15% Curse of Misfortune The top part of Telos' broken staff. |
Xanidann the dragonbone starstaff (Corpses) (136% power, 6 apr, fire element) Xanidann the dragonbone starstaff (Corpses) (136% power, 6 apr, fire 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: Armour: +4 Defense: +10 (+3 eff.) Changes stats: +13 Con Changes damage: +30% fire Talent granted: +1 Command Staff Critical mult.: +20.00% Reduces incoming crit damage: 15.15% Spell save: +12 (+4 eff.) Disarm immunity: +10% Life regen: +3.30 Spellpower: +32 (+9 eff.) Spell crit. chance: +12% Healing mod.: +54% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
Xeriba the dragonbone vilestaff (Madness) (136% power, 6 apr, cold element) Xeriba the dragonbone vilestaff (Madness) (136% power, 6 apr, cold element)Requires: - Magic 48 Powered by arcane forces 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: Damage when hit (Melee): 10 blight Changes stats: +4 Str / +5 Mag / +3 Wil Changes resistances: +15% cold Changes resistances penetration: +5% blight / +15% cold Changes damage: +30% cold Talent granted: +1 Command Staff Maximum mana: +35.00 Spellpower: +25 (+7 eff.) Spell crit. chance: +5% See invisible: +12 Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff 'Abysssmasher' (Nightmares) (150% power, 6 apr, fire element) dragonbone magestaff 'Abysssmasher' (Nightmares) (150% power, 6 apr, fire element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 150% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour penetration: +2 Armour: +7 Defense: +7 (+2 eff.) Changes stats: +2 Str Changes resistances: +20% fire Maximum wards: +2 fire Changes resistances penetration: +10% cold Changes damage: +42% fire Talents granted: +4 Ward +1 Command Staff Spellpower: +20 (+6 eff.) Spell crit. chance: +5% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
dragonbone vilestaff 'Duathelbrawn' (Madness) (136% power, 6 apr, cold element) dragonbone vilestaff 'Duathelbrawn' (Madness) (136% power, 6 apr, cold element)Requires: - Magic 48 Powered by arcane forces 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: Defense: +23 (+6 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 38% Changes stats: +9 Mag / +8 Cun / +10 Con Changes resistances: +9% lightning Changes resistances penetration: +15% darkness Changes damage: +6% darkness / +30% cold Talent granted: +1 Command Staff Critical mult.: +27.00% N.Energy each turn: +0.20 Vim when firing critical spell: +7.00 Maximum vim: +30.00 Maximum neg.energy: +47.00 Spellpower: +23 (+6 eff.) Spell crit. chance: +18% Damage Shield penetration: +27% Damage Shield Power: +14% Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
Cyramikira (Nightmares) (151% power, 6 apr) Cyramikira (Nightmares) (151% power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 152% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 77% On weapon crit: * Wound the target dealing 342 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +12 mind / +14 nature Damage (radius 2) on crit: +4 mind When wielded/worn: Accuracy: +14 (+4 eff.) Physical crit. chance: +11.0% Physical power: +12 (+2 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 47 Changes stats: +4 Dex Changes resistances: +6% light Combat speed: +10% Curse of Nightmares One-handed war axes. |
Mirejeer the voratun waraxe (Shrouds) (158% power, 6 apr) Mirejeer the voratun waraxe (Shrouds) (158% power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 159% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (radius 2) on crit: +8 nature When wielded/worn: Accuracy: +30 (+8 eff.) Armour penetration: +13 Changes stats: +2 Cun / +5 Dex Changes resistances penetration: +10% all Reduces incoming crit damage: 10.00% See invisible: +9 Combat speed: +10% Curse of Shrouds One-handed war axes. |
Tundrabolt the voratun waraxe (Madness) (162% power, 6 apr) Tundrabolt the voratun waraxe (Madness) (162% power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 162% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (radius 1) on hit: +4 cold Damage (radius 2) on crit: +20 cold When wielded/worn: Accuracy: +32 (+8 eff.) Armour penetration: +15 Changes stats: +11 Str Changes resistances: +6% light Changes resistances penetration: +25% cold / +13% physical Changes damage: +15% physical Curse of Madness One-handed war axes. |
Voriyatha the voratun waraxe (Misfortune) (167% power, 6 apr) Voriyatha the voratun waraxe (Misfortune) (167% power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 167% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +8 blight Damage (radius 2) on crit: +42 acid / +45 nature When wielded/worn: Armour penetration: +12 Physical crit. chance: +15.0% Changes resistances: +6% darkness / +9% cold Changes resistances penetration: +23% acid / +18% nature Life regen: +4.00 Maximum life: +40.00 Healing mod.: +10% Curse of Misfortune One-handed war axes. |
voratun waraxe 'Belyndil' (Misfortune) (171% power, 6 apr) voratun waraxe 'Belyndil' (Misfortune) (171% power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 171% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 28 On weapon crit: * Wound the target dealing 342 physical damage across 5 turns and reducing healing by 50% Damage (radius 1) on hit: +8 blight / +4 arcane When wielded/worn: Accuracy: +20 (+5 eff.) Armour penetration: +13 Physical crit. chance: +12.0% Physical power: +11 (+2 eff.) Armour: +10 Changes stats: +1 Str Changes resistances penetration: +5% blight / +14% physical Curse of Misfortune One-handed war axes. |
