
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
Addons | Infinite500 v2.5ga: Revised high level play for ToME 1.4.8Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Items Vault 1.4.8Donators/Buyers bonus! Yeeks can survive a win 1.4.8With this, the die-or-die situation is |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Yeek |
Class | Archmage |
Level / Exp | 162 / 57% |
Size | small |
Lifes / Deaths | Killed by multi-hued drake at level 50 on the 72nd Haze 123rd year of Ascendancy at 00:57 0 / 7Killed by Elandar at level 50 on the 74th Haze 123rd year of Ascendancy at 02:07 Killed by greater multi-hued wyrm at level 74 on the 22nd Regrowth 124th year of Ascendancy at 20:19 Killed by Ivybreda the fire drake hatchling at level 78 on the 29th Regrowth 124th year of Ascendancy at 19:04 Killed by Salotira the ancient elven mummy at level 85 on the 40th Regrowth 124th year of Ascendancy at 16:35 Killed by Emoth the elder vampire at level 134 on the 50th Pyre 124th year of Ascendancy at 10:33 Killed by Emmanuel Macron at level 135 on the 51st Pyre 124th year of Ascendancy at 18:30 |
Primary Stats
Strength | 79.427050983125 (base 10) |
Dexterity | 49.85410196625 (base 11) |
Constitution | 236.85410196625 (base 172) |
Magic | 231.42705098313 (base 172) |
Willpower | 234.85410196625 (base 172) |
Cunning | 74.85410196625 (base 31) |
Resources
Life | 2629/2629 |
Mana | 1445/1445 |
Healing Factor | 1.25 |
Regeneration | 0.3125 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +36.29542070261% |
Spell | 0% |
Global | +268.94489868381% |
Vision
Sight | 10 |
Lite | 11 |
Infravision | 5 |
See Stealth | 48.362955126432 |
See Invisible | 138.25833032224 |
ESP Range | 10 |
ESP Kinds | humanoid/orc |
Offense: Mainhand
Damage | 486 |
Accuracy | 49 |
Crit Chance | 38% |
APR | 60 |
Speed | 1.00 |
Offense: Spell
Spellpower | 121 |
Crit Chance | 100% |
Speed | 1 |
Cooldown Reduction | 40 |
Offense: Mind
Mindpower | 82 |
Crit Chance | 33% |
Speed | 1 |
Offense: Damage Bonus
All | +7% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 39.985854616074 (30%) |
Defense | 28 |
Ranged Defense | 52 |
Fatigue | 0 |
Physical Save | 62 |
Spell Save | 82 |
Mental Save | 70 |
Defense: Resistances
All | + 80%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 96% |
Bleed Resistance | 10% |
Confusion Resistance | 97% |
Stun Resistance | 100% |
Disarm Resistance | 65% |
Poison Resistance | 100% |
Blind Resistance | 40% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 1257 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 11 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 700 damage for 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 2105% for 10 turns and instantly restoring 105 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 13 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 528 damage for 8 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1830% for 10 turns and instantly restoring 92 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. |
Class Talents
Spell / Meta | 1.30 |
| 9/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 16/5 |
| 1/5 |
| 16/5 |
Spell / Air | 1.30 |
| 1/5 |
| 6/5 |
| 6/5 |
| 5/5 |
Spell / Arcane | 1.30 |
| 16/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 6/5 |
| 1/5 |
| 7/5 |
Spell / Fire | 1.30 |
| 4/5 |
| 1/5 |
| 16/5 |
| 1/5 |
Spell / Water | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Storm | 1.50 |
| 15/5 |
| 1/5 |
| 11/5 |
| 15/5 |
Spell / Wildfire | 1.30 |
| 1/5 |
| 1/5 |
| 10/5 |
| 9/5 |
Spell / Aether | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 6/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 9/5 |
| 14/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.30 |
| 12/5 |
| 12/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 10/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 7/5 |
| 16/5 |
| 1/5 |
| 2/5 |
Corruption / Hexes | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Divination | 1.30 |
| 5/5 |
| 10/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 9/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 10/5 |
| 10/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Stone Skin |
talent | Hurricane |
talent | Arcane Power |
talent | Probability Travel |
talent | Wildfire |
talent | Keen Senses |
talent | Arcane Shield |
talent | Essence of Speed |
talent | Thunderstorm |
talent | Burning Wake |
talent | Tempest |
talent | Feather Wind |
talent | Spellcraft |
talent | Pure Aether |
talent | Shielding |
talent | Quicken Spells |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 5.4)Penalty : Fractured Sanity: -10% Mind Resistance, -14% Confusion Immunity Power 1+: Unleashed: +16% critical damage, +21% off-hand weapon damage Power 2+: -1 Luck, +10 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 11.8% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 10.4)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 16%) for 4 turns. Power 1+: Nightwalker: +42 Darkness Resistance, +17% Max Darkness Resistance, +23 See Invisible Power 2+: -1 Luck, +20 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 47% 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 47% for 3 turns. |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 4.4): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 15% when tested. Power 1+: Removed from Reality: +5 Physical Resistance, +4 Maximum Physical Resistance Power 2+: -1 Luck, +8 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 15 air and an additional 7 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 6 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
detrimental effect | The target has recently blinked through a wall using probability travel. Unstable Probabilites |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 5.4)Penalty : Fear of Death: -7% resistance against damage from the undead. Power 1+: Power over Death: +13% damage against the undead. Power 2+: -1 Luck, +5 Strength, +5 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 6. Power 4+: Reprieve from Death: Humanoids you slay have a 40% 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 (+47% resist all). Shroud of Passing |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 4.4)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +9 Defense, +4 Ranged Defense Power 2+: -1 Luck, +8 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+38% chance to avoid traps). Power 4+: Unfortunate End: There is a 31% chance that the damage you deal will increase by 32% 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 |
Anne Buryset has asked you to find the Aporia Fold Lys, somewhere in the old forest. Aporia Fold LysYou only have 0 minutes and 0 seconds to find it! | active |
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 Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | 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 gained talent category Spell / Staff combat (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved Constitution by +2. | done |
You failed to protect the worried loremaster from death by skeleton warrior. Escort: worried loremaster (level 7 of Dreadfell) | failed |
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 been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | 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 fire dragon that dwelled there. | 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 must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | 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 |
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 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: 4964. | 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. | 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, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. 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. | 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 Creation* 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 within2 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Wildoath the pair of drakeskin leather boots (Shrouds) (0 def, 5 armour) Wildoath the pair of drakeskin leather boots (Shrouds) (0 def, 5 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * Slows global speed by 15% * 50% chance to gain 10% of a turn Changes stats: +1 Dex Grants telepathy: All Reduces incoming crit damage: 5.00% Physical save: +15 (+4 eff.) Spell save: +12 (+2 eff.) Mental save: +15 (+3 eff.) Spellpower: +6 (+1 eff.) Light radius: +3 Infravision radius: +5 Curse of Shrouds A pair of boots made of leather. |
Light source | Eldritch Pearl (Nightmares) Eldritch Pearl (Nightmares)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 (+2 eff.) Light radius: +6 Curse of Nightmares It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 5.2 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 6, doing 107.45 cold damage and 70.97 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 10 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. |
On head | Dagaroddarahor (Shrouds) (0 def, 5 armour) Dagaroddarahor (Shrouds) (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Armour: +5 Fatigue: +5% Damage when hit (Melee): 8 arcane Changes stats: +1 Str / +8 Dex / +14 Lck Changes resistances: +15% nature Changes resistances penetration: +5% arcane Spell save: +10 (+2 eff.) Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +6 Maximum life: +110.00 Spell crit. chance: +7% Mental crit. chance: +7% See invisible: +3 Healing mod.: +25% Curse of Shrouds A cap made of leather. |
Tool | voratun pickaxe of quickening (Shrouds) (dig speed 20 turns) voratun pickaxe of quickening (Shrouds) (dig speed 20 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Curse of Shrouds Allows you to dig a wall, remove a tree, create ways. |
On fingers | Armidig the Cinderwhisper (Misfortune) Armidig the Cinderwhisper (Misfortune)Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +11 (+2 eff.) Changes stats: +7 Dex / +6 Mag / +14 Cun Changes resistances: +6% blight / +6% fire Changes damage: +12% mind Grants telepathy: Humanoid/Orc Critical mult.: +25.00% Mana each turn: +0.08 Psi when hit: +0.16 Spellpower on spell critical (stacks up to 3 times): +23 Maximum hate: +4.00 Spellpower: +20 (+3 eff.) Mindpower: +16 (+3 eff.) Mental crit. chance: +1% Curse of Misfortune Rings can have magical properties. |
On fingers | conjurer's voratun ring of warding (Corpses) conjurer's voratun ring of warding (Corpses)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Mag / +8 Wil Changes resistances: +27% acid / +28% fire / +30% lightning / +25% cold Spellpower: +14 (+2 eff.) Curse of Corpses Rings can have magical properties. |
Around waist | Aerachik the Rootstalker (Shrouds) Aerachik the Rootstalker (Shrouds)Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +4 (+1 eff.) Changes stats: +4 Mag / +6 Wil Changes resistances: +15% lightning / +15% temporal / +15% darkness / +21% fire / +4% physical Changes damage: +9% nature / +6% arcane Critical mult.: +15.00% Reduces incoming crit damage: 20.00% Spell save: +9 (+1 eff.) Vim when firing critical spell: +4.00 Spellpower on spell critical (stacks up to 3 times): +4 Only die when reaching: -80.00 life Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Curse of Shrouds A belt that goes around your waist. |
In main hand | Awakened Staff of Absorption (60-72 power, 60 apr, fire element) Awakened Staff of Absorption (60-72 power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc 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 (+7 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, costing 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." |
