Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Infinite500 v2.5c: Revised high level play for ToME 1.3.1Version 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. Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Arcanum Class Pack 1.3.1Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Extra Dungeons 1.3.0In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Plenum Tooltip: Enhanced actor tooltip display for TOME v2.4 1.3.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Doctornull's Class Pack 1.2.5This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Items Vault 1.3.0Donators/Buyers bonus! Wyrmic Willpower Scaling 1.1.5Adds willpower scaling to all Breath talents, and all Fire Drake talents. The scaling is slightly lower than Strength, so you may see no difference for the first few levels. Midnight 1.3.1Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Infinite Dungeon Variety 1.3.1Entirely defunct as of 1.5.0's many Infinite Dungeon changes. -- -- -- - - This addon is fairly simple. In it's current version, it randomly swaps out the grid files (which are the tile-sets/how your map looks) and layouts of every floor. Additionally, floors will steadily get larger (and enemy counts will rise as a result) the deeper you go. NOTES The first floor is always a basic dungeon. Necromancy+ 1.3.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando Enhanced Object Compare 1.3.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Infinite |
Mode | Normal Exploration |
Sex | Male |
Race | Cornac |
Class | Bulwark |
Level / Exp | 218 / 75% |
Size | gargantuan |
Lifes / Deaths | Killed by venom drake hatchling at level 4 on the 76th Pyre 122nd year of Ascendancy at 19:12 / 23Killed by cryomancer at level 7 on the 78th Pyre 122nd year of Ascendancy at 17:34 Killed by devourer at level 8 on the 1st Mirth 122nd year of Ascendancy at 04:39 Killed by elven guard at level 11 on the 1st Mirth 122nd year of Ascendancy at 14:18 Killed by elven guard at level 11 on the 1st Mirth 122nd year of Ascendancy at 14:52 Killed by elven guard at level 11 on the 1st Mirth 122nd year of Ascendancy at 16:04 Killed by gwelgoroth at level 12 on the 2nd Mirth 122nd year of Ascendancy at 00:52 Killed by Rat Lich at level 16 on the 6th Mirth 122nd year of Ascendancy at 12:22 Killed by Arita the ghoulish rat at level 18 on the 9th Mirth 122nd year of Ascendancy at 05:06 Killed by multi-hued drake at level 22 on the 3rd Flare 122nd year of Ascendancy at 01:02 Killed by greater multi-hued wyrm at level 22 on the 3rd Flare 122nd year of Ascendancy at 09:00 Killed by greater multi-hued wyrm at level 22 on the 3rd Flare 122nd year of Ascendancy at 11:01 Killed by multi-hued drake at level 22 on the 4th Flare 122nd year of Ascendancy at 03:02 Killed by greater multi-hued wyrm at level 22 on the 4th Flare 122nd year of Ascendancy at 08:24 Killed by greater multi-hued wyrm at level 23 on the 4th Flare 122nd year of Ascendancy at 10:13 Killed by luminous horror at level 23 on the 5th Flare 122nd year of Ascendancy at 13:48 Killed by luminous horror at level 23 on the 5th Flare 122nd year of Ascendancy at 16:06 Killed by headless horror at level 33 on the 7th Dusk 122nd year of Ascendancy at 23:44 Killed by luminous horror at level 35 on the 11st Dusk 122nd year of Ascendancy at 05:43 Killed by fire wyrm at level 43 on the 17th Dusk 122nd year of Ascendancy at 10:52 Killed by archlich at level 44 on the 23rd Dusk 122nd year of Ascendancy at 05:17 Killed by Rgovep the forge-giant at level 85 on the 79th Dusk 122nd year of Ascendancy at 10:32 Killed by Islolaith the elven guard at level 195 on the 1st Wintertide 123rd year of Ascendancy at 22:26 |
Primary Stats
Strength | 445.07610949156 (base 218) |
Dexterity | 386.15221898314 (base 227) |
Constitution | 469.15221898313 (base 200) |
Magic | 174.07610949157 (base 100) |
Willpower | 353.15221898313 (base 200) |
Cunning | 315.15221898313 (base 100) |
Resources
Mana | 3166/3166 |
Equilibrium | 0 |
Life | 19239/19239 |
Positive | 0/701 |
Stamina | 1650/1650 |
Healing Factor | 2.5 |
Regeneration | 102.26694821921 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +1062% |
Spell | 0% |
Global | +100% |
Vision
Sight | 14 |
Lite | 20 |
Infravision | 74 |
See Stealth | 50 |
See Invisible | 135.15221898313 |
ESP Range | 10 |
ESP Kinds | animal/canine, humanoid/orc, demon/major, demon/minor |
Offense: Mainhand
Damage | 865 |
Accuracy | 171 |
Crit Chance | 462% |
APR | 184 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 99.415221898315 |
Crit Chance | 100% |
Speed | 1 |
Offense: Mind
Mindpower | 136.03820584021 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Offense: Damage Penetration
All | +15% |
Defense: Base
Armour (hardiness) | 359.85471646499 (100%) |
Defense | 127.64679248616 |
Ranged Defense | 130.2290938421 |
Fatigue | 0 |
Physical Save | 191.13549149661 |
Spell Save | 181.19049149661 |
Mental Save | 158.03519416102 |
Defense: Resistances
All | + 96%( 96%) |
Defense: Immunities
Stun Resistance | 87% |
Confusion Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Silence Resistance | 54% |
Pinning Resistance | 100% |
Disarm Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 1092 and cleanse 1 wound and poison effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 heal yourself for 1457 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 10% for 6 turns. Also removes cross-tier effects of the affected types for free. |
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 36. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 115%, your defense is increased by 115 and all your resistances by 115%. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 22 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 1595 damage for 8 turns. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Combat techniques | 1.63 |
| 11/5 |
| 21/5 |
| 0/5 |
| 0/5 |
Technique / Superiority | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 9/5 |
Technique / Combat veteran | 1.50 |
| 10/5 |
| 6/5 |
| 20/5 |
| 7/5 |
Technique / Warcries | 1.30 |
| 8/5 |
| 2/5 |
| 2/5 |
| 11/5 |
Technique / Battle tactics | 1.50 |
| 21/5 |
| 5/5 |
| 5/5 |
| 21/5 |
Technique / Shield defense | 1.50 |
| 21/5 |
| 2/5 |
| 21/5 |
| 10/5 |
Technique / Shield offense | 1.50 |
| 21/5 |
| 3/5 |
| 6/5 |
| 21/5 |
Generic Talents
Cursed / Cursed aura | 1.20 |
| 11/5 |
| 20/5 |
| 1/5 |
| 11/5 |
Technique / Combat training | 1.50 |
| 21/5 |
| 8/5 |
| 8/5 |
| 21/5 |
| 13/5 |
Technique / Conditioning | 1.30 |
| 14/5 |
| 5/5 |
| 16/5 |
| 0/5 |
Corruption / Hexes | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 13/5 |
| 1/5 |
| 21/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Daunting Presence |
talent | Precise Strikes |
talent | Shield Wall |
talent | True Grit |
talent | Shattering Impact |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 8.1)Penalty : Fractured Sanity: -11% Mind Resistance, -15% Confusion Immunity Power 1+: Unleashed: +24% critical damage, +26% off-hand weapon damage Power 2+: -1 Luck, +15 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 8.5% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
beneficial effect | The target's spellpower has been increased by 12. Spellsurge |
beneficial effect | 92% chance to score a secondary blow. Greater Weapon Focus |
beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+45% resist all). Shroud of Death |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 10.1)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 11%) for 4 turns. Power 1+: Nightwalker: +40 Darkness Resistance, +17% Max Darkness Resistance, +22 See Invisible Power 2+: -1 Luck, +19 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 45% 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 45% for 3 turns. |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 7.1)Penalty : Fear of Death: -7% resistance against damage from the undead. Power 1+: Power over Death: +16% damage against the undead. Power 2+: -1 Luck, +7 Strength, +7 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 8. Power 4+: Reprieve from Death: Humanoids you slay have a 45% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 8.1): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 16% when tested. Power 1+: Removed from Reality: +9 Physical Resistance, +7 Maximum Physical Resistance Power 2+: -1 Luck, +15 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 22 air and an additional 8 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 13 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
beneficial effect | Movement is 1000% faster. Step Up |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 6.1)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +12 Defense, +6 Ranged Defense Power 2+: -1 Luck, +11 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+47% chance to avoid traps). Power 4+: Unfortunate End: There is a 36% chance that the damage you deal will increase by 37% if the increase would be enough to kill your opponent. |
Quests