Skeletal Claw (Madness) (167% power, 8 apr) Skeletal Claw (Madness) (167% power, 8 apr)Requires: - Dexterity 14 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 5 Power: 167% Range: 1.1x Uses stat: 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 125% When this weapon hits: Bone Grab (10% chance level 3). When this weapon hits: Bone Spear (20% chance level 4). Damage (Melee): +30 bleed Damage (radius 2) on crit: +50 bleed When wielded/worn: Defense: +12 (+3 eff.) Talent mastery: +0.25 Corruption / Bone Spellpower: +4 (+2 eff.) Combat speed: +10% Talent on hit(spell): Bone Spear (10% chance level 4). Curse of Madness It can be used to activate talent Bone Nova (costing 20 power out of 20/20) : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Fire bone spears in all directions, hitting all foes within radius 4 for 177.11 physical damage, and inflicting bleeding for another 88.56 damage over 5 turns. The damage will increase with your Spellpower. This whip appears to have been made from a human spine. A handle sits on one end, a sharply honed claw on the other. |
Whip of Urh'Rok (Madness) (167% power, 0 apr) Whip of Urh'Rok (Madness) (167% power, 0 apr)Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 5 Power: 167% Range: 1.1x Uses stat: 100% Dex Damage type: Devouring flames Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Crit. chance: +9.0% Attack speed: 125% When this weapon hits: Bone Nova (20% chance level 4). When this weapon hits: Blood Boil (15% chance level 3). When wielded/worn: Changes damage: +20% blight / +20% fire Grants telepathy: Demon/Minor Demon/Major Spellpower: +15 (+4 eff.) See invisible: +2 When carried: Changes damage: +8% blight Curse of Madness With this unbearably bright whip of flame, the demon master Urh'Rok has become known for never having lost in combat. |
Lelodoleg the drakeskin leather belt (Madness) Lelodoleg the drakeskin leather belt (Madness)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour penetration: +4 Armour: +15 Defense: +11 (+3 eff.) Changes stats: +1 Str / +4 Dex Physical save: +22 (+5 eff.) Life regen: +7.10 Mana each turn: +0.16 Healing mod.: +52% Damage Shield penetration: +10% Curse of Madness A belt that goes around your waist. |
Noonworm the hardened leather belt (Nightmares) Noonworm the hardened leather belt (Nightmares)Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour penetration: +10 Changes stats: +4 Str / +5 Dex Changes resistances: +11% blight Changes resistances penetration: +25% light Changes damage: +9% cold / +12% physical Only die when reaching: -40.00 life The wearer is treated as an undead. The wearer no longer has to breathe. Curse of Nightmares A belt that goes around your waist. |
Amagen the Lavahunger (Misfortune) (2 def, 0 armour) Amagen the Lavahunger (Misfortune) (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Mag / +3 Wil Changes resistances: +9% mind / +21% fire Changes resistances penetration: +25% acid / +20% fire Changes damage: +24% mind / +9% fire 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. |
Bleakglean the cashmere cloak (Nightmares) (2 def, 0 armour) Bleakglean the cashmere cloak (Nightmares) (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 38% Changes stats: +3 Str / +2 Dex / +4 Mag / +9 Con Changes damage: +12% darkness Physical save: +11 (+2 eff.) Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +5.00 Maximum life: +82.00 Light radius: +2 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. |
Ethereal Embrace (Shrouds) (10 def, 0 armour) Ethereal Embrace (Shrouds) (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +8 Mag Changes resistances: +12% arcane / +12% darkness Changes damage: +15% arcane / +15% darkness Talent masteries: +0.10 Spell / Aether +0.20 Spell / Arcane +0.20 Spell / Nightfall Spellpower on spell critical (stacks up to 3 times): +5 Spell crit. chance: +6% Damage Shield Duration: +1 Damage Shield Power: +15% Damage shields have +1 duration and +15% power Curse of Shrouds It can be used to activate talent Aether Breach (costing 28 power out of 28/28) : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: 7 Travel Speed: instantaneous Is: a spell and usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area. Each explosion does 101.64 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
Frozen Shroud (Misfortune) (12 def, 0 armour) Frozen Shroud (Misfortune) (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Damage when hit (Melee): 60 ice Changes stats: +12 Mag Changes resistances: +25% cold / -15% fire / +8% all Changes damage: +25% cold Curse of Misfortune It can be used to release a radius 4 chilling blast, instantly dealing 242.80 cold damage and condensing the air into freezing vapors that deal 80.93 cold damage (based on Magic) each turn for 10 turns Activation costs 30 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