On hands | spellstreaming voratun gauntlets of the iron hand (Corpses) (0 def, 3 armour) spellstreaming voratun gauntlets of the iron hand (Corpses) (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +5 Str / +5 Wil / +4 Con Talent mastery: +0.20 Technique / Grappling Disarm immunity: +50% Mana each turn: +0.40 Spellpower: +16 (+2 eff.) Spell crit. chance: +8% Curse of Corpses Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | Hettondur the Brightwhisper (Madness) (5 def, 4 armour) Hettondur the Brightwhisper (Madness) (5 def, 4 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +4 Defense: +5 (+2 eff.) Changes stats: +1 Wil / +32 Con Changes resistances: +3% lightning / +7% physical / +9% light / +12% blight / +10% arcane Changes resistances penetration: +20% fire Changes damage: +58% nature Physical save: +3 (+1 eff.) Poison immunity: +150% Disease immunity: +136% Cut immunity: +10% Silence immunity: +20% Disarm immunity: +15% Mana each turn: +0.04 Spell crit. chance: +1% Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | spellcowled elven-silk cloak of conjuring (Shrouds) (3 def, 0 armour) spellcowled elven-silk cloak of conjuring (Shrouds) (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +6 Mag / +6 Wil Changes resistances penetration: +12% arcane Changes damage: +15% arcane Critical mult.: +28.00% Spell save: +14 (+2 eff.) Maximum mana: +179.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +5% Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Fiery Choker (Madness) Fiery Choker (Madness)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +20% fire / -20% cold Changes damage: +10% fire / -5% cold Damage affinity(heal): +30% fire Blindness immunity: +40% Spellpower: +7 (+1 eff.) Spell crit. chance: +8% Talent on hit(spell): Volcano (10% chance level 3). Curse of Madness A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
Inventory
healing infusion of the psychic (heal 629) healing infusion of the psychic (heal 629)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 629 and cleanse 1 wound and poison effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the psychic (heal 641) healing infusion of the psychic (heal 641)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 641 and cleanse 1 wound and poison effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the titan (heal 652) healing infusion of the titan (heal 652)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 652 and cleanse 1 wound and poison effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the wizard (heal 631) healing infusion of the wizard (heal 631)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 631 and cleanse 1 wound and poison effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the wizard (+37 for 9 turns, die at -1372) heroism infusion of the wizard (+37 for 9 turns, die at -1372)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 37 for 9 turns. While Heroism is active, you will only die when reaching -1372 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the wizard (+38 for 10 turns, die at -1236) heroism infusion of the wizard (+38 for 10 turns, die at -1236)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 38 for 10 turns. While Heroism is active, you will only die when reaching -1236 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion of the duelist (100 nature damage, 62% healing reduction) insidious poison infusion of the duelist (100 nature damage, 62% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 22 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 99.60 nature damage per turn for 7 turns, and reducing the target's healing received by 62%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion of the wizard (190 nature damage, 62% healing reduction) insidious poison infusion of the wizard (190 nature damage, 62% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 190.12 nature damage per turn for 7 turns, and reducing the target's healing received by 62%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the psychic (1338% speed; 7 turns) movement infusion of the psychic (1338% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1338% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the psychic (1296% speed; 9 turns) movement infusion of the psychic (1296% speed; 9 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1296% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 977 over 5 turns) regeneration infusion of the psychic (heal 977 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 977 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 1174 over 5 turns) regeneration infusion of the psychic (heal 1174 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1174 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 983 over 5 turns) regeneration infusion of the psychic (heal 983 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 983 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the titan (heal 1215 over 5 turns) regeneration infusion of the titan (heal 1215 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1215 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the psychic (rad 10; power 100; turns 3; dispells darkness) sun infusion of the psychic (rad 10; power 100; turns 3; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 10 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 50). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 100) for 3 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the titan (rad 9; power 101; turns 4; dispells darkness) sun infusion of the titan (rad 9; power 101; turns 4; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 9 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 50). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 101) for 4 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the warrior (rad 10; power 59; turns 5; dispells darkness) sun infusion of the warrior (rad 10; power 59; turns 5; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 10 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 30). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 59) for 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the wizard (rad 10; power 100; turns 4; dispells darkness) sun infusion of the wizard (rad 10; power 100; turns 4; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 10 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 50). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 100) for 4 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 53%; cure mental, physical) wild infusion of the wizard (resist 53%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 53% for 8 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Antimagic Wyrm Bile Extract Antimagic Wyrm Bile ExtractCrafted by a master 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the elixir. This potent elixir extracted from a powerful wyrm can grant the power to repel arcane forces. |
Rune of the Rift (1089.42 temporal damage, removed from time 4 turns) Rune of the Rift (1089.42 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 1165.68 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the titan (range 22) controlled phase door rune of the titan (range 22)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 6 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 22. 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 ability. |
controlled phase door rune of the titan (range 19) controlled phase door rune of the titan (range 19)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 6 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 19. 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 ability. |
controlled phase door rune of the titan (range 22) controlled phase door rune of the titan (range 22)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 6 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 22. 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 ability. |
manasurge rune of the psychic (1645% regen over 10 turns; 82 instant mana) manasurge rune of the psychic (1645% regen over 10 turns; 82 instant mana)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: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1645% for 10 turns and instantly restoring 82 mana. Also when resting your mana will regenerate at 0.5 per turn. 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 ability. |
manasurge rune of the psychic (1552% regen over 10 turns; 78 instant mana) manasurge rune of the psychic (1552% regen over 10 turns; 78 instant mana)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: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1552% for 10 turns and instantly restoring 78 mana. Also when resting your mana will regenerate at 0.5 per turn. 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 ability. |
manasurge rune of the sneak (1757% regen over 10 turns; 88 instant mana) manasurge rune of the sneak (1757% regen over 10 turns; 88 instant mana)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: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1757% for 10 turns and instantly restoring 88 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning 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 ability. |
manasurge rune of the wizard (1646% regen over 10 turns; 82 instant mana) manasurge rune of the wizard (1646% regen over 10 turns; 82 instant mana)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: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1646% for 10 turns and instantly restoring 82 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic 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 ability. |
manasurge rune of the wizard (1549% regen over 10 turns; 77 instant mana) manasurge rune of the wizard (1549% regen over 10 turns; 77 instant mana)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: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1549% for 10 turns and instantly restoring 77 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic 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 ability. |
phase door rune of the psychic (range 27; power 89; dur 7) phase door rune of the psychic (range 27; power 89; dur 7)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: melee/personal Cooldown: 5 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 27. Afterwards you stay out of phase for 7 turns. In this state all new negative status effects duration is reduced by 89%, your defense is increased by 89 and all your resistances by 89%. 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 ability. |
phase door rune of the psychic (range 30; power 87; dur 7) phase door rune of the psychic (range 30; power 87; dur 7)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: melee/personal Cooldown: 5 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 30. Afterwards you stay out of phase for 7 turns. In this state all new negative status effects duration is reduced by 87%, your defense is increased by 87 and all your resistances by 87%. 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 ability. |
phase door rune of the titan (range 31; power 89; dur 8) phase door rune of the titan (range 31; power 89; dur 8)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: melee/personal Cooldown: 6 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 31. Afterwards you stay out of phase for 8 turns. In this state all new negative status effects duration is reduced by 89%, your defense is increased by 89 and all your resistances by 89%. 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 ability. |
phase door rune of the titan (range 27; power 75; dur 5) phase door rune of the titan (range 27; power 75; dur 5)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: melee/personal Cooldown: 6 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 27. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 75%, your defense is increased by 75 and all your resistances by 75%. 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 ability. |
phase door rune of the titan (range 24; power 77; dur 5) phase door rune of the titan (range 24; power 77; dur 5)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: melee/personal Cooldown: 6 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 24. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 77%, your defense is increased by 77 and all your resistances by 77%. 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 ability. |