You successfully escorted the injured seer to the recall portal on level 16 of Infinite Dungeon. Escort: injured seer (level 16 of Infinite Dungeon)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the injured seer from death by Arita the ghoulish rat. Escort: injured seer (level 7 of Infinite Dungeon) | failed |
You successfully escorted the lone alchemist to the recall portal on level 12 of Infinite Dungeon. Escort: lone alchemist (level 12 of Infinite Dungeon)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 5 of Infinite Dungeon. Escort: lost anorithil (level 5 of Infinite Dungeon)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 9 of Infinite Dungeon. Escort: lost anorithil (level 9 of Infinite Dungeon)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 24 of Infinite Dungeon. Escort: lost warrior (level 24 of Infinite Dungeon)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Infinite Dungeon. Escort: repented thief (level 4 of Infinite Dungeon)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 29 of Infinite Dungeon. Escort: worried loremaster (level 29 of Infinite Dungeon)As a reward you improved talent Spit Poison (+1 level(s)). | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
On feet | Sewerwrack the pair of voratun boots (Shrouds) (49 def, 52 armour) Sewerwrack the pair of voratun boots (Shrouds) (49 def, 52 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +24 Physical crit. chance: +12.0% Physical power: +12 (+1 eff.) Armour: +52 Defense: +49 (+7 eff.) Fatigue: -5% Damage when hit (Melee): 8 acid / 12 mind / 8 blight Changes stats: +4 Dex / +6 Wil / +16 Cun / +18 Con Changes resistances: +30% acid / +43% fire / +45% cold / +15% mind / +28% lightning Changes resistances penetration: +20% acid / +10% physical Changes damage: +9% acid / +6% blight / +21% nature / +27% mind Physical save: +93 (+9 eff.) Spell save: +39 (+4 eff.) Mental save: +92 (+10 eff.) Life regen: +10.80 Stamina each turn: +0.90 Maximum life: +59.00 Mindpower: +9 (+1 eff.) Infravision radius: +9 Movement speed: +10% Healing mod.: +60% Curse of Shrouds It can be used to activate talent Disengage, placing all other charms into a 14 cooldown : Effective talent level: 1.0 Power cost: 14 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 3 grids from your target. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Press to compare |
Quiver | Willowguile (Shrouds) (21/21, 55.5-66.6 power, 15 apr) Willowguile (Shrouds) (21/21, 55.5-66.6 power, 15 apr)Requires: - Dexterity 35 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 55.5 - 66.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +28.5% Capacity: 21 Turns elapse between self-loadings: 6 On weapon hit: * 40% chance to daze * 30% chance to cause random gloom * Slows global speed by 40% * 20% chance to torment the target * 10% chance to knock the target back * 25% chance to put talents on cooldown On weapon crit: * cripple the target Travel speed: +200% Damage (Ranged): +44 lightning / +51 darkness / +8 nature / +46 insidious poison / +43 physical / +73 mind Burst (radius 1) on hit: +8 lightning / +22 fire / +8 nature Burst (radius 2) on crit: +11 lightning / +12 nature Curse of Shrouds Shots are used with slings to pummel your foes to death. Press to compare |
Light source | Healrage (Madness) Healrage (Madness)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Effects on melee hit: * Slows global speed by 45% Changes resistances: +6% acid / +29% temporal / +12% darkness / +15% blight / +30% cold / +12% lightning / +15% light Changes resistances penetration: +15% all Changes damage: +9% nature / +15% arcane / +15% darkness Damage affinity(heal): +5% darkness Reduces incoming crit damage: 10.00% Mental save: +41 (+5 eff.) Silence immunity: +10% Stamina each turn: +0.40 Spellpower: +6 (+1 eff.) Spell crit. chance: +5% Mindpower: +12 (+2 eff.) Mental crit. chance: +11% Light radius: +9 Infravision radius: +11 See stealth: +50 See invisible: +65 Defense after a teleport: +51 Resist all after a teleport: +54% New effects duration reduction after a teleport: +90% The wearer is treated as an undead. The wearer no longer has to breathe. Curse of Madness It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 394.76 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. Press to compare |
On head | Torokan the voratun helm (Corpses) (8 def, 20 armour) Torokan the voratun helm (Corpses) (8 def, 20 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Physical power: +18 (+2 eff.) Armour: +20 Defense: +8 (+1 eff.) Fatigue: +5% Changes stats: +38 Str / +10 Dex / +8 Mag / +25 Wil / +5 Cun / +9 Con Changes resistances: +15% acid / +12% physical / +33% darkness / +14% lightning / +30% blight / +42% fire / +51% cold / +5% all Changes damage: +20% blight / +20% arcane Reduces incoming crit damage: 20.00% Physical save: +98 (+10 eff.) Spell save: +43 (+4 eff.) Mental save: +42 (+5 eff.) Disease immunity: +25% Spellpower on spell critical (stacks up to 3 times): +4 Maximum vim: +20.00 Spell crit. chance: +8% Infravision radius: +12 See invisible: +9 Defense after a teleport: +20 Resist all after a teleport: +8% New effects duration reduction after a teleport: +40% Curse of Corpses It can be used to activate talent Circle of Sanctity, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 5 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
On hands | Ivinn the Sparkcrack (Madness) (0 def, 68 armour) Ivinn the Sparkcrack (Madness) (0 def, 68 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +46 (+5 eff.) Armour penetration: +29 Physical crit. chance: +20.0% Physical power: +38 (+4 eff.) Armour: +68 Armour Hardiness: +42% Effects on melee hit: * 49% chance to cause random gloom Damage (Melee): 14 lightning / 10 nature / 80 mind / 69 darkness Damage when hit (Melee): 4 mind Changes stats: +22 Str / +28 Dex / +26 Cun / +60 Con Changes resistances: +10% lightning / +32% physical / +10% nature Changes resistances penetration: +15% mind Changes damage: +10% nature / +11% lightning Grants telepathy: Demon/Minor Humanoid/Orc Demon/Major Talent cooldown: Double Strike (-2 turns) Critical mult.: +29.00% Physical save: +136 (+13 eff.) Spell save: +30 (+3 eff.) Mental save: +66 (+8 eff.) Disarm immunity: +288% Mana each turn: +0.66 Hate when firing a critical mind attack: +2.00 Maximum life: +65.00 Maximum hate: +2.00 Maximum psi: +30.00 Spellpower: +32 (+5 eff.) Spell crit. chance: +39% Mindpower: +26 (+4 eff.) Mental crit. chance: +20% Curse of Madness It can be used to activate talent Ruined Earth, placing all other charms into a 18 cooldown : Effective talent level: 3.6 Power cost: 18 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 42% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
Tool | Glarerace (Shrouds) (dig speed 1 turns) Glarerace (Shrouds) (dig speed 1 turns)Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +21 Physical crit. chance: +21.0% Physical power: +5 (+0 eff.) Armour: +3 Defense: +5 (+1 eff.) Fatigue: -16% Effects on melee hit: * 60% chance to blind Damage when hit (Melee): 8 arcane / 32 darkness / 12 light Changes stats: +30 Str / +2 Dex / +2 Mag / +15 Wil / +2 Con Changes resistances: +6% physical / +6% darkness / +6% fire Changes resistances penetration: +5% fire / +15% light / +10% darkness Changes damage: +14% mind / +17% fire / +12% darkness / +9% light Mental save: +14 (+2 eff.) Maximum life: +48.00 Maximum mana: +28.00 Maximum stamina: +36.00 Spell crit. chance: +6% Mental crit. chance: +21% Light radius: +4 Movement speed: +10% When carried: Talent granted: +1 Dig Curse of Shrouds It can be used to activate talent Perfect Strike, placing all other charms into a 24 cooldown : Effective talent level: 3.3 Power cost: 24 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +77 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. Press to compare |
On fingers | Kysus the stralite ring (Misfortune) Kysus the stralite ring (Misfortune)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +26 (+3 eff.) Changes stats: +19 Dex / +19 Mag / +16 Wil / +34 Cun / +15 Con Changes resistances: +29% acid / +26% cold / +36% darkness / +17% mind / +25% blight / +25% fire / +26% nature / +26% lightning Changes resistances penetration: +10% mind Changes damage: +6% acid / +17% mind / +18% darkness Critical mult.: +10.00% Spell save: +50 (+5 eff.) Mental save: +22 (+3 eff.) Poison immunity: +52% Disease immunity: +47% Silence immunity: +44% Disarm immunity: +44% Confusion immunity: +44% Pinning immunity: +42% Knockback immunity: +44% Life regen: +1.70 Mana each turn: +0.29 Maximum life: +121.00 Maximum stamina: +102.00 Spellpower: +25 (+4 eff.) Mindpower: +13 (+2 eff.) Mental crit. chance: +10% Healing mod.: +25% Curse of Misfortune Rings can have magical properties. Press to compare |