Gloomspar (Nightmares) (3 def, 0 armour) Gloomspar (Nightmares) (3 def, 0 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +29 (+7 eff.) Defense: +3 (+1 eff.) Fatigue: -9% Effects on melee hit: * 20% chance to reduce damage dealt by 38% Damage when hit (Melee): 4 acid Changes stats: +3 Dex / +6 Wil / +10 Cun Changes resistances: +9% acid / +3% darkness Changes resistances penetration: +5% darkness Changes damage: +12% darkness Maximum life: +103.00 Maximum stamina: +40.00 Mental crit. chance: +7% 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. |
Ureslak's Molted Scales (Shrouds) (0 def, 0 armour) Ureslak's Molted Scales (Shrouds) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 It is part of a set of items. It would go well with another part of Ureslak. When wielded/worn: Changes resistances: +20% lightning / +20% darkness / +20% fire / +20% cold / +20% nature / -30% arcane Changes resistances cap: +10% lightning / +10% darkness / +10% fire / +10% cold / +10% nature / -30% arcane Curse of Shrouds It can be used to energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.) Activation costs 50 power out of 50/50. This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
restorative cashmere cloak of implacability (Nightmares) (2 def, 0 armour) restorative cashmere cloak of implacability (Nightmares) (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +13% nature / +13% blight Physical save: +7 (+1 eff.) Mental save: +8 (+3 eff.) Life regen: +3.00 Only die when reaching: -50.00 life Healing mod.: +12% 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. |
shadow cashmere cloak of the voidstalker (Shrouds) (2 def, 0 armour) shadow cashmere cloak of the voidstalker (Shrouds) (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +32% darkness / +10% temporal Changes resistances penetration: +10% darkness Changes damage: +15% darkness Stealth bonus: +5 Defense after a teleport: +15 Resist all after a teleport: +12% New effects duration reduction after a teleport: +15% Curse of Shrouds It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Firewalker (Shrouds) (15 def, 2 armour) Firewalker (Shrouds) (15 def, 2 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +2 Defense: +15 (+4 eff.) Damage when hit (Melee): 18 fire Changes stats: +6 Cun / +10 Mag Changes resistances: +50% fire / -10% cold / +11% all Changes resistances penetration: +20% fire Changes damage: +20% fire Spellpower: +12 (+4 eff.) Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. Curse of Shrouds This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
Kindlesting the elven-silk robe (Shrouds) (6 def, 7 armour) Kindlesting the elven-silk robe (Shrouds) (6 def, 7 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +7 Defense: +6 (+2 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 6 temporal Changes stats: +7 Mag Changes resistances: +8% lightning / +18% light / +19% darkness / +9% cold / +9% blight / +15% fire / +30% mind / +15% all Changes resistances penetration: +20% fire Changes damage: +23% light / +30% mind Physical save: +16 (+4 eff.) Spell save: +39 (+11 eff.) Mental save: +12 (+4 eff.) Maximum life: +46.00 Light radius: +1 Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of drakeskin leather boots 'Ereluregondur' (Corpses) (15 def, 13 armour) pair of drakeskin leather boots 'Ereluregondur' (Corpses) (15 def, 13 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +11 Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +13 Defense: +15 (+4 eff.) Changes resistances: +9% fire / +10% cold Changes damage: +9% mind Stamina each turn: +2.80 Maximum stamina: +60.00 Curse of Corpses A pair of boots made of leather. |
pair of drakeskin leather boots 'Phoenixhacker' (Nightmares) (0 def, 13 armour) pair of drakeskin leather boots 'Phoenixhacker' (Nightmares) (0 def, 13 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +13 Damage when hit (Melee): 4 fire Changes resistances: +21% lightning / +13% temporal / +6% fire Changes resistances penetration: +25% arcane / +10% fire Changes damage: +6% lightning / +3% arcane Spellpower: +10 (+3 eff.) Infravision radius: +3 Curse of Nightmares A pair of boots made of leather. |
pair of voratun boots 'Oakresolve' (Madness) (0 def, 5 armour) pair of voratun boots 'Oakresolve' (Madness) (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +4% Effects on melee hit: * 24% chance to slow global speed by 77% Changes stats: +4 Str / +4 Con Changes resistances: +27% fire / +6% arcane / +11% cold Changes resistances penetration: +30% nature / +15% physical Changes damage: +12% nature Curse of Madness It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of dwarven-steel boots of void walking (Shrouds) (0 def, 4 armour) traveler's pair of dwarven-steel boots of void walking (Shrouds) (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -3% Changes resistances: +15% darkness / +11% temporal Changes resistances penetration: +10% darkness / +13% temporal Maximum encumbrance: +20 Physical save: +6 (+1 eff.) Defense after a teleport: +11 Resist all after a teleport: +15% New effects duration reduction after a teleport: +19% Curse of Shrouds Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Dakhtun's Gauntlets (Nightmares) (0 def, 6 armour) Dakhtun's Gauntlets (Nightmares) (0 def, 6 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% When used to modify unarmed attacks: Power: 145% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Displacement Shield (10% chance level 3). When this weapon hits: Wave of Power (15% chance level 1). Damage (Melee): +20 