shielding rune (absorb 462 for 8 turns) shielding rune (absorb 462 for 8 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 462 damage for 8 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the psychic (range 277) teleportation rune of the psychic (range 277)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 277 with a minimum range of 15. 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 ability. |
teleportation rune of the psychic (range 276) teleportation rune of the psychic (range 276)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 276 with a minimum range of 15. 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 ability. |
teleportation rune of the sneak (range 169) teleportation rune of the sneak (range 169)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 169 with a minimum range of 15. Its effects scale with your Cunning 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 ability. |
Taint of Telepathy (Range 10 telepathy for 5 turns) Taint of Telepathy (Range 10 telepathy for 5 turns)Powered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / taint ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Strip the protective barriers from your mind for 5 turns, allowing in the thoughts all creatures within 10 squares but reducing mind save by 10 and increasing your mindpower by 35 for 10 turns. It can be used to inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
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! Most of them function better with a high Magic score. |
Dark Codex: 'Rex Necrotrus' Dark Codex: 'Rex Necrotrus'Powered by arcane forces 2.00 Encumbrance. [Unique] Type: scroll / tome It can be used to gain knowledge of the darkest magics in a secluded, arcane-infused place or to summon a lich to aid you for 15 turns, costing 1000 power out of 1000/1000. This skull-faced codex exudes a powerful scent of decay, but also seems to hum with arcane power. Perusal reveals images of death and rebirth embedded within flowing esoteric magical script. |
Faligen (Madness) Faligen (Madness)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Grants telepathy: All Critical mult.: +5.00% Blindness immunity: +32% Maximum hate: +2.00 Infravision radius: +8 Sight radius: +2 See invisible: +13 Curse of Madness Amulets can have magical properties. |
Frost Lord's Chain (Nightmares) Frost Lord's Chain (Nightmares)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+2 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. Curse of Nightmares This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Huruyarin the Daykiller (Shrouds) Huruyarin the Daykiller (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -8% Damage when hit (Melee): 12 acid Changes stats: +3 Mag Changes resistances: +10% arcane Changes resistances penetration: +10% light Changes damage: +12% light / +6% arcane Critical mult.: +20.00% Life regen: +4.20 Mana each turn: +0.20 Vim when firing critical spell: +7.00 Spellpower on spell critical (stacks up to 3 times): +4 Light radius: +1 Curse of Shrouds Amulets can have magical properties. |
Shard of Insanity (Madness) Shard of Insanity (Madness)Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+8 eff.) Confusion immunity: -100% Mindpower: +8 (+1 eff.) Curse of Madness It can be used to activate talent Inner Demons (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Brings the target's inner demons to the surface. Each turn, for 10 turns, there's a 25% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
Unflinching Eye (Nightmares) Unflinching Eye (Nightmares)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. Curse of Nightmares It can be used to activate talent Arcane Eye (costing 60 power out of 60/60) : Effective talent level: 2.6 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 17 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
Urthydunasus the Nimbusquake (Madness) Urthydunasus the Nimbusquake (Madness)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +4 Mag / +9 Wil / +2 Cun Changes resistances: +10% arcane / +3% lightning Changes resistances penetration: +15% mind Critical mult.: +20.00% Mental save: +15 (+3 eff.) Confusion immunity: +25% Mana each turn: +0.04 Equilibrium when hit: +0.08 Psi when hit: +0.12 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +20.00 Maximum psi: +30.00 Mindpower: +15 (+3 eff.) Curse of Madness Amulets can have magical properties. |
Xunn the Carrionburst (Corpses) Xunn the Carrionburst (Corpses)Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Damage when hit (Melee): 4 darkness / 4 nature / 12 mind Changes resistances: +30% cold / +9% blight / +30% fire / +6% nature / +6% mind Changes resistances penetration: +15% blight / +15% light / +10% mind / +10% darkness Changes damage: +12% blight Talent masteries: +0.30 Spell / Arcane +0.30 Spell / Air Life regen: +3.80 Curse of Corpses Amulets can have magical properties. |
clarifying voratun amulet of perfection (0.40 Spell / Aether,0.40 Spell / Stone) (Madness) clarifying voratun amulet of perfection (0.40 Spell / Aether,0.40 Spell / Stone) (Madness)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +28% mind Talent masteries: +0.40 Spell / Stone +0.40 Spell / Aether Confusion immunity: +47% Curse of Madness Amulets can have magical properties. |
mindweaver's stralite amulet of manastreaming (Nightmares) mindweaver's stralite amulet of manastreaming (Nightmares)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +3 Wil / +3 Mag Mental save: +10 (+2 eff.) Confusion immunity: +14% Mana each turn: +0.40 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +38.00 Mindpower: +10 (+2 eff.) Curse of Nightmares Amulets can have magical properties. |
savior's voratun amulet of teleportation (Misfortune) savior's voratun amulet of teleportation (Misfortune)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical save: +25 (+7 eff.) Spell save: +25 (+5 eff.) Mental save: +25 (+6 eff.) Teleport immunity: +50% Curse of Misfortune It can be used to teleport you randomly (rad 64), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
serendipitous voratun amulet of murder (Madness) serendipitous voratun amulet of murder (Madness)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +28 (+9 eff.) Armour penetration: +7 Physical crit. chance: +6.0% Defense: +20 (+10 eff.) Changes stats: +20 Lck Critical mult.: +20.00% Reduce all damage from unseen attackers: 19% Curse of Madness Amulets can have magical properties. |
starseer's steel amulet of manastreaming (Misfortune) starseer's steel amulet of manastreaming (Misfortune)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Mag Changes damage: +5% light / +5% temporal / +5% darkness / +5% physical Mana each turn: +0.24 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +22.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Curse of Misfortune Amulets can have magical properties. |
starseer's voratun amulet of vision (Nightmares) starseer's voratun amulet of vision (Nightmares)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Mag Changes damage: +8% darkness / +8% temporal / +8% light / +8% physical Blindness immunity: +39% Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Infravision radius: +10 Sight radius: +2 See invisible: +10 Curse of Nightmares Amulets can have magical properties. |
stralite amulet of perfection (0.30 Spell / Aegis,0.30 Technique / Combat training) (Shrouds) stralite amulet of perfection (0.30 Spell / Aegis,0.30 Technique / Combat training) (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Talent masteries: +0.30 Spell / Aegis +0.30 Technique / Combat training Curse of Shrouds Amulets can have magical properties. |
voratun amulet 'Boltoracle' (Misfortune) voratun amulet 'Boltoracle' (Misfortune)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 8 acid Changes resistances: +9% lightning / +6% fire Changes resistances penetration: +10% acid / +10% darkness / +20% lightning Changes damage: +12% acid / +9% fire / +6% lightning Talent mastery: +0.36 Spell / Arcane Curse of Misfortune Amulets can have magical properties. |
voratun amulet 'Dawnrazor' (Corpses) voratun amulet 'Dawnrazor' (Corpses)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 45% chance to blind Changes stats: +2 Str Changes resistances: +26% mind / +12% cold Grants telepathy: Demon/Minor Demon/Major Physical save: +29 (+8 eff.) Mental save: +9 (+2 eff.) Silence immunity: +10% Disarm immunity: +15% Confusion immunity: +41% Pinning immunity: +20% Equilibrium when hit: +0.12 Curse of Corpses Amulets can have magical properties. |
warmaker's voratun amulet (Shrouds) warmaker's voratun amulet (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +10 Str / +10 Dex / +9 Wil Curse of Shrouds Amulets can have magical properties. |
warmaker's voratun amulet of healing (Misfortune) warmaker's voratun amulet of healing (Misfortune)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +10 Str / +9 Dex / +10 Wil Cut immunity: +80% Healing mod.: +30% Curse of Misfortune 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 405 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
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, costing 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. |
Ivuranne the Voidpierce (Shrouds) Ivuranne the Voidpierce (Shrouds)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 60% chance to corrode armour Damage when hit (Melee): 12 acid Changes stats: +3 Str / +5 Dex / +2 Mag Changes resistances penetration: +15% darkness Grants telepathy: Humanoid/Orc Reduces incoming crit damage: 10.00% Disarm immunity: +50% Pinning immunity: +29% Knockback immunity: +37% Psi when hit: +0.16 Hate when firing a critical mind attack: +8.00 Maximum life: +50.00 Light radius: +2 Heals friendly targets nearby when you use a nature summon: +30 Curse of Shrouds Rings can have magical properties. |
Ring of the Archlich (Nightmares) Ring of the Archlich (Nightmares)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 (+1 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+1 eff.) Curse of Nightmares This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
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 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 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. |
conjurer's stralite ring of warding (Madness) conjurer's stralite ring of warding (Madness)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +8 Mag / +8 Wil Changes resistances: +24% acid / +26% fire / +26% lightning / +26% cold Spellpower: +13 (+2 eff.) Curse of Madness Rings can have magical properties. |
gladiator's stralite ring of perseverance (Corpses) gladiator's stralite ring of perseverance (Corpses)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +7 Str / +6 Con Stun/Freeze immunity: +40% Life regen: +1.70 Curse of Corpses Rings can have magical properties. |
gladiator's voratun ring of arcana(+0.40/turn) (Misfortune) gladiator's voratun ring of arcana(+0.40/turn) (Misfortune)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +14 (+3 eff.) Changes stats: +10 Str / +10 Con Silence immunity: +41% Mana each turn: +0.40 Curse of Misfortune Rings can have magical properties. |
gladiator's voratun ring of tenacity (Nightmares) gladiator's voratun ring of tenacity (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +11 (+2 eff.) Changes stats: +9 Str / +10 Con Disarm immunity: +34% Pinning immunity: +26% Knockback immunity: +32% Maximum life: +36.00 Curse of Nightmares Rings can have magical properties. |
mule's voratun ring of life (Corpses) mule's voratun ring of life (Corpses)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -8% Maximum encumbrance: +40 Life regen: +1.50 Maximum life: +65.00 Healing mod.: +30% Curse of Corpses Rings can have magical properties. |
mule's voratun ring of life (Madness) mule's voratun ring of life (Madness)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -9% Maximum encumbrance: +38 Life regen: +2.00 Maximum life: +91.00 Healing mod.: +30% Curse of Madness Rings can have magical properties. |