On fingers | stralite ring 'Glowweeper' (Corpses) stralite ring 'Glowweeper' (Corpses)Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +40 (+4 eff.) Defense: +13 (+2 eff.) Effects on melee hit: * 52% chance to cause random gloom * 10% chance to gain 10% of a turn Damage (Melee): 60 bleed Effects on ranged hit: * 54% chance to cause random gloom Damage (Ranged): 61 bleed Damage when hit (Melee): 16 light Changes stats: +15 Dex / +8 Wil / +44 Cun / +17 Con Changes resistances: +9% temporal / +9% light / +25% blight / +24% nature / +5% arcane Changes resistances penetration: +30% arcane / +5% temporal Changes damage: +6% fire / +6% temporal Physical save: +14 (+1 eff.) Spell save: +36 (+4 eff.) Mental save: +13 (+2 eff.) Poison immunity: +52% Disease immunity: +45% Disarm immunity: +44% Confusion immunity: +44% Pinning immunity: +44% Knockback immunity: +44% Life regen: +1.70 Hate when firing a critical mind attack: +9.00 Maximum life: +132.00 Maximum stamina: +68.00 Maximum hate: +38.00 Mindpower: +13 (+2 eff.) Light radius: +4 Movement speed: +22% Healing mod.: +26% Activating this item is instant. Curse of Corpses It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 6.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 177% weapon damage. If the attack hits, the target will bleed for 331% weapon damage over 7 turns, and all healing will be reduced by 55%. Rings can have magical properties. Press to compare |
Around neck | Relguvon the Splendourfiend (Nightmares) Relguvon the Splendourfiend (Nightmares)Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Fatigue: -20% Effects on melee hit: * 10% chance to gain 10% of a turn Changes stats: +19 Dex / +33 Wil / +39 Cun / +25 Con Changes resistances: +30% temporal / +55% light / +57% darkness Changes resistances penetration: +15% arcane Changes damage: +10% physical Talent mastery: +0.33 Technique / Combat techniques Critical mult.: +10.00% Physical save: +93 (+9 eff.) Spell save: +79 (+8 eff.) Mental save: +121 (+14 eff.) Blindness immunity: +158% Confusion immunity: +72% Pinning immunity: +37% Knockback immunity: +50% Life regen: +5.90 Stamina each turn: +3.00 Vim when firing critical spell: +3.00 Maximum life: +69.00 Maximum mana: +20.00 Maximum vim: +30.00 Spellpower: +2 (+0 eff.) Mindpower: +40 (+5 eff.) Infravision radius: +20 Sight radius: +4 See invisible: +30 Movement speed: +20% Combat speed: +10% Curse of Nightmares Amulets can have magical properties. Press to compare |
In main hand | Pitchzephyr (Madness) (43-60.2 power, 6 apr) Pitchzephyr (Madness) (43-60.2 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 43.0 - 60.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 38% chance to disease * 40% chance to inflict damage reduction * 25% chance for lightning to arc to a second target * 20% chance to torment the target * 25% chance to put talents on cooldown On weapon crit: * wounds the target reducing their healing * cripple the target Damage (Melee): +17 lightning / +20 temporal / +16 light / +17 nature / +54 insidious poison / +40 blight / +30 cold / +20 mind / +12 darkness Burst (radius 2) on crit: +8 blight Damage against: +27% Undead When wielded/worn: Accuracy: +13 (+1 eff.) Armour penetration: +58 Physical crit. chance: +73.0% Physical power: +45 (+4 eff.) Damage when hit (Melee): 20 darkness Changes stats: +6 Str / +3 Wil / +14 Con Changes resistances: +9% blight / +6% fire Changes resistances penetration: +65% physical / +14% mind / +30% darkness Changes damage: +59% physical Critical mult.: +18.00% Spell save: +20 (+2 eff.) Disease immunity: +59% Disarm immunity: +70% Mana each turn: +0.12 Stamina when hit: +2.50 Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Damage Shield penetration: +30% Curse of Madness It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Sharp, long, and deadly. Press to compare |
Around waist | drakeskin leather belt 'Kindledream' (Shrouds) drakeskin leather belt 'Kindledream' (Shrouds)Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour penetration: +3 Physical crit. chance: +11.0% Physical power: +117 (+11 eff.) Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 12 mind Changes stats: +30 Str / +20 Dex / +15 Cun / +30 Con / +30 Lck Changes resistances: +30% acid / +15% light / +13% darkness / +30% fire / +29% cold / +30% lightning Reduced damage from: +45% Summoned Grants telepathy: Humanoid/Orc Critical mult.: +38.00% Reduces incoming crit damage: 10.00% Trap disarming bonus: +81 Stealth bonus: +45 Physical save: +69 (+7 eff.) Spell save: +45 (+4 eff.) Equilibrium when hit: +0.16 Psi when hit: +0.08 Maximum stamina: +25.00 Maximum hate: +14.00 Mental crit. chance: +2% Infravision radius: +18 Size category: +8 Curse of Shrouds A belt that goes around your waist. Press to compare |
In off hand | Chalolerig the voratun shield (Shrouds) (12 def, 36 armour, 77.5-93 power, 488.5 block) Chalolerig the voratun shield (Shrouds) (12 def, 36 armour, 77.5-93 power, 488.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 77.5 - 93.0 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +488 On weapon crit: * smash the target with your shield crippling them Damage (Melee): +55 acid / +58 light / +19 fire / +20 cold / +19 lightning Burst (radius 2) on crit: +38 light / +38 darkness When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+1 eff.) Armour: +36 Defense: +12 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Damage (Melee): 10 cold Effects when hit in melee: * 20% chance to daze * 55% chance to corrode armour * 120% chance to blind Damage when hit (Melee): 16 ice / 40 fire Changes stats: +6 Str / +9 Dex / +17 Mag / +2 Wil / +45 Con Changes resistances: +58% acid / +68% light / +9% blight / +49% fire / +15% darkness / +80% lightning Changes resistances penetration: +10% arcane / +10% blight Changes damage: +15% arcane Talent granted: +5 Block Critical mult.: +10.00% Physical save: +15 (+2 eff.) Mana when firing critical spell: +4.00 Vim when firing critical spell: +2.00 Spell crit. chance: +4% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Curse of Shrouds Handheld deflection devices. Press to compare |
Cloak | elven-silk cloak 'Huryyon' (Nightmares) (42 def, 0 armour) elven-silk cloak 'Huryyon' (Nightmares) (42 def, 0 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +13 Physical crit. chance: +1.0% Physical power: +6 (+1 eff.) Defense: +42 (+6 eff.) Changes stats: +2 Str / +12 Dex / +10 Cun / +9 Con Changes resistances: +10% acid / +23% light / +10% lightning / +60% blight / +9% cold / +59% nature / +34% fire Changes damage: +3% arcane Critical mult.: +10.00% Stealth bonus: +15 Physical save: +49 (+5 eff.) Spell save: +21 (+2 eff.) Mental save: +30 (+4 eff.) Life regen: +9.50 Spellpower on spell critical (stacks up to 3 times): +4 Only die when reaching: -50.00 life Maximum life: +140.00 Healing mod.: +75% 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. Press to compare |
Main armor | voratun plate armour 'Scabwar' (Nightmares) (9 def, 45 armour) voratun plate armour 'Scabwar' (Nightmares) (9 def, 45 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical crit. chance: +20.0% Physical power: +45 (+4 eff.) Armour: +45 Defense: +9 (+1 eff.) Fatigue: +16% Damage (Melee): 46 acid / 46 fire Damage when hit (Melee): 31 acid / 28 fire / 8 darkness Changes stats: +46 Str / +19 Mag / +30 Wil / +15 Cun / +6 Con Changes resistances: +113% acid / +57% physical / +38% darkness / +65% lightning / +9% nature / +84% fire / +20% arcane / +77% cold Changes damage: +9% darkness Grants telepathy: Humanoid/Orc Physical save: +36 (+4 eff.) Spell save: +48 (+5 eff.) Mental save: +25 (+3 eff.) Maximum life: +100.00 Spellpower: +46 (+8 eff.) Spell crit. chance: +20% Mindpower: +46 (+6 eff.) Mental crit. chance: +18% Light radius: +4 Infravision radius: +4 See invisible: +9 Curse of Nightmares It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 61 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. Press to compare |
Inventory
healing infusion of the duelist (heal 960) healing infusion of the duelist (heal 960)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 960 and cleanse 1 wound and poison 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. Press to compare |
healing infusion of the duelist (heal 971) healing infusion of the duelist (heal 971)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 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 971 and cleanse 1 wound and poison 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. Press to compare |
heroism infusion of the titan (+71 for 9 turns, die at -2204) heroism infusion of the titan (+71 for 9 turns, die at -2204)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: 20 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 71 for 9 turns. While Heroism is active, you will only die when reaching -2204 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 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. |
movement infusion of the duelist (1564% speed; 6 turns) movement infusion of the duelist (1564% speed; 6 turns)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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1564% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
regeneration infusion (heal 261 over 5 turns) regeneration infusion (heal 261 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: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 261 life over 5 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare |
regeneration infusion of the sneak (heal 1586 over 5 turns) regeneration infusion of the sneak (heal 1586 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 1586 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare |
regeneration infusion of the titan (heal 1725 over 5 turns) regeneration infusion of the titan (heal 1725 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 1725 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. Press to compare |
regeneration infusion of the titan (heal 2026 over 5 turns) regeneration infusion of the titan (heal 2026 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: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 2026 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. Press to compare |
wild infusion of the duelist (resist 53%; cure magical) wild infusion of the duelist (resist 53%; cure magical)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: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 53% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. |
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 Reflection (absorb and reflect 970 for 5 turns) Rune of Reflection (absorb and reflect 970 for 5 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: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 970 damage for 5 turns. The effect will scale with your magic stat. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. You can see your own image mirrored in the surface of this silvery rune. |
Rune of Reflection (absorb and reflect 970 for 5 turns) Rune of Reflection (absorb and reflect 970 for 5 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: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 970 damage for 5 turns. The effect will scale with your magic stat. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. You can see your own image mirrored in the surface of this silvery rune. |
controlled phase door rune of the titan (range 29) controlled phase door rune of the titan (range 29)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: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 29. 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. |
enchantment rune of the psychic (+81 for 9 turns) enchantment rune of the psychic (+81 for 9 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to enchant your weapons and armour for 9 turns. This enchantment increases your accuracy and armour by 81 and adds 123 arcane damage to all your hits. 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. |
lightning rune of the duelist (827 lightning damage) lightning rune of the duelist (827 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 275.68 to 827.03 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
magic missile rune of the warrior (895 arcane damage) magic missile rune of the warrior (895 arcane damage)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: 5 Cooldown: 16 Travel Speed: 600% of base Usage Speed: Spell (100% of a turn) Is: a spell Description: Fires a Magic Missile that does 895 arcane damage and inflicts Spellshocked for 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the sneak (2088% regen over 10 turns; 104 instant mana) manasurge rune of the sneak (2088% regen over 10 turns; 104 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: 30 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 2088% over 10 turns and instantly restoring 104 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. |
shielding rune of the duelist (absorb 1244 for 3 turns) shielding rune of the duelist (absorb 1244 for 3 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: 21 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 1244 damage for 3 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare |
shielding rune of the psychic (absorb 1342 for 4 turns) shielding rune of the psychic (absorb 1342 for 4 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: 21 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 1342 damage for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare |
shielding rune of the titan (absorb 1869 for 8 turns) shielding rune of the titan (absorb 1869 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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1869 damage for 8 turns. 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. Press to compare |
shielding rune of the wizard (absorb 913 for 5 turns) shielding rune of the wizard (absorb 913 for 5 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: 22 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 913 damage for 5 turns. 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. Press to compare |
teleportation rune of the titan (range 509) teleportation rune of the titan (range 509)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: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 509 with a minimum range of 15. 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. |
teleportation rune of the warrior (range 507) teleportation rune of the warrior (range 507)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: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 507 with a minimum range of 15. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand 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 890 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. |
Borakor the stralite amulet (Shrouds) Borakor the stralite amulet (Shrouds)Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +13 (+1 eff.) Armour: +6 Defense: +24 (+3 eff.) Changes stats: +2 Str / +4 Mag / +2 Wil / +16 Lck Changes resistances: +13% physical / +24% mind / +9% temporal Changes resistances cap: +6% all Changes resistances penetration: +5% temporal Talent mastery: +0.24 Technique / Shield defense Physical save: +15 (+2 eff.) Confusion immunity: +36% Stamina each turn: +0.90 See invisible: +6 Reduce all damage from unseen attackers: 16% Curse of Shrouds Amulets can have magical properties. Press to compare |
Brightpierce the gold amulet (Shrouds) Brightpierce the gold amulet (Shrouds)Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +25 (+3 eff.) Armour penetration: +13 Physical crit. chance: +10.0% Defense: +12 (+2 eff.) Changes stats: +7 Str / +7 Dex / +8 Wil / +7 Cun / +13 Lck Changes resistances: +6% mind / +12% fire Changes resistances penetration: +25% fire Changes damage: +6% mind Critical mult.: +29.00% Reduce all damage from unseen attackers: 13% Curse of Shrouds Amulets can have magical properties. Press to compare |
Garkul's Teeth (Nightmares) Garkul's Teeth (Nightmares)Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+2 eff.) Mental save: +18 (+2 eff.) Pinning immunity: +100% Curse of Nightmares It can be used to activate talent Shattering Shout (costing 9 power out of 48/48) : Effective talent level: 5.2 Power cost: 9 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 811.47 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. Press to compare |
Gloryrawen (Corpses) Gloryrawen (Corpses)Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +8 Physical crit. chance: +6.0% Armour: +8 Defense: +11 (+2 eff.) Fatigue: -19% Damage when hit (Melee): 20 blight Changes stats: +20 Dex / +22 Mag / +6 Wil / +20 Cun / +19 Con Changes resistances: +3% blight Changes resistances cap: +7% all Changes resistances penetration: +5% arcane / +10% mind Changes damage: +22% lightning / +8% temporal / +8% light / +24% fire / +24% acid / +8% physical / +3% blight / +24% cold / +8% darkness Talent mastery: +0.40 Technique / Warcries Critical mult.: +19.00% Physical save: +23 (+2 eff.) Mental save: +46 (+5 eff.) Confusion immunity: +25% Life regen: +2.80 Stamina each turn: +2.90 Maximum psi: +30.00 Spellpower: +24 (+4 eff.) Spell crit. chance: +24% Mindpower: +17 (+2 eff.) Mental crit. chance: +3% Movement speed: +20% Heals friendly targets nearby when you use a nature summon: +30 Curse of Corpses Amulets can have magical properties. Press to compare |
Mirror Shards (Shrouds) Mirror Shards (Shrouds)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 Curse of Shrouds It can be used to create a reflective shield (50% reflection rate, 498 strength, based on Magic) for 5 turns, costing 22 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. Press to compare |
Pendant of the Sun and Moons (Corpses) Pendant of the Sun and Moons (Corpses)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 (+1 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. Curse of Corpses It can be used to activate talent Circle of Sanctity (costing 27 power out of 60/60) : Effective talent level: 3.0 Power cost: 27 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 6 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. Press to compare |