arcane Curse of Nightmares Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Fist of the Destroyer (Misfortune) (8 def, 0 armour) Fist of the Destroyer (Misfortune) (8 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. Only the masochistic can unlock its full power. When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +9 Str / +9 Mag / +3 Cun Talent masteries: +0.20 Corruption / Shadowflame +0.20 Corruption / Vim Stun/Freeze immunity: +20% Maximum vim: +25.00 When used to modify unarmed attacks: Power: 145% Range: 1.4x Uses stats: 40% Cun, 40% Str, 20% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Blood Grasp (10% chance level 3). When this weapon hits: Soul Rot (12% chance level 3). When this weapon hits: Drain (8% chance level 2). Increases all damage by 4% of current vim Current Bonus: 0% Curse of Misfortune It can be used to activate talent Darkfire (costing 12 power out of 12/12) : Effective talent level: 5.0 Power cost: 12 out of 12/12. Range: 6 Travel Speed: 400% of base Is: a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 98.38 fire damage and 110.11 darkness damage in a radius of 6. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
Hand of the World-Shaper (Misfortune) (0 def, 12 armour) Hand of the World-Shaper (Misfortune) (0 def, 12 armour)Requires: - Heavy armour training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth Spellpower: +10 (+3 eff.) Spell crit. chance: +10% When used to modify unarmed attacks: Power: 149% Range: 1.4x Uses stats: 40% Cun, 40% Str, 10% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +7.0% Attack speed: 83% When this weapon hits: Earthen Missiles (15% chance level 5). Damage (radius 1) on hit: +50 gravity Damage (radius 2) on crit: +30 gravity pin Curse of Misfortune It can be used to activate talent Earthquake (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 79.28 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
Snow Giant Wraps (Shrouds) (0 def, 2 armour) Snow Giant Wraps (Shrouds) (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 When used to modify unarmed attacks: Power: 115% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Call Lightning (25% chance level 5). Damage (Melee): +10 lightning / +10 cold Curse of Shrouds It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 302.34 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Will of Ul'Gruth (Shrouds) (0 def, 15 armour) Will of Ul'Gruth (Shrouds) (0 def, 15 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +15 Changes stats: +5 Str / +5 Mag Changes resistances penetration: +10% all Changes damage: +15% all Talent masteries: +0.10 Corruption / Wrath +0.10 Corruption / Brutality When used to modify unarmed attacks: Power: 147% Range: 1.4x Uses stats: 40% Str, 40% Dex, 10% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +7.0% Attack speed: 83% When this weapon hits: Obliterating Smash (20% chance level 3). Your Obliterating Smash can destroy walls. Curse of Shrouds It can be used to activate talent Obliterating Smash (costing 25 power out of 25/25) : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 3 Travel Speed: instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 145% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 16. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
brawler's voratun gauntlets of sorrow (Shrouds) (0 def, 3 armour) brawler's voratun gauntlets of sorrow (Shrouds) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 24% chance to reduce all saves and defense by 47 Damage (Melee): 29 mind / 25 darkness Changes stats: +4 Str / +4 Dex / +4 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +12 (+3 eff.) Mental save: -9 (-3 eff.) Mindpower: +7 (+1 eff.) When used to modify unarmed attacks: Power: 138% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +9 Armour Penetration: +15 Crit. chance: +20.0% Attack speed: 83% When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Set Up (10% chance level 5). Curse of Shrouds It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 4.8 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 6 for 7 turns. Any who stand upon it are weakened, reducing the damage they inflict by 49% Metal gloves protecting the hands up to the middle of the lower arm. |
brawler's voratun gauntlets of war-making (Shrouds) (0 def, 3 armour) brawler's voratun gauntlets of war-making (Shrouds) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +11.0% Armour: +3 Fatigue: +5% Changes stats: +4 Str / +3 Dex / +3 Cun Talent cooldown: Double Strike (-1 turn) Critical mult.: +13.00% Physical save: +15 (+3 eff.) Spell crit. chance: +12% Mental crit. chance: +5% When used to modify unarmed attacks: Power: 147% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +8 Armour Penetration: +15 Crit. chance: +30.0% Attack speed: 83% When this weapon hits: Set Up (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
heroic voratun gauntlets of sorrow (Madness) (0 def, 7 armour) heroic voratun gauntlets of sorrow (Madness) (0 def, 7 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +7 Fatigue: +5% Effects on melee hit: * 19% chance to reduce all saves and defense by 47 Damage (Melee): 26 mind / 29 darkness Mental save: +4 (+1 eff.) Maximum life: +56.00 Mindpower: +9 (+1 eff.) When used to modify unarmed attacks: Power: 146% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +8 Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Battle Shout (10% chance level 5). Curse of Madness It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 4.8 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 6 for 7 turns. Any who stand upon it are weakened, reducing the damage they inflict by 49% Metal gloves protecting the hands up to the middle of the lower arm. |