painweaver's stralite ring of life (Corpses) painweaver's stralite ring of life (Corpses)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +17 (+3 eff.) Changes damage: +8% all Life regen: +1.70 Maximum life: +65.00 Spellpower: +11 (+2 eff.) Mindpower: +17 (+3 eff.) Healing mod.: +26% Curse of Corpses Rings can have magical properties. |
painweaver's voratun ring of life (Corpses) painweaver's voratun ring of life (Corpses)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +19 (+4 eff.) Changes damage: +8% all Life regen: +1.80 Maximum life: +88.00 Spellpower: +20 (+3 eff.) Mindpower: +20 (+4 eff.) Healing mod.: +30% Curse of Corpses Rings can have magical properties. |
pixie's voratun ring of misery (Corpses) pixie's voratun ring of misery (Corpses)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 18% chance to cause random gloom Damage (Melee): 25 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 20 bleed Changes stats: +16 Cun / +7 Mag Hate when firing a critical mind attack: +3.00 Maximum hate: +15.00 Spellpower: +15 (+2 eff.) Curse of Corpses 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 38%. Rings can have magical properties. |
pixie's voratun ring of perseverance (Misfortune) pixie's voratun ring of perseverance (Misfortune)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Cun / +8 Mag Stun/Freeze immunity: +50% Life regen: +4.80 Spellpower: +13 (+2 eff.) Curse of Misfortune Rings can have magical properties. |
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: +5 Cun / +3 Mag Changes resistances: +21% acid / +17% fire / +23% lightning / +22% cold Spellpower: +10 (+2 eff.) Curse of Corpses Rings can have magical properties. |
savage's voratun ring of arcana(+0.40/turn) (Nightmares) savage's voratun ring of arcana(+0.40/turn) (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: +20 (+4 eff.) Silence immunity: +45% Mana each turn: +0.40 Maximum stamina: +40.00 Curse of Nightmares Rings can have magical properties. |
stralite ring 'Kindlesnake' (Madness) stralite ring 'Kindlesnake' (Madness)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 (+3 eff.) Damage when hit (Melee): 8 fire Changes stats: +3 Mag Changes damage: +12% arcane Physical save: +9 (+3 eff.) Disarm immunity: +15% Confusion immunity: +10% Stun/Freeze immunity: +20% Vim when firing critical spell: +2.00 Only die when reaching: -140.00 life Spellpower: +13 (+2 eff.) Mindpower: +13 (+2 eff.) Curse of Madness Rings can have magical properties. |
voratun ring (Shrouds) voratun ring (Shrouds)0.10 Encumbrance. Type: jewelry / ring ; tier 5 Curse of Shrouds Rings can have magical properties. |
Blazeraze the voratun battleaxe (Nightmares) (56.5-84.75 power, 20 apr) Blazeraze the voratun battleaxe (Nightmares) (56.5-84.75 power, 20 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 56.5 - 84.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +20 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 40% chance to daze * Random elemental explosion On weapon crit: * cripple the target Damage Shield penetration (this weapon only): +66% Damage (Melee): +16 acid / +8 light / +20 arcane / +8 lightning Burst (radius 2) on crit: +8 light When wielded/worn: Physical crit. chance: +21.0% Damage when hit (Melee): 16 arcane / 8 lightning Changes resistances: +6% light / +9% lightning Changes resistances penetration: +21% acid / +21% fire / +24% lightning / +24% cold Changes damage: +6% darkness Light radius: +6 Curse of Nightmares Massive two-handed battleaxes. |
Daimirain the Healsmash (Madness) (67-100.5 power, 4 apr) Daimirain the Healsmash (Madness) (67-100.5 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 67.0 - 100.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to inflict damage reduction * 20% chance to blind * 20% chance to torment the target Damage (Melee): +84 insidious poison / +4 nature Burst (radius 1) on hit: +4 darkness / +12 fire When wielded/worn: Armour penetration: +21 Damage when hit (Melee): 12 fire / 12 darkness / 16 nature Changes resistances: +3% light / +12% nature / +3% darkness Changes resistances penetration: +19% physical / +21% mind / +21% darkness Changes damage: +21% nature / +19% physical Light radius: +4 Curse of Madness Massive two-handed mauls. |
Dourwild the voratun greatsword (Misfortune) (61-97.6 power, 4 apr) Dourwild the voratun greatsword (Misfortune) (61-97.6 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.0 - 97.6 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 97% chance to daze * 25% chance for lightning to arc to a second target Damage (Melee): +27 lightning / +24 darkness Burst (radius 1) on hit: +4 mind Burst (radius 2) on crit: +8 darkness / +20 fire When wielded/worn: Accuracy: +21 (+7 eff.) Damage when hit (Melee): 24 nature Changes stats: +10 Str Changes resistances: +6% lightning / +12% mind / +6% darkness Changes resistances penetration: +10% darkness / +21% fire Changes damage: +21% physical / +9% darkness / +9% nature Stamina when hit: +4.00 Global speed: +8% Curse of Misfortune Massive two-handed swords. |
Ziharastir (Nightmares) Ziharastir (Nightmares)Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 On weapon hit: * 40% chance to disease Damage (Ranged): +20 cold When wielded/worn: Changes resistances penetration: +10% arcane Changes damage: +9% mind / +22% cold Critical mult.: +10.00% Heals friendly targets nearby when you use a nature summon: +10 Curse of Nightmares Longbows are used to shoot arrows at your foes. This item has been sent to the Item's Vault. |
Nithan's Force (Madness) Nithan's Force (Madness)Requires: - Dexterity 32 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 143% 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 Pulverizing Auger (costing 25 power out of 25/25) : Effective talent level: 3.9 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Is: a spell Description: Fire a powerful beam of stone-shaterring force, digging out any walls in its path up to 4. The beam also affect any creatures in its path, dealing 419.84 physical damage to all. The damage will increase with your Spellpower. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall. It appears he may have had some magical assistance... This item has been sent to the Item's Vault. |
Deepssun the elven-wood starstaff (Madness) (25-30 power, 5 apr, light element) Deepssun the elven-wood starstaff (Madness) (25-30 power, 5 apr, light element)Requires: - Magic 35 Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 80% chance to disease * 20% chance to cause random gloom * 40% chance to gain 10% of a turn Damage (Melee): +4 temporal Burst (radius 1) on hit: +12 mind When wielded/worn: Defense: +13 (+6 eff.) Effects on melee hit: * 16% chance to blind * 80% chance to inflict damage reduction Damage when hit (Melee): 12 darkness Changes stats: +11 Con Changes resistances: +6% blight Changes damage: +6% blight / +6% temporal / +25% light Talent granted: +1 Command Staff Life regen: +3.20 Spellpower: +30 (+4 eff.) Spell crit. chance: +4% Light radius: +5 Healing mod.: +43% Curse of Madness It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.6 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. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 205.61 light damage. Staves designed for wielders of magic, by the greats of the art. |
Shadowobsidian (Nightmares) (30-36 power, 6 apr, physical element) Shadowobsidian (Nightmares) (30-36 power, 6 apr, physical 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. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +20% When wielded/worn: Defense: +23 (+11 eff.) Damage (Melee): 12 % chance of confusion Changes stats: +2 Str / +3 Con Changes resistances penetration: +15% arcane Changes damage: +30% physical / +15% darkness / +12% blight / +6% arcane / +9% mind Talent granted: +1 Command Staff Reduces incoming crit damage: 5.00% Physical save: +15 (+4 eff.) Spell save: +14 (+2 eff.) Mental save: +15 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +12 Spellpower: +27 (+4 eff.) Spell crit. chance: +13% Damage Shield penetration: +44% Defense after a teleport: +20 Resist all after a teleport: +8% New effects duration reduction after a teleport: +40% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
Sootbliss the dragonbone magestaff (Nightmares) (30-36 power, 6 apr, cold element) Sootbliss the dragonbone magestaff (Nightmares) (30-36 power, 6 apr, cold element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 darkness / +4 blight Burst (radius 2) on crit: +20 blight When wielded/worn: Accuracy: +15 (+5 eff.) Physical crit. chance: +23.0% Physical power: +15 (+3 eff.) Effects on melee hit: * 30% chance to inflict damage reduction Damage (Melee): 43 arcane Damage when hit (Melee): 8 darkness Changes stats: +9 Mag / +6 Wil / +2 Cun / +3 Con Changes resistances: +9% blight / +9% fire Changes damage: +9% blight / +30% cold Talent granted: +1 Command Staff Critical mult.: +14.00% Maximum mana: +230.00 Spellpower: +47 (+7 eff.) Spell crit. chance: +9% See invisible: +9 Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
Spidersaw (Shrouds) (30-36 power, 6 apr, blight element) Spidersaw (Shrouds) (30-36 power, 6 apr, blight element)Requires: - Magic 48 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +24 nature When wielded/worn: Accuracy: +15 (+5 eff.) Physical crit. chance: +10.0% Physical power: +15 (+3 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn Changes stats: +1 Str / +2 Cun / +7 Con Changes resistances: +15% temporal Changes resistances penetration: +10% arcane Changes damage: +30% blight / +15% nature Talent granted: +1 Command Staff Critical mult.: +13.00% Physical save: +13 (+4 eff.) Spell save: +15 (+3 eff.) Mental save: +14 (+3 eff.) Life regen: +2.00 Spellpower: +35 (+5 eff.) Spell crit. chance: +17% Light radius: +1 Infravision radius: +4 Healing mod.: +24% Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
Telos's Staff (Bottom Half) (Shrouds) Telos's Staff (Bottom Half) (Shrouds)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +20% acid / +20% cold Critical mult.: +20.00% Mental save: +8 (+2 eff.) Confusion immunity: +20% Maximum mana: +50.00 Spell crit. chance: +8% Curse of Shrouds The bottom part of Telos' broken staff. This item has been sent to the Item's Vault. |
Tirain the Filthquill (Shrouds) (30-36 power, 6 apr, light element) Tirain the Filthquill (Shrouds) (30-36 power, 6 apr, light 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. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 60% When wielded/worn: Effects on melee hit: * Slows global speed by 45% Damage when hit (Melee): 8 blight Changes stats: +6 Mag / +9 Wil Changes resistances: +13% arcane Changes resistances penetration: +15% nature / +10% blight Changes damage: +30% light / +12% blight Talent granted: +1 Command Staff Disease immunity: +15% Silence immunity: +10% Stun/Freeze immunity: +10% Teleport immunity: +10% Mana each turn: +0.60 Hate when firing a critical mind attack: +4.00 Maximum mana: +194.00 Maximum hate: +6.00 Spellpower: +45 (+7 eff.) Spell crit. chance: +5% Mindpower: +6 (+1 eff.) Mental crit. chance: +2% Curse of Shrouds It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
bloodlich's dragonbone vilestaff of wizardry (Misfortune) (30-36 power, 6 apr, blight element) bloodlich's dragonbone vilestaff of wizardry (Misfortune) (30-36 power, 6 apr, blight element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +12 Mag / +5 Wil / +9 Cun / +10 Con Changes damage: +30% blight Talent granted: +1 Command Staff Critical mult.: +24.00% Vim when firing critical spell: +8.00 Maximum mana: +110.00 Maximum vim: +41.00 Maximum neg.energy: +50.00 Spellpower: +27 (+4 eff.) Spell crit. chance: +5% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff 'Xanitha' (Nightmares) (30-36 power, 6 apr, fire element) dragonbone magestaff 'Xanitha' (Nightmares) (30-36 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. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 arcane Burst (radius 1) on hit: +12 physical When wielded/worn: Armour penetration: +2 Physical power: +16 (+3 eff.) Defense: +21 (+10 eff.) Effects on melee hit: * 20% chance to disease Damage (Melee): 12 % chance of confusion Changes resistances penetration: +15% blight Changes damage: +30% fire Talent granted: +1 Command Staff Critical mult.: +19.00% Maximum encumbrance: +20 Physical save: +48 (+12 eff.) Mana each turn: +0.40 Vim when firing critical spell: +6.00 Spellpower on spell critical (stacks up to 3 times): +12 Maximum mana: +100.00 Maximum vim: +40.00 Spellpower: +23 (+3 eff.) Spell crit. chance: +5% Damage Shield penetration: +50% Defense after a teleport: +20 Resist all after a teleport: +8% New effects duration reduction after a teleport: +40% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff (Corpses) (30-36 power, 6 apr, lightning element) dragonbone magestaff (Corpses) (30-36 power, 6 apr, lightning element)Requires: - Magic 48 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% lightning Talent granted: +1 Command Staff Spellpower: +15 (+2 eff.) Spell crit. chance: +5% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