Radhalach the Lightningenvy (Madness) Radhalach the Lightningenvy (Madness)Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +6 (+1 eff.) Physical power: +17 (+2 eff.) Damage when hit (Melee): 12 physical Changes stats: +11 Str / +9 Dex / +10 Mag / +13 Wil Changes resistances penetration: +10% lightning Changes damage: +8% acid / +7% physical / +8% cold / +7% lightning / +8% fire Talent mastery: +0.26 Technique / Field control Critical mult.: +9.00% Mental save: +13 (+2 eff.) Confusion immunity: +22% Mana each turn: +0.47 Spellpower on spell critical (stacks up to 3 times): +6 Only die when reaching: -20.00 life Maximum life: +10.00 Maximum mana: +52.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Mindpower: +13 (+2 eff.) Combat speed: +10% Curse of Madness Amulets can have magical properties. Press to compare |
Shockwilter (Shrouds) Shockwilter (Shrouds)Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 4 acid Changes resistances: +3% lightning / +6% physical Changes damage: +21% acid Talent mastery: +0.15 Cunning / Dirty fighting Stamina each turn: +0.40 Curse of Shrouds Amulets can have magical properties. Press to compare |
The Black Core (Corpses) The Black Core (Corpses)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. Curse of Corpses "Lock your soul away, and death will never reach you." Press to compare |
Vox (Madness) Vox (Madness)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% Curse of Madness No force can hope to silence the wearer of this amulet. Press to compare |
Zubawen (Nightmares) Zubawen (Nightmares)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +8 Physical crit. chance: +6.0% Physical power: +9 (+1 eff.) Armour: +4 Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: -26% Changes stats: +17 Dex / +7 Mag / +7 Wil / +18 Cun / +32 Con Changes resistances: +6% lightning / +21% fire / +3% darkness / +26% cold Changes damage: +8% temporal / +8% light / +11% blight / +13% fire / +16% physical / +8% darkness Talent masteries: +0.34 Cunning / Survival +0.34 Technique / Combat training Critical mult.: +35.00% Physical save: +35 (+4 eff.) Spell save: +62 (+6 eff.) Mental save: +35 (+4 eff.) Blindness immunity: +33% Cut immunity: +80% Confusion immunity: +22% Stun/Freeze immunity: +10% Teleport immunity: +10% Life regen: +8.20 Stamina each turn: +2.60 Maximum life: +67.00 Spellpower: +19 (+3 eff.) Spell crit. chance: +5% Mindpower: +13 (+2 eff.) Infravision radius: +12 Sight radius: +2 See invisible: +13 Movement speed: +20% Combat speed: +10% Healing mod.: +22% Curse of Nightmares It can be used to activate talent Heal, placing all other charms into a 32 cooldown : Effective talent level: 1.6 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 576 life. The life healed will increase with your Mindpower. Amulets can have magical properties. Press to compare |
copper amulet 'Obsidianspar' (Misfortune) copper amulet 'Obsidianspar' (Misfortune)Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Armour penetration: +3 Physical power: +6 (+1 eff.) Fatigue: -9% Damage (Melee): 21 light / 21 darkness Effects when hit in melee: * 21% chance to blind * 21% chance to inflict damage reduction Damage when hit (Melee): 4 darkness / 4 temporal Changes stats: +3 Str / +14 Mag / +2 Wil Changes resistances: +6% light / +3% physical Changes resistances penetration: +10% physical Changes damage: +20% lightning / +23% temporal / +26% light / +55% fire / +20% acid / +11% physical / +34% blight / +20% cold / +25% darkness Critical mult.: +60.00% Physical save: +6 (+1 eff.) Mental save: +7 (+1 eff.) Confusion immunity: +13% Teleport immunity: +50% Life regen: +2.10 Only die when reaching: -40.00 life Spellpower: +55 (+9 eff.) Spell crit. chance: +20% Mindpower: +7 (+1 eff.) Combat speed: +10% Curse of Misfortune It can be used to teleport you randomly (rad 33), putting all charms on cooldown for 14 turns. Amulets can have magical properties. Press to compare |
copper amulet 'Spidervein' (Nightmares) copper amulet 'Spidervein' (Nightmares)Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 16 nature Changes stats: +2 Mag Changes resistances: +10% lightning / +15% nature / +5% arcane Changes resistances penetration: +5% arcane Changes damage: +5% acid / +5% fire / +5% cold / +5% lightning Talent masteries: +0.14 Technique / Shield defense +0.14 Technique / Two-handed weapons Stun/Freeze immunity: +23% Spellpower: +4 (+1 eff.) Spell crit. chance: +3% Curse of Nightmares Amulets can have magical properties. Press to compare |
This item will automatically be transmogrified when you leave the level. mindweaver's steel amulet of vision (Shrouds)mindweaver's steel amulet of vision (Shrouds) Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Wil Mental save: +9 (+1 eff.) Blindness immunity: +20% Confusion immunity: +15% Mindpower: +9 (+1 eff.) Infravision radius: +5 Sight radius: +2 See invisible: +9 Curse of Shrouds Amulets can have magical properties. Press to compare |
Barkfury the gold ring (Misfortune) Barkfury the gold ring (Misfortune)Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +24 (+2 eff.) Armour penetration: +10 Defense: +21 (+3 eff.) Ranged Defense: +8 (+1 eff.) Effects on melee hit: * Slows global speed by 15% * 25% chance to blind Effects on ranged hit: * 22% chance to blind Changes stats: +7 Dex / +6 Mag / +6 Wil / +7 Cun Changes resistances: +3% acid / +1% physical / +15% blight / +3% cold / +5% arcane Changes damage: +15% blight / +3% nature Mental save: +6 (+1 eff.) Confusion immunity: +5% Spellpower: +11 (+2 eff.) Curse of Misfortune It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. Press to compare |
Brodadig (Nightmares) Brodadig (Nightmares)Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +56 (+5 eff.) Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 4 blight Changes stats: +20 Str / +19 Con Changes resistances: +3% blight / +5% arcane Changes resistances penetration: +10% arcane Changes damage: +6% blight / +3% arcane / +7% all Blindness immunity: +48% Silence immunity: +50% Disarm immunity: +99% Pinning immunity: +100% Knockback immunity: +97% Mana each turn: +0.40 Maximum life: +90.00 Spellpower: +35 (+6 eff.) Mindpower: +34 (+5 eff.) Infravision radius: +6 See stealth: +21 See invisible: +24 Curse of Nightmares Rings can have magical properties. Press to compare |
Dratir the stralite ring (Corpses) Dratir the stralite ring (Corpses)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +73 (+7 eff.) Armour penetration: +39 Physical power: +34 (+3 eff.) Defense: +49 (+7 eff.) Ranged Defense: +4 (+1 eff.) Effects on melee hit: * 36% chance to cause random gloom Damage (Melee): 41 bleed Effects on ranged hit: * 36% chance to cause random gloom Damage (Ranged): 39 bleed Damage when hit (Melee): 12 temporal Changes stats: +3 Str / +26 Dex / +8 Wil / +52 Cun / +5 Con Changes resistances: +3% acid / +52% cold / +42% darkness / +9% mind Changes damage: +17% cold / +18% darkness / +16% all Spell save: +18 (+2 eff.) Mental save: +13 (+2 eff.) Blindness immunity: +44% Disease immunity: +5% Confusion immunity: +54% Stun/Freeze immunity: +103% Life regen: +7.10 Hate when firing a critical mind attack: +5.00 Maximum stamina: +34.00 Maximum hate: +26.00 Spellpower: +34 (+6 eff.) Mindpower: +47 (+6 eff.) Infravision radius: +5 See stealth: +21 See invisible: +18 Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Curse of Corpses It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 4.5 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 47%. Rings can have magical properties. Press to compare |
Exiler (Nightmares) Exiler (Nightmares)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+2 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). Curse of Nightmares It can be used to inflict 127.47 temporal damage (based on Spellpower and Paradox, if any) on summons, removing any that survive from time, in a radius 2 ball out to range 5, costing 29 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. Press to compare |
Glory of the Pride (Madness) Glory of the Pride (Madness)Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Physical power: +10 (+1 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+4 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 Curse of Madness The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. Press to compare |
Gunyrofang the stralite ring (Nightmares) Gunyrofang the stralite ring (Nightmares)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +33 (+3 eff.) Armour penetration: +15 Physical power: +13 (+1 eff.) Armour: +18 Defense: +14 (+2 eff.) Effects on melee hit: * 18% chance to cause random gloom Damage (Melee): 21 bleed Effects on ranged hit: * 16% chance to cause random gloom Damage (Ranged): 21 bleed Damage when hit (Melee): 12 blight / 16 mind Changes stats: +18 Str / +9 Dex / +23 Mag / +16 Wil / +16 Cun / +9 Con Changes resistances: +26% acid / +9% darkness / +60% fire / +26% cold / +26% lightning Changes resistances penetration: +10% blight Changes damage: +15% mind / +17% fire Mental save: +31 (+4 eff.) Blindness immunity: +15% Silence immunity: +15% Confusion immunity: +54% Pinning immunity: +20% Hate when firing a critical mind attack: +3.00 Maximum hate: +13.00 Spellpower: +38 (+6 eff.) Curse of Nightmares It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. Press to compare |