scouring drakeskin leather gloves of sorrow (Madness) (0 def, 3 armour) scouring drakeskin leather gloves of sorrow (Madness) (0 def, 3 armour)Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Effects on melee hit: * 16% chance to reduce all saves and defense by 47 Damage (Melee): 28 mind / 36 darkness Effects when hit in melee: * 24 arcane resource burn Spell save: +12 (+4 eff.) Mental save: -9 (-3 eff.) Mindpower: +9 (+1 eff.) When used to modify unarmed attacks: Power: 133% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Reproach (10% chance level 5). On weapon hit: * 25 arcane resource burn Curse of Madness It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 4.8 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 6 for 7 turns. Any who stand upon it are weakened, reducing the damage they inflict by 49% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
umbral voratun gauntlets of war-making (Misfortune) (0 def, 3 armour) umbral voratun gauntlets of war-making (Misfortune) (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +9.0% Armour: +3 Fatigue: +5% Damage (Melee): 10 darkness Changes resistances: +8% darkness Changes damage: +6% darkness Critical mult.: +9.00% Spell crit. chance: +5% Mental crit. chance: +9% When used to modify unarmed attacks: Power: 144% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +22.0% Attack speed: 83% When this weapon hits: Moonlight Ray (20% chance level 5). When this weapon crits: Cripple (20% chance level 5). On weapon hit: * 9% chance to reduce damage dealt by 38% Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
Cloud Caller (Nightmares) (0 def, 0 armour) Cloud Caller (Nightmares) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Curse of Nightmares It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 73.87 to 221.60 lightning damage (147.73 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Dragonskull Helm (Madness) (0 def, 20 armour) Dragonskull Helm (Madness) (0 def, 20 armour)Requires: - Heavy armour training - Willpower 24 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +20 Fatigue: +12% Changes resistances: +15% acid / +15% physical / +15% cold / +15% fire / +15% lightning Grants telepathy: Dragon Physical save: +12 (+3 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+4 eff.) Curse of Madness Traces of a dragon's power still remain in this bleached and cracked skull. |
Malslek the Accursed's Hat (Madness) (2 def, 0 armour) Malslek the Accursed's Hat (Madness) (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +2 (+1 eff.) Damage (Melee): 30 % chance of gloom effects Changes resistances: +20% fire Changes damage: +10% darkness / +10% physical Talent mastery: +0.20 Cursed / Punishments Mental save: -10 (-3 eff.) Hate when firing a critical mind attack: +2.00 Hate per kill: +2.00 Maximum hate: +20.00 Spellpower: +10 (+3 eff.) Mindpower: +15 (+3 eff.) Mental crit. chance: +10% Healing mod.: -10% Talent on hit(spell): Agony (10% chance level 2). Talent on hit(mindpower): Hateful Whisper (10% chance level 2). Curse of Madness This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
elven-silk wizard hat 'Emugavena' (Corpses) (3 def, 0 armour) elven-silk wizard hat 'Emugavena' (Corpses) (3 def, 0 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +8 Wil Changes resistances: +14% fire / +5% arcane / +13% cold Physical save: +13 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +12 (+4 eff.) Teleport immunity: +10% Mana each turn: +2.90 Mana when hit: +2.70 Maximum life: +80.00 Maximum mana: +71.00 Spellpower: +9 (+3 eff.) Curse of Corpses It can be used to activate talent Manaflow, placing all other charms into a 40 cooldown : Effective talent level: 1.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 12 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
voratun helm 'Striketrail' (Madness) (12 def, 5 armour) voratun helm 'Striketrail' (Madness) (12 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: Accuracy: +12 (+3 eff.) Armour penetration: +7 Armour: +5 Defense: +12 (+3 eff.) Fatigue: +5% Effects when hit in melee: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 lightning Changes stats: +7 Str / +5 Dex / +14 Cun Changes resistances: +9% acid / +12% temporal / +3% fire / +6% arcane / +3% nature Changes damage: +6% lightning Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Radiancespawn (Nightmares) (16 def, 19 armour) Radiancespawn (Nightmares) (16 def, 19 armour)Requires: - Heavy armour training - Strength 48 Powered by arcane forces Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +19 Defense: +16 (+4 eff.) Fatigue: +12% Changes stats: +5 Cun Changes resistances: +9% light / +54% temporal Changes damage: +21% light Mental save: +25 (+8 eff.) Light radius: +3 Curse of Nightmares A suit of armour made of mail. |