dragonbone starstaff 'Murkrace' (Shrouds) (30-36 power, 6 apr, temporal element) dragonbone starstaff 'Murkrace' (Shrouds) (30-36 power, 6 apr, temporal 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. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom Damage (Melee): +32 temporal Burst (radius 1) on hit: +12 darkness Burst (radius 2) on crit: +8 mind When wielded/worn: Defense: +25 (+12 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn Damage (Melee): 12 % chance of confusion Changes stats: +6 Mag / +4 Wil Changes resistances: +6% darkness Changes resistances penetration: +15% darkness / +20% temporal Changes damage: +30% temporal / +3% darkness / +12% mind Talent granted: +1 Command Staff Maximum mana: +110.00 Spellpower: +39 (+6 eff.) Spell crit. chance: +9% Damage Shield penetration: +41% Curse of Shrouds It can be used to project a bolt elemental energy from the staff (to range 10) dealing 283.64 to 340.36 temporal damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
dragonbone starstaff 'Starvortex' (Shrouds) (37-44.4 power, 6 apr, physical element) dragonbone starstaff 'Starvortex' (Shrouds) (37-44.4 power, 6 apr, physical element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 37.0 - 44.4 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +20% Burst (radius 2) on crit: +16 mind When wielded/worn: Changes resistances: +5% arcane / +9% mind Changes damage: +12% blight / +37% physical / +9% light / +9% mind Talent granted: +1 Command Staff Critical mult.: +5.00% Spell save: +40 (+8 eff.) Mana each turn: +0.20 Mana when firing critical spell: +8.00 Maximum mana: +40.00 Spellpower: +26 (+4 eff.) Spell crit. chance: +7% Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
ethereal dragonbone starstaff of wizardry (Shrouds) (30-36 power, 6 apr, darkness element) ethereal dragonbone starstaff of wizardry (Shrouds) (30-36 power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +25 (+12 eff.) Damage (Melee): 12 % chance of confusion Changes stats: +3 Mag / +5 Wil Changes damage: +30% darkness Talent granted: +1 Command Staff Maximum mana: +97.00 Spellpower: +32 (+5 eff.) Spell crit. chance: +5% Damage Shield penetration: +50% Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
greater dragonbone magestaff of wizardry (Misfortune) (30-36 power, 6 apr, arcane element) greater dragonbone magestaff of wizardry (Misfortune) (30-36 power, 6 apr, arcane element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Mag / +6 Wil Changes damage: +30% lightning / +30% cold / +30% arcane / +30% fire Talent granted: +1 Command Staff Maximum mana: +86.00 Spellpower: +33 (+5 eff.) Spell crit. chance: +5% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short dragonbone magestaff of wizardry (Madness) (30-36 power, 6 apr, cold element) magewarrior's short dragonbone magestaff of wizardry (Madness) (30-36 power, 6 apr, cold element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +13 (+4 eff.) Physical crit. chance: +10.0% Physical power: +9 (+2 eff.) Changes stats: +3 Mag / +6 Wil Changes damage: +30% cold Talent granted: +1 Command Staff Critical mult.: +14.00% Maximum mana: +70.00 Spellpower: +36 (+5 eff.) Spell crit. chance: +9% Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short dragonbone vilestaff of wizardry (Misfortune) (30-36 power, 6 apr, blight element) magewarrior's short dragonbone vilestaff of wizardry (Misfortune) (30-36 power, 6 apr, blight element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +13 (+4 eff.) Physical crit. chance: +9.0% Physical power: +15 (+3 eff.) Changes stats: +6 Mag / +6 Wil Changes damage: +30% blight Talent granted: +1 Command Staff Critical mult.: +14.00% Maximum mana: +110.00 Spellpower: +32 (+5 eff.) Spell crit. chance: +9% Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
Legacy of the Naloren (Corpses) (84-117.6 power, 20 apr) Legacy of the Naloren (Corpses) (84-117.6 power, 20 apr)Requires: - Strength 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 84.0 - 117.6 Uses stat: 140% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Physical crit. chance: +20.0% Attack speed: 100% When this weapon hits: Stunning Blow (10% chance level 1). When this weapon hits: Spit Poison (10% chance level 5). When this weapon hits: Silence (10% chance level 3). When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / +10 Lck Changes resistances: +10% acid / +15% cold / +20% nature Changes damage: +15% cold / +25% nature / +10% mind Talent masteries: +0.30 Technique / Combat techniques +0.30 Technique / Combat training +0.30 Psionic / Psychic Assault Talents cooldown: Spit Poison (-2 turns) Rush (-3 turns) Mindpower: +12 (+2 eff.) Mental crit. chance: +12% Light radius: +2 Curse of Corpses It can be used to activate talent Implode (costing 40 power out of 60/60) : Effective talent level: 2.0 Power cost: 40 out of 60/60. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Bind the target mercilessly with constant, bone-shattering pressure, pinning and slowing it by 50% for 4 turns and dealing 99.5 Physical damage each turn. The duration and damage will improve with your Mindpower. This incredibly beautiful -- and powerful -- trident is made of the rare metal orichalcum. An amazing pearl is seated in head of the trident, as it spreads into three razor sharp prongs. It is imbued with the greatest strengths of all of the most powerful Naga warriors. Slasul gave it to you as a sign of his faith in you. It is a sign of hope for all of the Naloren race, that one outside of their tribe could be so trusted. |
Eilinynor the drakeskin leather belt (Nightmares) Eilinynor the drakeskin leather belt (Nightmares)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Damage when hit (Melee): 8 acid Changes stats: +6 Dex / +6 Cun / +10 Lck Changes resistances: +12% acid Changes resistances penetration: +10% physical Reduced damage from: +45% Summoned Trap disarming bonus: +30 Stealth bonus: +14 Physical save: +29 (+8 eff.) Mental save: +15 (+3 eff.) Only die when reaching: -60.00 life Maximum life: +111.00 Maximum mana: +69.00 Maximum stamina: +65.00 Maximum hate: +13.00 Maximum psi: +40.00 Maximum vim: +40.00 Maximum pos.energy: +39.00 Maximum neg.energy: +38.00 Spellpower: +11 (+2 eff.) Infravision radius: +6 Reduces paradox anomalies(equivalent to willpower): +20 Curse of Nightmares A belt that goes around your waist. |
Erelygoran the Nightfiend (Misfortune) Erelygoran the Nightfiend (Misfortune)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour penetration: +3 Physical crit. chance: +2.0% Physical power: +12 (+2 eff.) Defense: +10 (+5 eff.) Ranged Defense: +10 (+4 eff.) Changes stats: +4 Str Changes resistances: +6% nature / +4% physical Changes damage: +9% darkness Critical mult.: +6.00% Physical save: +20 (+5 eff.) Spell save: +15 (+3 eff.) Teleport immunity: +15% Stamina each turn: +0.40 Maximum life: +60.00 Maximum stamina: +5.00 Size category: +1 Curse of Misfortune A belt that goes around your waist. |
Hanuregogund the Stormlace (Nightmares) Hanuregogund the Stormlace (Nightmares)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 15% * 45% chance to daze Damage when hit (Melee): 20 lightning Changes resistances: +12% lightning / +14% temporal / +9% arcane / +6% acid Mental save: +30 (+7 eff.) Cut immunity: +10% Stun/Freeze immunity: +5% Knockback immunity: +10% Curse of Nightmares A belt that goes around your waist. |
drakeskin leather belt 'Emeliwe' (Shrouds) drakeskin leather belt 'Emeliwe' (Shrouds)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Effects on melee hit: * 40 arcane resource burn Changes stats: +6 Str / +6 Con Changes resistances: +9% arcane Reduces incoming crit damage: 20.00% Physical save: +15 (+4 eff.) Spell save: +6 (+1 eff.) Mental save: +12 (+3 eff.) Disease immunity: +10% Confusion immunity: +10% Stun/Freeze immunity: +30% Infravision radius: +3 Size category: +1 Curse of Shrouds A belt that goes around your waist. |
drakeskin leather belt 'Flashfury' (Misfortune) drakeskin leather belt 'Flashfury' (Misfortune)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Defense: +4 (+2 eff.) Ranged Defense: +4 (+2 eff.) Effects on melee hit: * 30 arcane resource burn Changes resistances: +6% blight / +9% fire / +9% darkness Changes resistances penetration: +30% acid / +15% fire Physical save: +12 (+3 eff.) Blindness immunity: +15% Disease immunity: +20% Confusion immunity: +20% Teleport immunity: +15% Maximum life: +66.00 Curse of Misfortune A belt that goes around your waist. |
noble's drakeskin leather belt of shielding (Madness) noble's drakeskin leather belt of shielding (Madness)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour: +15 Reduced damage from: +45% Summoned Curse of Madness It can be used to create a temporary shield that absorbs 410 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. |
skylord's drakeskin leather belt of burglary (Madness) skylord's drakeskin leather belt of burglary (Madness)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +7 Str / +13 Dex / +7 Wil / +12 Cun / +9 Lck Trap disarming bonus: +28 Stealth bonus: +15 Physical save: +20 (+5 eff.) Spell save: +19 (+3 eff.) Mental save: +20 (+5 eff.) Infravision radius: +6 Curse of Madness A belt that goes around your waist. |
skylord's drakeskin leather belt of valiance (Misfortune) skylord's drakeskin leather belt of valiance (Misfortune)Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +6 Str / +7 Dex / +13 Wil / +6 Cun Physical save: +19 (+5 eff.) Spell save: +20 (+4 eff.) Mental save: +29 (+7 eff.) Maximum life: +99.00 Curse of Misfortune A belt that goes around your waist. |
Cloth of Dreams (Shrouds) (10 def, 0 armour) Cloth of Dreams (Shrouds) (10 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+5 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Mindpower: +6 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. Curse of Shrouds It can be used to activate talent Slumber (costing 10 power out of 25/25) : Effective talent level: 3.0 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 79 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 80% 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. |
Frozen Shroud (Nightmares) (12 def, 0 armour) Frozen Shroud (Nightmares) (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+6 eff.) Damage when hit (Melee): 60 ice Changes stats: +7 Mag Changes resistances: +25% cold / -15% fire / +8% all Curse of Nightmares It can be used to release a radius 4 chilling blast, instantly dealing 1246.24 cold damage and condensing the air into freezing vapors that deal 415.41 cold damage (based on Magic) each turn for 10 turns, costing 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. |
Silalle the Blazerock (Shrouds) (3 def, 0 armour) Silalle the Blazerock (Shrouds) (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +14 (+3 eff.) Defense: +3 (+1 eff.) Damage when hit (Melee): 24 fire Changes stats: +7 Mag / +15 Wil / +6 Cun Changes resistances: +2% physical Changes resistances penetration: +25% fire Changes damage: +33% light / +12% physical Spell save: +15 (+3 eff.) Stamina each turn: +0.80 Maximum mana: +80.00 Mental crit. chance: +6% Light radius: +8 Healing mod.: +10% Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