Hettyvor the Dazzleworth (Misfortune) Hettyvor the Dazzleworth (Misfortune)Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Wil / +6 Cun / +3 Con Changes resistances: +10% blight / +28% cold / +36% nature Changes damage: +14% nature / +14% cold Spell save: +23 (+2 eff.) Poison immunity: +21% Disease immunity: +19% Maximum stamina: +24.00 Maximum vim: +20.00 Spellpower: +14 (+2 eff.) Spell crit. chance: +1% Mindpower: +10 (+1 eff.) Light radius: +3 Curse of Misfortune Rings can have magical properties. Press to compare |
Mnemonic (Corpses) Mnemonic (Corpses)Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+2 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+2 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Curse of Corpses It can be used to activate talent Mental Shielding (costing 27 power out of 30/30) : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. This talent takes no time to use. As long as you wear this ring, you will never forget who you are. Press to compare |
Morninghash the stralite ring (Madness) Morninghash the stralite ring (Madness)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +17 (+2 eff.) Effects on melee hit: * 15% chance to blind Changes stats: +14 Mag / +32 Wil / +16 Cun / +9 Con Changes resistances: +18% blight / +36% light / +36% darkness Changes resistances penetration: +10% blight / +25% light Changes damage: +18% darkness / +6% temporal / +21% light / +8% all Physical save: +18 (+2 eff.) Mental save: +13 (+2 eff.) Confusion immunity: +44% Spellpower: +41 (+7 eff.) Mindpower: +40 (+5 eff.) Curse of Madness Rings can have magical properties. Press to compare |
Ring of Insight (Corpses) Ring of Insight (Corpses)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Cun / +2 Mag Change telepathy range by : +1 Talent mastery: +0.20 Spell / Divination Infravision radius: +1 See stealth: +3 See invisible: +3 Curse of Corpses This small iron ring seems exceptionally shiny and in focus. Press to compare |
Ring of the Dead (Nightmares) Ring of the Dead (Nightmares)Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! Curse of Nightmares 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. Press to compare |
Ring of the War Master (Madness) Ring of the War Master (Madness)Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+1 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Pugilism +0.30 Technique / Combat training +0.30 Technique / Two-handed weapons +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Grappling +0.30 Technique / Thuggery +0.30 Technique / Shield offense +0.30 Technique / Unarmed training +0.30 Technique / Archery prowess +0.30 Technique / Shield defense +0.30 Technique / Archery excellence +0.30 Technique / Two-handed assault +0.30 Technique / Combat veteran +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Combat techniques +0.30 Technique / Dual techniques +0.30 Technique / Superiority +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons Curse of Madness A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. Press to compare |
Squalormoon (Corpses) Squalormoon (Corpses)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 36% chance to cause random gloom * 30% chance to corrode armour Damage (Melee): 41 bleed Effects on ranged hit: * 33% chance to cause random gloom Damage (Ranged): 35 bleed Damage when hit (Melee): 12 nature / 4 acid Changes stats: +19 Cun / +6 Mag Changes resistances: +6% nature / +6% light Changes resistances penetration: +25% acid Disarm immunity: +83% Pinning immunity: +83% Knockback immunity: +75% Life regen: +1.70 Hate when firing a critical mind attack: +4.00 Maximum life: +153.00 Maximum hate: +24.00 Spellpower: +13 (+2 eff.) Light radius: +1 Healing mod.: +26% Curse of Corpses It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 6.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 177% weapon damage. If the attack hits, the target will bleed for 331% weapon damage over 7 turns, and all healing will be reduced by 55%. Rings can have magical properties. Press to compare |
The Black Ring (Madness) The Black Ring (Madness)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+1 eff.) Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). Curse of Madness "An innocuous bauble. Until you look through the hole." Press to compare |
Vargh Redemption (Madness) Vargh Redemption (Madness)Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 Curse of Madness It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 36.07 cold and 53.75 physical damage (based on Willpower) each turn and knocking opponents back, costing 54 power out of 60/60. This azure ring seems to be always moist to the touch. Press to compare |
Velorena the voratun ring (Madness) Velorena the voratun ring (Madness)Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +32 (+3 eff.) Armour penetration: +17 Physical power: +27 (+3 eff.) Defense: +17 (+2 eff.) Damage when hit (Melee): 12 arcane Changes stats: +10 Str / +10 Dex / +2 Mag / +16 Wil / +16 Cun / +10 Con Changes resistances penetration: +10% blight Changes damage: +9% arcane Critical mult.: +15.00% Blindness immunity: +48% Disarm immunity: +46% Pinning immunity: +50% Knockback immunity: +50% Mana each turn: +0.12 Maximum life: +48.00 Spellpower: +14 (+2 eff.) Mindpower: +43 (+6 eff.) Infravision radius: +6 See stealth: +18 See invisible: +19 Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Curse of Madness It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. Press to compare |
Void Orb (Shrouds) Void Orb (Shrouds)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+1 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). Curse of Shrouds It can be used to activate talent Manathrust (costing 6 power out of 6/6) : Effective talent level: 4.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 392.30 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. Press to compare |
steel ring 'Noonreek' (Madness) steel ring 'Noonreek' (Madness)Infused by nature Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 40% chance to blind Damage when hit (Melee): 4 arcane Changes stats: +6 Wil / +5 Cun / +4 Con Changes resistances: +7% blight / +24% cold / +8% nature / +5% arcane Changes resistances penetration: +5% light Changes damage: +12% cold Physical save: +8 (+1 eff.) Poison immunity: +16% Disease immunity: +17% Mindpower: +8 (+1 eff.) Curse of Madness Rings can have magical properties. Press to compare |
stralite ring 'Purepulverizer' (Shrouds) stralite ring 'Purepulverizer' (Shrouds)Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +22 (+2 eff.) Effects on melee hit: * Slows global speed by 30% * 14% chance to cause random gloom Damage (Melee): 21 bleed Effects on ranged hit: * 18% chance to cause random gloom Damage (Ranged): 13 bleed Changes stats: +9 Str / +6 Wil / +6 Cun / +9 Con Changes resistances: +9% nature / +34% light / +5% arcane Changes damage: +17% light Mental save: +12 (+2 eff.) Hate when firing a critical mind attack: +3.00 Maximum hate: +12.00 Spellpower: +10 (+2 eff.) Mindpower: +9 (+1 eff.) Curse of Shrouds It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 6.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 177% weapon damage. If the attack hits, the target will bleed for 331% weapon damage over 7 turns, and all healing will be reduced by 55%. Rings can have magical properties. Press to compare |
stralite ring 'Tuledur' (Nightmares) stralite ring 'Tuledur' (Nightmares)Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 (+1 eff.) Physical power: +28 (+3 eff.) Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Changes stats: +9 Str / +7 Dex / +8 Cun / +9 Con Changes resistances: +18% physical / +28% cold Changes resistances penetration: +20% acid Changes damage: +14% cold / +18% physical / +7% all Spell save: +3 (+0 eff.) Silence immunity: +5% Stun/Freeze immunity: +40% Knockback immunity: +10% Teleport immunity: +10% Life regen: +3.40 Only die when reaching: -40.00 life Spellpower: +17 (+3 eff.) Mindpower: +17 (+2 eff.) Curse of Nightmares Rings can have magical properties. Press to compare |
voratun ring 'Poryranor' (Corpses) voratun ring 'Poryranor' (Corpses)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +85 (+9 eff.) Armour penetration: +3 Physical crit. chance: +2.0% Effects on melee hit: * 19% chance to cause random gloom Damage (Melee): 25 bleed Effects on ranged hit: * 18% chance to cause random gloom Damage (Ranged): 22 bleed Changes stats: +47 Dex / +7 Wil / +46 Cun / +2 Con Changes resistances: +30% acid / +29% cold / +64% fire / +3% nature / +29% lightning Changes resistances penetration: +20% physical Changes damage: +17% fire Spell save: +3 (+0 eff.) Disarm immunity: +46% Pinning immunity: +39% Knockback immunity: +45% Life regen: +0.80 Stamina each turn: +0.80 Hate when firing a critical mind attack: +3.00 Only die when reaching: -20.00 life Maximum life: +50.00 Maximum hate: +13.00 Mindpower: +15 (+2 eff.) Curse of Corpses It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 6.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 177% weapon damage. If the attack hits, the target will bleed for 331% weapon damage over 7 turns, and all healing will be reduced by 55%. Rings can have magical properties. Press to compare |