Alokalthondil (Nightmares) (35 def, 8 armour) Alokalthondil (Nightmares) (35 def, 8 armour)Requires: - Strength 20 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +35 (+9 eff.) Fatigue: +8% Changes stats: +8 Str / +9 Dex / +9 Mag / +6 Wil / +8 Cun Changes resistances: +3% lightning / +27% fire / +6% temporal / +10% physical Physical save: +23 (+5 eff.) Pinning immunity: +10% Teleport immunity: +20% Maximum life: +62.00 Curse of Nightmares A suit of armour made of leather. |
Glomiwe the voratun shield (Corpses) (0 def, 10 armour, 177% power, 204.5 block) Glomiwe the voratun shield (Corpses) (0 def, 10 armour, 177% power, 204.5 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: 178% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +204 Damage (Melee): +16 cold When wielded/worn: Armour: +10 Fatigue: +8% Effects on melee hit: * 20% chance to slow global speed by 77% * 20 arcane resource burn On shield block: * Deals 284 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) * Cause enemies within radius 6 to bleed for 342 physical damage over 5 turns (1/turn) Changes stats: +4 Wil Changes resistances: +38% fire / +12% nature / +22% cold Talent granted: +1 Block Curse of Corpses Handheld deflection devices. |
Emeloralle the Thundersear (19/19, 185% power, 18 apr) Emeloralle the Thundersear (19/19, 185% power, 18 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 185% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +21.0% Capacity: 19 On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 28 * 20% chance to knock the target back 3 spaces and deal 331 physical damage On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Ranged): +20 lightning / +38 physical Damage (radius 2) on crit: +20 lightning Arrows are used with bows to pierce your foes to death. |
Goedalath Rock Goedalath RockPowered by arcane forces 0.10 Encumbrance. [Unique] Type: gem / demonic ; tier 5 When carried: Damage when hit (Melee): 34 healing Mental save: -18 (-6 eff.) Life regen: -2.00 Light radius: -2 Healing mod.: -50% When used to imbue an object: Physical power: +12 (+2 eff.) Damage when hit (Melee): 34 darkness Changes damage: +9% all Grants telepathy: Demon/Major Demon/Minor Spellpower: +16 (+5 eff.) Infravision radius: +3 See invisible: +14 Healing mod.: +50% Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. |
Pick of Dwarven Emperors (dig speed 12 turns) Pick of Dwarven Emperors (dig speed 12 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Con Changes resistances penetration: +10% physical Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig It can be used to activate talent Earthquake (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 79.28 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Woewedge of the Blightspawn (dig speed 12 turns) Woewedge of the Blightspawn (dig speed 12 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +8 Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 temporal Changes stats: -9 Cun / +15 Str Changes resistances: +6% temporal / +7% fire / +10% nature / +7% darkness Changes resistances penetration: +5% temporal Changes damage: +7% nature Light radius: +1 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 3.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused 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 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
DĂșathedlen Heart (Shrouds) DĂșathedlen Heart (Shrouds)Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 4 When wielded/worn: Physical power: +7 (+1 eff.) Damage (Melee): 20 darkness Changes stats: +5 Mag Changes resistances: +30% light Changes resistances cap: +10% light Talent masteries: +0.20 Cunning / Stealth +0.20 Cursed / Darkness Light radius: -1000 Infravision radius: +7 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. Talent on hit(spell): Invoke Darkness (15% chance level 4). Curse of Shrouds This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
Eldritch Pearl (Misfortune) Eldritch Pearl (Misfortune)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+4 eff.) Light radius: +6 Curse of Misfortune It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 4.0 Power cost: 80 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 34.54 cold damage and 42.25 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 6 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
alchemist's lamp 'Sleethacker' (Misfortune) alchemist's lamp 'Sleethacker' (Misfortune)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+2 eff.) Effects when hit in melee: * 33% chance to reduce strength, dexterity, and constitution by 28 * 38% chance to reduce damage dealt by 38% Changes stats: +4 Con / +6 Wil Changes resistances: +11% blight / +3% cold Changes resistances penetration: +5% temporal / +5% cold Changes damage: +18% temporal Critical mult.: +15.00% Blindness immunity: +32% Confusion immunity: +18% Life regen: +8.00 Light radius: +9 See stealth: +11 See invisible: +10 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Misfortune It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 29 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Bladed Rift Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+3 eff.) Mindpower: +10 (+2 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 15 power out of 25/25) : Effective talent level: 5.0 Power cost: 15 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.3 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 4 turns, rendering them unable to act. Every 22 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Telos's Staff Crystal Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