battlemaster's elven-silk cloak of conjuring (Shrouds) (3 def, 0 armour) battlemaster's elven-silk cloak of conjuring (Shrouds) (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +6 Str / +6 Dex / +6 Con Changes resistances penetration: +15% arcane Changes damage: +15% arcane Talent mastery: +0.40 Technique / Combat training Critical mult.: +30.00% Spell save: -23 (-6 eff.) Stamina each turn: +1.50 Mana each turn: -0.60 Maximum mana: +100.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +6% Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Porawe' (Nightmares) (3 def, 0 armour) elven-silk cloak 'Porawe' (Nightmares) (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +3 Wil Changes resistances: +16% nature / +16% blight Changes resistances penetration: +10% arcane Mental save: +15 (+3 eff.) Life regen: +1.80 Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +60.00 Maximum vim: +20.00 Spellpower: +10 (+2 eff.) Healing mod.: +30% Damage Shield penetration: +10% 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. |
elven-silk cloak 'Treestake' (Corpses) (16 def, 0 armour) elven-silk cloak 'Treestake' (Corpses) (16 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +10 Defense: +16 (+8 eff.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 12 darkness / 8 arcane Changes stats: +5 Dex / +6 Mag / +6 Wil / +6 Cun Changes resistances: +15% nature Changes damage: +3% darkness Critical mult.: +5.00% Physical save: +15 (+4 eff.) Mana when firing critical spell: +3.00 Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's elven-silk cloak of conjuring (Corpses) (3 def, 0 armour) murderer's elven-silk cloak of conjuring (Corpses) (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +9 Defense: +3 (+1 eff.) Changes stats: +6 Cun / +6 Dex Changes resistances penetration: +15% arcane Changes damage: +15% arcane Critical mult.: +24.00% Maximum mana: +100.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +6% Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Flowermistress the elven-silk robe (Shrouds) (5 def, 0 armour) Flowermistress the elven-silk robe (Shrouds) (5 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Effects on melee hit: * 50% chance to gain 10% of a turn Damage when hit (Melee): 8 temporal Changes stats: +14 Mag / +13 Wil Changes resistances: +20% physical / +12% nature / +6% temporal Changes resistances penetration: +20% arcane Changes damage: +3% arcane / +20% physical Critical mult.: +10.00% Spell save: +6 (+1 eff.) Silence immunity: +41% Mana each turn: +0.48 Psi each turn: +0.34 Spellpower on spell critical (stacks up to 3 times): +14 Maximum mana: +40.00 Spellpower: +28 (+4 eff.) Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Furnacedream (Nightmares) (5 def, 0 armour) Furnacedream (Nightmares) (5 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Damage when hit (Melee): 8 nature / 8 fire Changes stats: +10 Str / +28 Mag / +8 Wil / +5 Con Changes resistances: +33% lightning / +15% cold Changes resistances penetration: +20% fire / +25% physical / +29% temporal Changes damage: +20% lightning / +36% temporal / +9% fire / +18% cold / +3% nature / +50% physical Physical save: +30 (+8 eff.) Reduces paradox anomalies(equivalent to willpower): +29 Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Mayevea the Ravenwrither (Madness) (5 def, 0 armour) Mayevea the Ravenwrither (Madness) (5 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +20 Con Changes resistances penetration: +25% blight / +20% physical / +20% darkness Changes damage: +40% nature / +17% physical / +50% darkness / +15% light Critical mult.: +20.00% Spell save: +30 (+6 eff.) Poison immunity: +93% Disease immunity: +95% Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +6 Maximum hate: +15.00 Spell crit. chance: +3% Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Burnbane (Misfortune) (10 def, 5 armour) Burnbane (Misfortune) (10 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +2 Armour: +5 Defense: +10 (+5 eff.) Ranged Defense: +10 (+4 eff.) Fatigue: +1% Damage when hit (Melee): 12 fire Changes stats: +4 Cun / +9 Con Changes resistances: +15% mind Changes resistances penetration: +5% physical Changes damage: +6% fire Reduces incoming crit damage: 10.00% Physical save: +43 (+11 eff.) Mental save: +20 (+5 eff.) Silence immunity: +35% Confusion immunity: +50% Stun/Freeze immunity: +46% Maximum stamina: +25.00 Curse of Misfortune A pair of boots made of leather. |
Emita the pair of voratun boots (Nightmares) (0 def, 5 armour) Emita the pair of voratun boots (Nightmares) (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -6% Effects on melee hit: * 10 arcane resource burn Changes stats: +8 Str / +1 Dex / +1 Wil / +5 Cun / +10 Con Changes resistances: +3% fire / +12% darkness / +15% nature Reduces incoming crit damage: 10.00% Maximum encumbrance: +41 Physical save: +40 (+10 eff.) Spell save: +30 (+6 eff.) Mental save: +25 (+6 eff.) Curse of Nightmares 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 spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and 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. |
Thunderraze the pair of voratun boots (Shrouds) (9 def, 5 armour) Thunderraze the pair of voratun boots (Shrouds) (9 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +9 (+4 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +4% Changes stats: +10 Mag Changes resistances: +12% lightning / +13% arcane / +6% darkness Changes resistances penetration: +20% lightning / +10% blight Changes damage: +6% darkness Critical mult.: +10.00% Spell save: +20 (+4 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +80.00 Damage Shield penetration: +60% 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. |
dreamer's pair of drakeskin leather boots of rushing (Corpses) (0 def, 5 armour) dreamer's pair of drakeskin leather boots of rushing (Corpses) (0 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +4 Str / +4 Con Physical save: +15 (+4 eff.) Spell save: +15 (+3 eff.) Mental save: +15 (+3 eff.) Curse of Corpses It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
dreamer's pair of dwarven-steel boots of spellbinding (Misfortune) (0 def, 4 armour) dreamer's pair of dwarven-steel boots of spellbinding (Misfortune) (0 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +4 Mag Physical save: +11 (+3 eff.) Spell save: +15 (+3 eff.) Mental save: +10 (+2 eff.) Lowers spell cool-downs by: 10% Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
eldritch pair of voratun boots of spellbinding (Misfortune) (0 def, 5 armour) eldritch pair of voratun boots of spellbinding (Misfortune) (0 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +5 Wil / +10 Mag Spell save: +8 (+1 eff.) Mana each turn: +0.49 Maximum mana: +48.00 Spell crit. chance: +5% Lowers spell cool-downs by: 10% Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of dwarven-steel boots of spellbinding (Misfortune) (0 def, 4 armour) undeterred pair of dwarven-steel boots of spellbinding (Misfortune) (0 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Mag Spell save: +4 (+0 eff.) Silence immunity: +23% Confusion immunity: +20% Stun/Freeze immunity: +28% Lowers spell cool-downs by: 10% Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Belowen the Noonbait (Shrouds) (0 def, 3 armour) Belowen the Noonbait (Shrouds) (0 def, 3 armour)Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +2 Physical crit. chance: +3.0% Armour: +3 Effects on melee hit: * 30% chance to blind * 60% chance to corrode armour Physical save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Disarm immunity: +49% Life regen: +1.00 Maximum stamina: +15.00 Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
Camefast (Corpses) (0 def, 3 armour) Camefast (Corpses) (0 def, 3 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 12 lightning Changes resistances: +10% lightning / +6% acid Changes resistances penetration: +20% acid Changes damage: +11% lightning / +6% blight / +9% arcane / +6% acid Spell save: +12 (+2 eff.) Mana each turn: +0.32 Mana when firing critical spell: +2.00 Maximum vim: +20.00 Spellpower: +10 (+2 eff.) Damage Shield penetration: +20% Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Storm Bringer's Gauntlets (Madness) (0 def, 3 armour) Storm Bringer's Gauntlets (Madness) (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Mag Changes resistances: +15% lightning Changes resistances cap: +5% lightning Changes damage: +10% lightning Critical mult.: +20.00% Spell crit. chance: +5% Curse of Madness It can be used to activate talent Chain Lightning (costing 16 power out of 16/16) : Effective talent level: 3.9 Power cost: 16 out of 16/16. Range: 10 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 218.76 to 656.29 damage and forking to another target. It can hit up to 7 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Weepwake (Corpses) (0 def, 3 armour) Weepwake (Corpses) (0 def, 3 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 15 cold Damage when hit (Melee): 12 nature Changes stats: +3 Wil / +4 Con Changes resistances: +10% cold Changes damage: +24% temporal / +11% cold Critical mult.: +10.00% Physical save: +29 (+8 eff.) Spell save: +10 (+2 eff.) Mental save: +16 (+4 eff.) Disarm immunity: +50% Life regen: +6.00 Stamina each turn: +1.30 Psi each turn: +0.40 Maximum psi: +10.00 Infravision radius: +5 Activating this item is instant. Curse of Corpses It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves 'Gurek' (Shrouds) (0 def, 3 armour) drakeskin leather gloves 'Gurek' (Shrouds) (0 def, 3 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 15 nature Changes stats: +3 Dex / +3 Mag Changes resistances: +10% nature Changes resistances penetration: +10% mind Changes damage: +11% nature Spell save: +40 (+8 eff.) Vim when firing critical spell: +9.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +40.00 Light radius: +3 Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic drakeskin leather gloves of dispersion (Nightmares) (0 def, 9 armour) heroic drakeskin leather gloves of dispersion (Nightmares) (0 def, 9 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +9 Damage (Melee): 16 arcane Changes stats: +8 Mag / +10 Wil Changes resistances: +9% arcane Mental save: +14 (+3 eff.) Maximum life: +80.00 Curse of Nightmares It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.9 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 4 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic drakeskin leather gloves of war-making (Misfortune) (0 def, 9 armour) heroic drakeskin leather gloves of war-making (Misfortune) (0 def, 9 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +20.0% Armour: +9 Critical mult.: +15.00% Mental save: +14 (+3 eff.) Maximum life: +77.00 Spell crit. chance: +20% Mental crit. chance: +13% Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Emelebretta (Madness) (0 def, 5 armour) Emelebretta (Madness) (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +2 Physical crit. chance: +4.0% Physical power: +12 (+2 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * 10 arcane resource burn * Slows global speed by 30% Changes stats: +12 Str / +10 Dex / +6 Wil / +8 Con Changes resistances: +12% physical / +31% darkness / +12% blight / +12% cold / +6% light Changes damage: +6% acid Critical mult.: +3.00% Physical save: +21 (+6 eff.) Mental save: +15 (+3 eff.) Life regen: +0.20 Stamina each turn: +0.20 Infravision radius: +8 Curse of Madness It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
Flashknave (Corpses) (8 def, 14 armour) Flashknave (Corpses) (8 def, 14 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +14 Defense: +8 (+4 eff.) Fatigue: +5% Damage when hit (Melee): 8 fire Changes stats: +20 Wil Changes resistances: +28% blight / +6% temporal / +12% nature / +7% all Changes resistances penetration: +10% acid Changes damage: +18% acid Reduces incoming crit damage: 15.00% Physical save: +56 (+14 eff.) Mental save: +29 (+7 eff.) Poison immunity: +15% Cut immunity: +10% Curse of Corpses A cap made of leather. |