Crude Iron Battle Axe of Kroll (Nightmares) (68-102 power, 7 apr) Crude Iron Battle Axe of Kroll (Nightmares) (68-102 power, 7 apr)Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 68.0 - 102.0 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +10.0% Attack speed: 100% When wielded/worn: Armour: +6 Defense: +6 (+1 eff.) Changes stats: +2 Dex / +2 Con Changes damage: +10% physical Stun/Freeze immunity: +30% Knockback immunity: +30% Curse of Nightmares Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. Press to compare |
Khulmanar's Wrath (Misfortune) (70-105 power, 8 apr) Khulmanar's Wrath (Misfortune) (70-105 power, 8 apr)Requires: - Strength 52 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Physical crit. chance: +8.0% Attack speed: 100% Damage (Melee): +50 fire Damage conversion: 20% fire When wielded/worn: Changes resistances: +20% fire Changes resistances penetration: +25% fire Changes damage: +20% fire The wearer is treated as a demon. Curse of Misfortune It can be used to activate talent Infernal Breath (costing 32 power out of 35/35) : Effective talent level: 3.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 661.27 fire damage, and flames will be left dealing a further 157.30 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. Press to compare |
Stormfront (Corpses) (20-30 power, 2 apr) Stormfront (Corpses) (20-30 power, 2 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 20.0 - 30.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% On weapon crit: * inflicts either shocked or wet, chosen at random Damage (Melee): +10 lightning / +10 cold When wielded/worn: Changes damage: +10% lightning / +10% cold Curse of Corpses The blade glows faintly blue, and reflects a sky full of stormy clouds. Press to compare |
The Gaping Maw (Misfortune) (72-108 power, 4 apr) The Gaping Maw (Misfortune) (72-108 power, 4 apr)Requires: - Strength 60 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 72.0 - 108.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon crit: * deal manaburn damage equal to your mindpower in a radius 3 cone Damage (Melee): +50 acid / +50 nature slow When wielded/worn: Talents cooldown: Mana Clash (-2 turns) Ice Claw (-1 turn) Swallow (-2 turns) Curse of Misfortune This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. Press to compare |
Coalbringer (Nightmares) (36.5-47.45 power, 9 apr) Coalbringer (Nightmares) (36.5-47.45 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 36.5 - 47.5 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 54% chance to inflict damage reduction * 52% chance to disease * 25% chance to put talents on cooldown * 20% chance to torment the target * 20% chance to curse the target On weapon crit: * splashes the target with acid Damage (Melee): +16 acid / +4 darkness / +16 temporal / +32 blight / +12 fire / +16 mind Burst (radius 2) on crit: +8 darkness / +8 blight When wielded/worn: Damage when hit (Melee): 8 darkness / 15 temporal Changes resistances: +15% blight / +6% fire / +16% temporal Changes resistances penetration: +12% mind / +12% darkness Disease immunity: +52% Curse of Nightmares It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Sharp, short and deadly. Press to compare |
Heaven's Glint (Misfortune) (36-46.8 power, 10 apr) Heaven's Glint (Misfortune) (36-46.8 power, 10 apr)Requires: - Magic 36 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 36.0 - 46.8 Uses stats: 55% Mag, 35% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +14.0% Attack speed: 100% Damage (Melee): +20 cold Damage conversion: 50% light When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes damage: +20% light Spellpower: +20 (+3 eff.) Light radius: +2 Talent on hit(spell): Sun Flare (10% chance level 4). Curse of Misfortune It can be used to activate talent Circle of Blazing Light (costing 36 power out of 50/50) : Effective talent level: 4.0 Power cost: 36 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle lights up affected tiles, increases your positive energy by 5 each turn, and deals 16.33 light damage and 18.42 fire damage per turn to everyone else within its radius. The circle lasts 7 turns. The damage will increase with your Spellpower. Magic from high above the clouds. This dagger serves good. Press to compare |
Innocent Curse (Misfortune) (35-45.5 power, 9 apr) Innocent Curse (Misfortune) (35-45.5 power, 9 apr)Requires: - Dexterity 40 Powered by arcane forces Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 It is part of a set of items. Base power: 35.0 - 45.5 Uses stats: 55% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +15.0% Attack speed: 100% Damage Shield penetration (this weapon only): +20% Damage (Melee): +20 silence When wielded/worn: Talent mastery: +0.20 Cunning / Poisons Curse of Misfortune This dagger has an aura of both nature and the arcane. But instead of working together, the two powers seem to fight against each other. Press to compare |
Kinetic Spike (Shrouds) (38-49.4 power, 40 apr) Kinetic Spike (Shrouds) (38-49.4 power, 40 apr)Requires: - Willpower 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 30% Wil, 40% Dex, 30% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +40 Physical crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+1 eff.) Physical power: +15 (+2 eff.) Changes resistances penetration: +30% physical Talent mastery: +0.20 Psionic / Augmented striking Curse of Shrouds It can be used to fires a bolt of kinetic force (range 8), dealing 150% (physical) weapon damage, costing 9 power out of 10/10. A simple, rudely crafted stone hilt, this object manifests a blade of wavering, nearly invisible force, like a heat haze, as you grasp it. Despite its simple appearance, it is capable of shearing through solid granite, in the hands of those with the necessary mental fortitude to use it properly. Press to compare |
Mandible of Ungolmor (Misfortune) (40-52 power, 12 apr) Mandible of Ungolmor (Misfortune) (40-52 power, 12 apr)Requires: - Cunning 38 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 40.0 - 52.0 Uses stats: 30% Cun, 35% Str, 35% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +12 Physical crit. chance: +22.0% Attack speed: 100% On weapon crit: * inflicts pinning spydric poison upon the target Damage conversion: 30% darkness When wielded/worn: Armour: +5 Armour Hardiness: +5% Changes stats: +8 Cun / +4 Dex Changes damage: +30% nature / +20% darkness Light radius: -2 Curse of Misfortune It can be used to activate talent Creeping Darkness (costing 23 power out of 40/40) : Effective talent level: 3.0 Power cost: 23 out of 40/40. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Creeping dark slowly spreads from 4 spots in a radius of 3 around the targeted location. The dark deals 77 damage, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +12% damage to anything that has entered your creeping dark. This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. Press to compare |
Mercy (Misfortune) (35-45.5 power, 9 apr) Mercy (Misfortune) (35-45.5 power, 9 apr)Requires: - Dexterity 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 55% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +15.0% Attack speed: 100% On weapon hit: * deals physical damage equal to 3% of the target's missing health When wielded/worn: Changes stats: +6 Str / +6 Dex Critical mult.: +20.00% Curse of Misfortune This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. Press to compare |
Moon (Misfortune) (30-39 power, 30 apr) Moon (Misfortune) (30-39 power, 30 apr)Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. Base power: 30.0 - 39.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +30 Physical crit. chance: +10.0% Attack speed: 100% Damage (Melee): +20 darkness When wielded/worn: Changes damage: +10% darkness Light radius: -1 Curse of Misfortune A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. Press to compare |
Silent Blade (Shrouds) (25-32.5 power, 10 apr) Silent Blade (Shrouds) (25-32.5 power, 10 apr)Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 35% Str, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 100% When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 silence When wielded/worn: Accuracy: +10 (+1 eff.) Curse of Shrouds A thin, dark dagger that seems to meld seamlessly into the shadows. Press to compare |
Bill's Tree Trunk (Misfortune) (30-51 power, 7 apr) Bill's Tree Trunk (Misfortune) (30-51 power, 7 apr)Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Curse of Misfortune It can be used to activate talent Shattering Blow (costing 18 power out of 20/20) : Effective talent level: 2.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 118% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 60% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! Press to compare |