9 bloodstone 9 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
15 fire opal 15 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 418.32 fire damage (based on Magic) Activation costs 50 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1) Rod of Spydric Poison (1/1)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 400.63 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 25 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Bizzare Contraption Bizzare Contraption2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% lightning Changes damage: +15% lightning Physical save: +18 (+4 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
Chugakath [power 113] (26 cooldown) Chugakath [power 113] (26 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 4 arcane Changes resistances: +5% arcane / +6% blight Changes resistances penetration: +15% arcane Changes damage: +3% blight It can be used to harden the skin for 7 turns increasing armour by 113 and armour hardiness by 70% Activation puts all charms on cooldown for 26 turns. When used: * Gain a 29% chance to evade weapon attacks for 2 turns. * Increase the duration of 1 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
dragonbone totem of stinging 'Woesear' [power 524] (15 cooldown) dragonbone totem of stinging 'Woesear' [power 524] (15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +5 Mag Changes resistances: +3% darkness Changes damage: +3% darkness Mana when firing critical spell: +1.00 Spell crit. chance: +1% It can be used to sting an enemy dealing 571 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. * Increase all damage by 25% for 2 turns. * Heal for 91. Natural totems are made by powerful wilders to store nature power. |
Cold Iron Acorn Cold Iron AcornInfused by psionic forces 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 When carried: Changes resistances: +30% mind Changes damage: +12% physical Movement speed: +20% A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. The acorn serves as a reminder of who and what you are. |
Kyless' Book Kyless' BookInfused by psionic forces 5.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 This was the book that gave power to Kyless and eventually led to his doom. The book is simple in appearance, bound in leather with no markings on the cover. All of the pages are blank. |
Coalsage [power 500] (20 cooldown) Coalsage [power 500] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Changes resistances: +3% temporal Changes resistances penetration: +20% temporal Changes damage: +15% darkness It can be used to create a shield absorbing up to 500 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Increase all damage by 21% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
20 diamond 20 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 moonstone 10 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
12 pearl 12 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
By fuckyour'radish the Cornac Cursed level 39
54th Dusk 123rd year of Ascendancy at 21:35 see stats
By fuckyour'radish the Cornac Cursed level 39
38th Dusk 123rd year of Ascendancy at 17:44 see stats
By fuckyour'radish the Cornac Cursed level 50
41st Regrowth 124th year of Ascendancy at 09:02 see stats
By fuckyour'radish the Cornac Cursed level 38
19th Dusk 123rd year of Ascendancy at 18:59 see stats
By fuckyour'radish the Cornac Cursed level 43
79th Dusk 123rd year of Ascendancy at 07:25 see stats
By fuckyour'radish the Cornac Cursed level 44
5th Haze 123rd year of Ascendancy at 15:51 see stats
By fuckyour'radish the Cornac Cursed level 50
75th Regrowth 124th year of Ascendancy at 15:57 see stats
By fuckyour'radish the Cornac Cursed level 41
74th Dusk 123rd year of Ascendancy at 19:33 see stats
By fuckyour'radish the Cornac Cursed level 28
62nd Haze 122nd year of Ascendancy at 17:33 see stats
By fuckyour'radish the Cornac Cursed level 35
48th Pyre 123rd year of Ascendancy at 14:23 see stats
By fuckyour'radish the Cornac Cursed level 50
74th Pyre 124th year of Ascendancy at 09:44 see stats
By fuckyour'radish the Cornac Cursed level 50
77th Pyre 124th year of Ascendancy at 20:23 see stats
By fuckyour'radish the Cornac Cursed level 40
59th Dusk 123rd year of Ascendancy at 01:03 see stats
By fuckyour'radish the Cornac Cursed level 43
79th Dusk 123rd year of Ascendancy at 05:59 see stats
By fuckyour'radish the Cornac Cursed level 31
4th Decay 122nd year of Ascendancy at 19:07 see stats
By fuckyour'radish the Cornac Cursed level 43
78th Dusk 123rd year of Ascendancy at 15:22 see stats
By fuckyour'radish the Cornac Cursed level 50
29th Haze 124th year of Ascendancy at 07:58 see stats
By fuckyour'radish the Cornac Cursed level 50
43rd Regrowth 124th year of Ascendancy at 15:25 see stats
By fuckyour'radish the Cornac Cursed level 21
10th Haze 122nd year of Ascendancy at 20:24 see stats
By fuckyour'radish the Cornac Cursed level 31
7th Allure 123rd year of Ascendancy at 12:10 see stats
By fuckyour'radish the Cornac Cursed level 16
66th Dusk 122nd year of Ascendancy at 02:49 see stats
By fuckyour'radish the Cornac Cursed level 50