Manehell the elven-silk wizard hat (Madness) (3 def, 0 armour) Manehell the elven-silk wizard hat (Madness) (3 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +12 Cun / +10 Wil Changes resistances: +27% nature / +3% fire / +15% darkness / +5% physical Changes damage: +18% nature / +6% arcane Critical mult.: +10.00% Physical save: +3 (+1 eff.) Mental save: +28 (+7 eff.) Blindness immunity: +5% Poison immunity: +10% Confusion immunity: -20% Fear immunity: -20% Knockback immunity: +10% Life regen: +6.00 Mental crit. chance: +8% Light radius: +2 Damage Shield Power: +13% Curse of Madness It can be used to activate talent Hateful Whisper, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 240 mind damage and feed you 2 hate. For the first 2 turns, the whisper will travel from the original victim to a new one within a range of 2.0. Every victim of the whisper has a 21% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
Morningdream (Madness) (3 def, 6 armour) Morningdream (Madness) (3 def, 6 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Effects on melee hit: * 30% chance to blind Changes resistances: +6% blight / +30% darkness / +6% light Changes resistances penetration: +15% blight Changes damage: +20% darkness Physical save: +45 (+12 eff.) Spell save: +30 (+6 eff.) Poison immunity: +15% Confusion immunity: +35% Only die when reaching: -120.00 life Light radius: +5 Curse of Madness A pointy cloth hat, very wizardly... |
Nybers the Cloudparry (Shrouds) (0 def, 5 armour) Nybers the Cloudparry (Shrouds) (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * 45% chance to daze Damage when hit (Melee): 8 lightning / 4 mind Changes stats: +5 Str / +4 Dex / +6 Mag / +10 Wil / +7 Cun / +5 Con Changes resistances: +15% fire / +11% cold Changes resistances penetration: +10% lightning Changes damage: +20% blight / +18% arcane / +6% mind Grants telepathy: Dragon Humanoid/Orc Spell crit. chance: +4% Curse of Shrouds A cap made of leather. |
Olitir the Brightvice (Nightmares) (0 def, 5 armour) Olitir the Brightvice (Nightmares) (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 10 physical Changes stats: +6 Str / +3 Wil / +3 Con Changes resistances: +11% nature / +9% mind / +20% darkness / +20% light Changes damage: +6% light Critical mult.: +25.00% Spell save: +10 (+2 eff.) Mental save: +3 (+0 eff.) Maximum life: +101.00 Maximum hate: +2.00 Mindpower: +4 (+0 eff.) Healing mod.: +23% Curse of Nightmares It can be used to activate talent Skullcracker, 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: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 339.2 Physical damage. If the attack hits, the target is confused (41% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
aegis elven-silk wizard hat of arcana (Misfortune) (3 def, 0 armour) aegis elven-silk wizard hat of arcana (Misfortune) (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +7 Mag / +6 Wil Life regen: +6.00 Spellpower: +6 (+1 eff.) Damage Shield Power: +15% Curse of Misfortune A pointy cloth hat, very wizardly... |
aegis elven-silk wizard hat of the Brotherhood (Corpses) (3 def, 0 armour) aegis elven-silk wizard hat of the Brotherhood (Corpses) (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +9 Mag / +10 Con Changes damage: +20% arcane Life regen: +6.00 Damage Shield Power: +15% Activating this item is instant. Curse of Corpses It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 6.5 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
drakeskin leather cap 'Phoenixreek' (Nightmares) (0 def, 5 armour) drakeskin leather cap 'Phoenixreek' (Nightmares) (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +9 (+2 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * 10% chance to disease Changes stats: +11 Str / +7 Dex / +5 Wil Changes resistances: +24% cold / +10% physical Changes resistances penetration: +20% fire Changes damage: +3% blight Allows you to breathe in: water Physical save: +12 (+3 eff.) Curse of Nightmares A cap made of leather. |
elven-silk wizard hat 'Shineburst' (Nightmares) (3 def, 0 armour) elven-silk wizard hat 'Shineburst' (Nightmares) (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Physical power: +4 (+1 eff.) Defense: +3 (+1 eff.) Changes stats: +2 Con Changes resistances: +15% lightning / +9% blight Changes damage: +15% physical / +20% arcane / +30% light Reduces incoming crit damage: 10.00% Physical save: +9 (+3 eff.) Blindness immunity: +10% Confusion immunity: +10% Life regen: +0.60 Maximum mana: +110.00 Healing mod.: +10% Curse of Nightmares A pointy cloth hat, very wizardly... |
Morningfame (Misfortune) (9 def, 10 armour) Morningfame (Misfortune) (9 def, 10 armour)Requires: - Strength 20 Infused by nature Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +10 Defense: +9 (+4 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +8% Effects on melee hit: * 60% chance to blind Damage when hit (Melee): 11 light Changes stats: +2 Str / +6 Wil / +2 Con Changes resistances: +33% blight / +16% mind / +35% darkness Changes damage: +6% acid Physical save: +20 (+5 eff.) Mental save: +18 (+4 eff.) Silence immunity: +20% Confusion immunity: +10% Teleport immunity: +15% Life regen: +3.60 Maximum life: +120.00 Light radius: +2 Healing mod.: +40% Curse of Misfortune A suit of armour made of leather. |
troll-hide drakeskin leather armour of Eyal (Corpses) (5 def, 8 armour) troll-hide drakeskin leather armour of Eyal (Corpses) (5 def, 8 armour)Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Life regen: +15.60 Maximum life: +81.00 Healing mod.: +60% Curse of Corpses A suit of armour made of leather. |
Flamestar (Shrouds) (9 def, 16 armour) Flamestar (Shrouds) (9 def, 16 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+4 eff.) Fatigue: +26% Changes resistances: +9% mind / +28% cold Changes resistances penetration: +10% light Changes damage: +9% fire / +9% arcane / +15% mind Critical mult.: +15.00% Mana when firing critical spell: +6.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum vim: +80.00 Curse of Shrouds A suit of armour made of metal plates. |
Sparkire the voratun plate armour (Madness) (9 def, 16 armour) Sparkire the voratun plate armour (Madness) (9 def, 16 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+4 eff.) Fatigue: +26% Effects on melee hit: * 80% chance to disease Damage when hit (Melee): 8 blight / 20 physical Changes stats: +4 Con / +3 Mag Changes resistances penetration: +10% lightning Grants telepathy: Dragon All Light radius: +1 Curse of Madness A suit of armour made of metal plates. |
Glimmerjustice (20/20, 52.5-73.5 power, 18 apr) Glimmerjustice (20/20, 52.5-73.5 power, 18 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 52.5 - 73.5 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +14.0% Capacity: 20 On weapon hit: * 20% chance to blind * 10% chance to knock the target back On weapon crit: * wounds the target * cripple the target Damage (Ranged): +37 physical / +4 light / +4 blight / +12 bleed / +16 arcane Burst (radius 1) on hit: +4 light Arrows are used with bows to pierce your foes to death. This item has been sent to the Item's Vault. |
Void Quiver (0/0, 45-63 power, 30 apr) Void Quiver (0/0, 45-63 power, 30 apr)Requires: - Dexterity 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 45.0 - 63.0 Uses stats: 50% Str, 10% Mag, 70% Dex Damage type: Temporal darkness Accuracy bonus: +0.2% crit / acc Armour Penetration: +30 Physical crit. chance: +6.0% Capacity: 0 When this weapon hits: Spatial Tether (10% chance level 1). When this weapon hits: Dimensional Anchor (5% chance level 1). An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. This item has been sent to the Item's Vault. |
elemental quiver of dragonbone arrows of crippling (23/23, 53-74.2 power, 18 apr) elemental quiver of dragonbone arrows of crippling (23/23, 53-74.2 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 53.0 - 74.2 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +13.0% Capacity: 23 On weapon hit: * Random elemental explosion On weapon crit: * cripple the target Arrows are used with bows to pierce your foes to death. This item has been sent to the Item's Vault. |
elemental quiver of dragonbone arrows of crippling (23/23, 53-74.2 power, 18 apr) elemental quiver of dragonbone arrows of crippling (23/23, 53-74.2 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 53.0 - 74.2 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +13.0% Capacity: 23 On weapon hit: * Random elemental explosion On weapon crit: * cripple the target Arrows are used with bows to pierce your foes to death. This item has been sent to the Item's Vault. |
quiver of dragonbone arrows 'Squalornigh' (22/22, 55-77 power, 18 apr) quiver of dragonbone arrows 'Squalornigh' (22/22, 55-77 power, 18 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 55.0 - 77.0 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 22 On weapon hit: * 65% chance to cause random gloom * 20% chance to disease * Slows global speed by 60% * 10% chance to crush the target * 25% chance to put talents on cooldown On weapon crit: * wounds the target Damage (Ranged): +4 mind / +16 nature / +19 gravity / +20 bleed Burst (radius 2) on crit: +4 blight / +16 mind Arrows are used with bows to pierce your foes to death. This item has been sent to the Item's Vault. |
1233 alchemist agate (Shrouds) 1233 alchemist agate (Shrouds)0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Air currents swirl around this bright blue jewel. |
19 sapphire 19 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Torchgasher (Madness) (dig speed 4 turns) Torchgasher (Madness) (dig speed 4 turns)Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Armour: +5 Defense: +8 (+4 eff.) Changes stats: +13 Str / +8 Wil Changes resistances: +11% physical / +3% nature / +18% fire Changes damage: +26% fire / +11% mind / +12% arcane Mental save: +23 (+5 eff.) Confusion immunity: +10% Mental crit. chance: +11% Infravision radius: +3 When carried: Talent granted: +1 Dig Curse of Madness Allows you to dig a wall, remove a tree, create ways. |
20 jade 20 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
18 turquoise 18 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
dwarven lantern 'Aregamina' (Misfortune) dwarven lantern 'Aregamina' (Misfortune)Powered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn Damage when hit (Melee): 8 blight Changes stats: +6 Con / +13 Mag Changes resistances: +6% blight / +9% temporal Changes resistances penetration: +25% blight Grants telepathy: Humanoid/Orc Spellpower: +16 (+2 eff.) Light radius: +7 Infravision radius: +1 Curse of Misfortune Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
ethereal dwarven lantern of corpselight (Shrouds) ethereal dwarven lantern of corpselight (Shrouds)Powered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +8 Mag Changes resistances: +15% blight / +14% darkness Spellpower: +23 (+3 eff.) Spell crit. chance: +6% Light radius: +6 Infravision radius: +6 See invisible: +14 The wearer is treated as an undead. The wearer no longer has to breathe. Curse of Shrouds It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 76 blight damage or heals 107 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
watchleader's dwarven lantern of health (Madness) watchleader's dwarven lantern of health (Madness)Infused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Blindness immunity: +48% Confusion immunity: +30% Maximum life: +74.00 Light radius: +9 See stealth: +11 See invisible: +18 Curse of Madness 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 48 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. |
The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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, costing 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, costing 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, costing 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, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% A piece of the scorched wood taken from the remains of Snaproot. |
16 ruby 16 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 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 (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 1958.73 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. 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), costing 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. |
Isliseth (23/23, 54.5-65.4 power, 6 apr) Isliseth (23/23, 54.5-65.4 power, 6 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 54.5 - 65.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +16.0% Capacity: 23 On weapon hit: * 10% chance to create an air burst * 25% chance to put talents on cooldown On weapon crit: * cripple the target Travel speed: +200% Damage (Ranged): +8 acid Burst (radius 1) on hit: +28 mind Shots are used with slings to pummel your foes to death. This item has been sent to the Item's Vault. |
pouch of voratun shots 'Erelular' (103/103, 78.5-94.2 power, 29 apr) pouch of voratun shots 'Erelular' (103/103, 78.5-94.2 power, 29 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 78.5 - 94.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +29 Physical crit. chance: +19.0% Capacity: 103 Turns elapse between self-loadings: 2 On weapon hit: * 65% chance to cause random gloom * 65% chance to disease Travel speed: +200% Damage (Ranged): +8 blight Burst (radius 1) on hit: +8 blight When wielded/worn: Ammo reloads per turn: +5 Shots are used with slings to pummel your foes to death. This item has been sent to the Item's Vault. |
Arthayarain the Glitterspiker (Nightmares) [power 5] (10 cooldown) Arthayarain the Glitterspiker (Nightmares) [power 5] (10 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Changes resistances: +2% physical / +12% light / +6% blight / +6% mind / +9% darkness Changes damage: +6% mind Talent cooldown: Telekinetic Blast (+5 turn) Talent granted: +5 Telekinetic Blast Cut immunity: +10% Silence immunity: +20% Disarm immunity: +45% Stun/Freeze immunity: +10% Light radius: +6 Curse of Nightmares It can be used to absorb and nullify at most 5 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 10 turns. Torques are made by powerful psionics to store psionic powers. |
Demonhacker (Nightmares) [power 6] (15 cooldown) Demonhacker (Nightmares) [power 6] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 45% * 75% chance to inflict damage reduction Damage when hit (Melee): 4 nature Changes resistances: +9% darkness / +3% acid Changes resistances penetration: +5% nature / +15% darkness Changes damage: +3% mind / +9% nature Curse of Nightmares It can be used to remove up to 6 poisons or diseases from a target within range 13 (based on Willpower), putting all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
Islubrerin (Shrouds) [power 7] (17 cooldown) Islubrerin (Shrouds) [power 7] (17 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 40% chance to disease Changes stats: +2 Con Changes resistances: +6% light / +6% temporal Maximum wards: +10 acid / +10 nature / +9 light Talent granted: +2 Ward Physical save: +30 (+8 eff.) Spell save: +30 (+6 eff.) Blindness immunity: +15% Stun/Freeze immunity: +20% Only die when reaching: -60.00 life Light radius: +1 Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Curse of Shrouds It can be used to remove up to 7 poisons or diseases from a target within range 13 (based on Willpower), putting all charms on cooldown for 17 turns. Natural totems are made by powerful wilders to store nature power. |
Furnacewreath (Corpses) [power 116] (15 cooldown) Furnacewreath (Corpses) [power 116] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 24 fire Changes stats: +6 Wil Changes resistances: +10% arcane / +24% blight Changes damage: +9% blight Talent granted: +5 Volcano Spell save: +60 (+12 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Spell crit. chance: +2% Damage Shield penetration: +50% Curse of Corpses It can be used to disarm traps (116 bonus disarm power, based on Magic) along a range 6 line, putting all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Taintsweep the yew wand of clairvoyance (Misfortune) [power 12] (6 cooldown) Taintsweep the yew wand of clairvoyance (Misfortune) [power 12] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +3 Str / +4 Dex Changes resistances: +9% nature Critical mult.: +6.00% Stamina each turn: +0.60 Only die when reaching: -40.00 life Curse of Misfortune It can be used to reveal the area around you, dispelling darkness (radius 12, power 125 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 6 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
warded dragonbone wand of clairvoyance (Corpses) [power 16] (6 cooldown) warded dragonbone wand of clairvoyance (Corpses) [power 16] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Maximum wards: +5 lightning / +5 temporal / +5 blight / +5 fire / +5 cold Talent granted: +1 Ward Curse of Corpses It can be used to reveal the area around you, dispelling darkness (radius 16, power 129 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 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 It can be used to map surroundings within range 20, costing 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. |
56 diamond 56 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. |
12 amber 12 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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 Emmanuel Macron the Yeek Archmage level 34
13rd Pyre 123rd year of Ascendancy at 19:42 see stats
By Emmanuel Macron the Yeek Archmage level 21
74th Dusk 122nd year of Ascendancy at 18:00 see stats
By Emmanuel Macron the Yeek Archmage level 34
11st Pyre 123rd year of Ascendancy at 16:00 see stats
By Emmanuel Macron the Yeek Archmage level 22
1st Wintertide 123rd year of Ascendancy at 09:18 see stats
By Emmanuel Macron the Yeek Archmage level 40
6th Mirth 123rd year of Ascendancy at 05:58 see stats
By Emmanuel Macron the Yeek Archmage level 50
57th Haze 123rd year of Ascendancy at 02:26 see stats
By Emmanuel Macron the Yeek Archmage level 48
1st Time of Equilibrium 123rd year of Ascendancy at 10:17 see stats
By Emmanuel Macron the Yeek Archmage level 39
3rd Mirth 123rd year of Ascendancy at 00:13 see stats
By Emmanuel Macron the Yeek Archmage level 35
31st Pyre 123rd year of Ascendancy at 23:15 see stats
By Emmanuel Macron the Yeek Archmage level 18
47th Dusk 122nd year of Ascendancy at 07:14 see stats
By Emmanuel Macron the Yeek Archmage level 48
5th Haze 123rd year of Ascendancy at 04:56 see stats
By Emmanuel Macron the Yeek Archmage level 36
37th Pyre 123rd year of Ascendancy at 02:46 see stats
By Emmanuel Macron the Yeek Archmage level 77
27th Regrowth 124th year of Ascendancy at 12:45 see stats
By Emmanuel Macron the Yeek Archmage level 54
1st Wintertide 124th year of Ascendancy at 23:20 see stats
By Emmanuel Macron the Yeek Archmage level 50
74th Haze 123rd year of Ascendancy at 04:19 see stats
By Emmanuel Macron the Yeek Archmage level 18
59th Dusk 122nd year of Ascendancy at 06:33 see stats
By Emmanuel Macron the Yeek Archmage level 25
9th Regrowth 123rd year of Ascendancy at 16:03 see stats
By Emmanuel Macron the Yeek Archmage level 69
13rd Regrowth 124th year of Ascendancy at 03:58 see stats
By Emmanuel Macron the Yeek Archmage level 50
69th Haze 123rd year of Ascendancy at 21:25 see stats
By Emmanuel Macron the Yeek Archmage level 49
5th Haze 123rd year of Ascendancy at 06:54 see stats
By Emmanuel Macron the Yeek Archmage level 21
74th Dusk 122nd year of Ascendancy at 17:25 see stats
By Emmanuel Macron the Yeek Archmage level 50
57th Haze 123rd year of Ascendancy at 04:13 see stats
By Emmanuel Macron the Yeek Archmage level 78
29th Regrowth 124th year of Ascendancy at 18:57 see stats
By Emmanuel Macron the Yeek Archmage level 116
22nd Pyre 124th year of Ascendancy at 02:57 see stats
By Emmanuel Macron the Yeek Archmage level 148
71st Pyre 124th year of Ascendancy at 12:22 see stats
By Emmanuel Macron the Yeek Archmage level 58
5th Allure 124th year of Ascendancy at 14:20 see stats
By Emmanuel Macron the Yeek Archmage level 68
12nd Regrowth 124th year of Ascendancy at 16:07 see stats
By Emmanuel Macron the Yeek Archmage level 42
5th Dusk 123rd year of Ascendancy at 16:15 see stats
By Emmanuel Macron the Yeek Archmage level 10
10th Mirth 122nd year of Ascendancy at 09:29 see stats
By Emmanuel Macron the Yeek Archmage level 20
65th Dusk 122nd year of Ascendancy at 15:28 see stats
By Emmanuel Macron the Yeek Archmage level 30
39th Regrowth 123rd year of Ascendancy at 17:04 see stats
By Emmanuel Macron the Yeek Archmage level 40
5th Mirth 123rd year of Ascendancy at 22:32 see stats
By Emmanuel Macron the Yeek Archmage level 50
11st Haze 123rd year of Ascendancy at 04:33 see stats
By Emmanuel Macron the Yeek Archmage level 38
50th Pyre 123rd year of Ascendancy at 02:29 see stats
By Emmanuel Macron the Yeek Archmage level 50
48th Haze 123rd year of Ascendancy at 09:42 see stats
By Emmanuel Macron the Yeek Archmage level 118
24th Pyre 124th year of Ascendancy at 22:09 see stats
By Emmanuel Macron the Yeek Archmage level 98
68th Regrowth 124th year of Ascendancy at 07:14 see stats
By Emmanuel Macron the Yeek Archmage level 50
74th Haze 123rd year of Ascendancy at 04:18 see stats
By Emmanuel Macron the Yeek Archmage level 43
8th Dusk 123rd year of Ascendancy at 13:15 see stats
By Emmanuel Macron the Yeek Archmage level 18
36th Dusk 122nd year of Ascendancy at 18:01 see stats
By Emmanuel Macron the Yeek Archmage level 25
9th Allure 123rd year of Ascendancy at 11:33 see stats
By Emmanuel Macron the Yeek Archmage level 50
7th Decay 123rd year of Ascendancy at 17:11 see stats
By Emmanuel Macron the Yeek Archmage level 33
10th Pyre 123rd year of Ascendancy at 09:05 see stats
By Emmanuel Macron the Yeek Archmage level 38
78th Pyre 123rd year of Ascendancy at 16:13 see stats
By Emmanuel Macron the Yeek Archmage level 127
38th Pyre 124th year of Ascendancy at 23:24 see stats
By Emmanuel Macron the Yeek Archmage level 11
4th Flare 122nd year of Ascendancy at 15:34 see stats
By Emmanuel Macron the Yeek Archmage level 21
74th Dusk 122nd year of Ascendancy at 18:00 see stats
By Emmanuel Macron the Yeek Archmage level 22
70th Haze 122nd year of Ascendancy at 08:13 see stats
By Emmanuel Macron the Yeek Archmage level 84
38th Regrowth 124th year of Ascendancy at 15:51 see stats
By Emmanuel Macron the Yeek Archmage level 14
5th Dusk 122nd year of Ascendancy at 12:39 see stats
By Emmanuel Macron the Yeek Archmage level 20
65th Dusk 122nd year of Ascendancy at 20:56 see stats
By Emmanuel Macron the Yeek Archmage level 44
11st Dusk 123rd year of Ascendancy at 14:30 see stats
By Emmanuel Macron the Yeek Archmage level 31
67th Regrowth 123rd year of Ascendancy at 10:33 see stats
By Emmanuel Macron the Yeek Archmage level 21
25th Haze 122nd year of Ascendancy at 11:11 see stats
By Emmanuel Macron the Yeek Archmage level 33
10th Pyre 123rd year of Ascendancy at 19:31 see stats
Log
Saving done.
Error while transfering 81 moonstone to the online item's vault, please retry later.
Server said: unknown reason
Saving done.
You transfer 55 pearl to the online item's vault.
Saving done.
Saving game...
Saving done.
Error while transfering 81 moonstone to the online item's vault, please retry later.
Server said: unknown reason
Saving done.
You transfer 81 moonstone to the online item's vault.
Saving done.
Emmanuel Macron deactivates Keen Senses.
Emmanuel Macron deactivates Tempest.
Emmanuel Macron deactivates Stone Skin.
Emmanuel Macron deactivates Hurricane.
Emmanuel Macron deactivates Burning Wake.
Emmanuel Macron deactivates Arcane Power.
Emmanuel Macron deactivates Wildfire.
Emmanuel Macron deactivates Spellcraft.
Emmanuel Macron deactivates Thunderstorm.
The furious lightning storm around Emmanuel Macron calms down and disappears.
Emmanuel Macron deactivates Shielding.
Emmanuel Macron deactivates Essence of Speed.
Emmanuel Macron deactivates Pure Aether.
Emmanuel Macron deactivates Feather Wind.
Emmanuel Macron deactivates Arcane Shield.
Emmanuel Macron deactivates Probability Travel.
Emmanuel Macron deactivates Quicken Spells.