20th Haze 124th year of Ascendancy at 20:57 see stats
By fuckyour'radish the Cornac Cursed level 50
77th Pyre 124th year of Ascendancy at 16:48 see stats
By fuckyour'radish the Cornac Cursed level 23
12nd Haze 122nd year of Ascendancy at 12:51 see stats
By fuckyour'radish the Cornac Cursed level 45
5th Haze 123rd year of Ascendancy at 16:47 see stats
By fuckyour'radish the Cornac Cursed level 31
78th Haze 122nd year of Ascendancy at 18:33 see stats
By fuckyour'radish the Cornac Cursed level 10
1st Mirth 122nd year of Ascendancy at 19:08 see stats
By fuckyour'radish the Cornac Cursed level 20
9th Haze 122nd year of Ascendancy at 05:28 see stats
By fuckyour'radish the Cornac Cursed level 30
73rd Haze 122nd year of Ascendancy at 21:41 see stats
By fuckyour'radish the Cornac Cursed level 40
57th Dusk 123rd year of Ascendancy at 23:56 see stats
By fuckyour'radish the Cornac Cursed level 50
12nd Regrowth 124th year of Ascendancy at 19:55 see stats
By fuckyour'radish the Cornac Cursed level 35
3rd Flare 123rd year of Ascendancy at 12:24 see stats
By fuckyour'radish the Cornac Cursed level 39
37th Dusk 123rd year of Ascendancy at 03:52 see stats
By fuckyour'radish the Cornac Cursed level 50
6th Dusk 124th year of Ascendancy at 18:26 see stats
By fuckyour'radish the Cornac Cursed level 50
20th Haze 124th year of Ascendancy at 00:32 see stats
By fuckyour'radish the Cornac Cursed level 31
3rd Allure 123rd year of Ascendancy at 12:06 see stats
By fuckyour'radish the Cornac Cursed level 50
52nd Pyre 124th year of Ascendancy at 22:23 see stats
By fuckyour'radish the Cornac Cursed level 27
30th Haze 122nd year of Ascendancy at 23:38 see stats
By fuckyour'radish the Cornac Cursed level 49
6th Allure 124th year of Ascendancy at 20:01 see stats
By fuckyour'radish the Cornac Cursed level 32
64th Regrowth 123rd year of Ascendancy at 15:09 see stats
By fuckyour'radish the Cornac Cursed level 41
59th Dusk 123rd year of Ascendancy at 02:10 see stats
By fuckyour'radish the Cornac Cursed level 39
36th Dusk 123rd year of Ascendancy at 04:11 see stats
By fuckyour'radish the Cornac Cursed level 50
29th Haze 124th year of Ascendancy at 07:57 see stats
By fuckyour'radish the Cornac Cursed level 44
5th Haze 123rd year of Ascendancy at 11:50 see stats
By fuckyour'radish the Cornac Cursed level 8
78th Pyre 122nd year of Ascendancy at 03:54 see stats
By fuckyour'radish the Cornac Cursed level 39
38th Dusk 123rd year of Ascendancy at 17:44 see stats
By fuckyour'radish the Cornac Cursed level 32
58th Regrowth 123rd year of Ascendancy at 20:14 see stats
By fuckyour'radish the Cornac Cursed level 50
29th Haze 124th year of Ascendancy at 07:58 see stats
By fuckyour'radish the Cornac Cursed level 50
25th Haze 124th year of Ascendancy at 07:22 see stats
By fuckyour'radish the Cornac Cursed level 13
4th Flare 122nd year of Ascendancy at 19:02 see stats
By fuckyour'radish the Cornac Cursed level 46
39th Haze 123rd year of Ascendancy at 09:57 see stats
By fuckyour'radish the Cornac Cursed level 50
1st Mirth 124th year of Ascendancy at 08:38 see stats
By fuckyour'radish the Cornac Cursed level 32
58th Regrowth 123rd year of Ascendancy at 08:17 see stats
By fuckyour'radish the Cornac Cursed level 28
62nd Haze 122nd year of Ascendancy at 19:30 see stats
By fuckyour'radish the Cornac Cursed level 22
11st Haze 122nd year of Ascendancy at 19:57 see stats
By fuckyour'radish the Cornac Cursed level 50
27th Haze 124th year of Ascendancy at 18:00 see stats
By fuckyour'radish the Cornac Cursed level 38
19th Dusk 123rd year of Ascendancy at 12:59 see stats
By fuckyour'radish the Cornac Cursed level 43
78th Dusk 123rd year of Ascendancy at 12:21 see stats
Log
You gain 8.65 gold from the transmogrification of dragonbone magestaff of wizardry (Corpses) (136% power, 6 apr, arcane element).
You gain 3.97 gold from the transmogrification of nature's living mindstar of clarity (Madness) (116% power, 40 apr, nature damage).
You gain 10.95 gold from the transmogrification of absorbing living mindstar of venom (Misfortune) (112% power, 40 apr, mind damage).
You gain 11.14 gold from the transmogrification of elemental voratun mace of evisceration (Misfortune) (157% power, 6 apr).
You gain 5.71 gold from the transmogrification of elemental voratun longsword (Shrouds) (154% power, 6 apr).
You gain 8.50 gold from the transmogrification of blazebringer's voratun longsword of amnesia (Shrouds) (153% power, 6 apr).
You gain 1.75 gold from the transmogrification of voratun greatmaul (Corpses) (176% power, 4 apr).
You gain 8.23 gold from the transmogrification of slime-covered voratun battleaxe of shearing (Madness) (167% power, 4 apr).
You gain 1.84 gold from the transmogrification of shielding rune (absorb 283; dur 8; cd 17).
You gain 2.04 gold from the transmogrification of regeneration infusion (heal 514; 13 cd).
There is a ladder to worldmap here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
There is a ladder to worldmap here (press '' or right click to use).
Saving done.
There is a A way into the caverns of Ardhungol here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
There is a Gates of Morning (Town) here (press '' or right click to use).
Saving done.
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Today is the 32nd Haze of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:00.
Saving done.