Blighted Maul (Misfortune) (96-144 power, 22 apr) Blighted Maul (Misfortune) (96-144 power, 22 apr)Requires: - Strength 60 Powered by arcane forces 12.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 96.0 - 144.0 Uses stat: 140% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +22 Physical crit. chance: +10.0% Attack speed: 83% On weapon hit: * 50% chance to disease * Blasts creatures in a radius 1 shockwave around your target for 767.46 to 2302.39 physical damage (based on Strength). Damage conversion: 20% blight When wielded/worn: Changes damage: +12% physical Critical mult.: +40.00% Knockback immunity: +30% Curse of Misfortune It can be used to knock away other craatures within radius 4), dealing 2175.74 to 4351.48 physical damage (based on Strength) to each, costing 45 power out of 50/50. The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. Press to compare |
Bokiyamas (Madness) (70.5-105.75 power, 3 apr) Bokiyamas (Madness) (70.5-105.75 power, 3 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 70.5 - 105.8 Uses stat: 120% Str Damage type: Arcane Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * Random elemental explosion * 25% chance to put talents on cooldown Damage Shield penetration (this weapon only): +50% Burst (radius 2) on crit: +4 arcane When wielded/worn: Accuracy: +16 (+2 eff.) Changes stats: +7 Str Changes resistances penetration: +16% acid / +5% blight / +17% fire / +19% cold / +17% lightning Changes damage: +17% physical Stamina when hit: +0.84 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +6 (+1 eff.) Spell crit. chance: +3% Curse of Madness Massive two-handed mauls. Press to compare |
Hurigar the Eclipsegrinder (Nightmares) (65.5-98.25 power, 4 apr) Hurigar the Eclipsegrinder (Nightmares) (65.5-98.25 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 65.5 - 98.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target Damage (Melee): +16 acid / +23 temporal / +42 cold / +27 mind / +28 nature Burst (radius 1) on hit: +8 acid Burst (radius 2) on crit: +33 ice When wielded/worn: Armour: +21 Effects on melee hit: * 30% chance to inflict damage reduction Changes resistances: +24% acid / +27% all Changes resistances penetration: +36% darkness / +21% cold / +33% nature / +35% mind Changes damage: +6% acid Curse of Nightmares It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Massive two-handed mauls. Press to compare |
The Black Maul (Corpses) (70-105 power, 15 apr) The Black Maul (Corpses) (70-105 power, 15 apr)Requires: - Strength 40 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +2.0% Attack speed: 100% When this weapon hits: Obliterating Smash (10% chance level 3). When wielded/worn: Accuracy: +20 (+2 eff.) Physical power: +12 (+1 eff.) Talent masteries: +0.20 Corruption / Brutality +0.20 Technique / Two-handed assault Shadow Power: +10 Increases all damage by 1% for each point of your Shadow Power. Curse of Corpses It can be used to activate talent Reckless Strike (costing 23 power out of 25/25) : Effective talent level: 3.0 Power cost: 23 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Hits the target doing 255% weapon damage. This attack cannot miss, and ignores all armor and resistances on the target. However, you take damage equal to 25% of the damage dealt, or 30% of your current HP, whichever is lower. "A fitting weapon for the Champion." Press to compare |
Voratun Hammer of the Deep Bellow (Shrouds) (82-123 power, 7 apr) Voratun Hammer of the Deep Bellow (Shrouds) (82-123 power, 7 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 82.0 - 123.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Physical crit. chance: +4.0% Attack speed: 100% When this weapon hits: Flameshock (10% chance level 3). Damage (Melee): +30 fire When wielded/worn: Changes damage: +15% physical Curse of Shrouds The legendary hammer of the Dwarven master smiths. For ages it was used to forge powerful weapons with searing heat until it became highly powerful by itself. Press to compare |
Borosk's Hate (Shrouds) (60-96 power, 22 apr) Borosk's Hate (Shrouds) (60-96 power, 22 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance to strike the target again. When wielded/worn: Changes stats: +10 Str / +5 Dex / +15 Con Talent mastery: +0.20 Technique / Two-handed assault Curse of Shrouds This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. Press to compare |
Glorynn (Nightmares) (61.5-98.4 power, 4 apr) Glorynn (Nightmares) (61.5-98.4 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.5 - 98.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 28% chance to inflict damage reduction * 87% chance to daze * 44% chance to corrode armour * 25% chance to put talents on cooldown * 20% chance to curse the target On weapon crit: * wounds the target reducing their healing Burst (radius 1) on hit: +16 blight When wielded/worn: Physical crit. chance: +21.0% Physical power: +58 (+6 eff.) Defense: +2 (+0 eff.) Ranged Defense: +2 (+0 eff.) Changes stats: +12 Str / +12 Dex / +12 Mag / +12 Wil / +14 Cun / +27 Con Changes resistances: +1% physical / +9% nature / +9% fire Changes resistances penetration: +41% lightning / +40% physical / +17% acid Reduces incoming crit damage: 10.00% Mental save: +3 (+0 eff.) Disease immunity: +10% Disarm immunity: +77% Knockback immunity: +5% Teleport immunity: +5% Life regen: +4.00 Curse of Nightmares Massive two-handed swords. Press to compare |
Golden Three-Edged Sword 'The Truth' (Shrouds) (49-78.4 power, 9 apr) Golden Three-Edged Sword 'The Truth' (Shrouds) (49-78.4 power, 9 apr)Requires: - Willpower 18 - Cunning 18 - Strength 18 Infused by psionic forces 12.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 49.0 - 78.4 Uses stat: 129% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +9 Physical crit. chance: +9.0% Attack speed: 100% On weapon hit: * 9% chance to stun or confuse the target Damage (Melee): +49 light / +49 darkness Curse of Shrouds The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. Press to compare |
Jade Fervor (Madness) (50-80 power, 10 apr) Jade Fervor (Madness) (50-80 power, 10 apr)Requires: - Strength 60 Infused by nature Infused by psionic forces 24.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 50.0 - 80.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc This weapon will act as a psionic focus. Armour Penetration: +10 Physical crit. chance: +10.0% Attack speed: 143% On weapon crit: * devour one beneficial effect or sustain and heal yourself for 75 damage Damage (Melee): +40 natural flames When wielded/worn: Heals friendly targets nearby when you use a nature summon: +75 Natural flames are both nature and fire damage, and inflict triple damage upon demons and the undead. Curse of Madness A huge blade of carved jade has been fitted to a dragonbone hilt. It is very heavy, but somehow quick in your hands. Press to compare |
Latafayn (Nightmares) (68-108.8 power, 5 apr) Latafayn (Nightmares) (68-108.8 power, 5 apr)Requires: - Strength 40 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 68.0 - 108.8 Uses stat: 125% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +10.0% Attack speed: 100% Lifesteal (this weapon only): +8% Damage conversion: 50% fire burn When wielded/worn: Changes stats: +3 Cun / +5 Str Changes resistances: +15% fire Changes damage: +10% darkness / +15% fire Curse of Nightmares It can be used to accelerate burning effects on all creatures in a radius 1 ball within range 5, consuming them to instantly inflict 125% of all remaining burn damage, costing 9 power out of 25/25. This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands. Press to compare |
Spectral Blade (Madness) (24-38.4 power, 25 apr) Spectral Blade (Madness) (24-38.4 power, 25 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.0 - 38.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +25 Physical crit. chance: +3.0% Attack speed: 111% Damage (Melee): +10 arcane Burst (radius 2) on crit: +30 arcane silence When wielded/worn: Mana each turn: +0.50 Spellpower: +5 (+1 eff.) See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Curse of Madness This sword appears weightless, and nearly invisible. Press to compare |
Warmaster Gnarg's Murderblade (Nightmares) (60-96 power, 19 apr) Warmaster Gnarg's Murderblade (Nightmares) (60-96 power, 19 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 60.0 - 96.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +19 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 10% chance to send the wielder into a killing frenzy Damage against: +20% Living When wielded/worn: Changes stats: +15 Str / +5 Dex / +15 Con Reduced damage from: +20% Living Talent masteries: +0.20 Technique / Two-handed maiming +0.20 Technique / Two-handed weapons +0.20 Technique / Two-handed assault Curse of Nightmares A blood-etched greatsword, it has seen many foes. From the inside. Press to compare |
Dagufang the dragonbone longbow (Corpses) Dagufang the dragonbone longbow (Corpses)Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). Travel speed: +200% Damage (Ranged): +20 cold / +20 fire Burst (radius 1) on hit: +2 mind Burst (radius 2) on crit: +2 mind When wielded/worn: Physical power: +30 (+3 eff.) Ammo reloads per turn: +4 Changes stats: +13 Str / +3 Mag / +2 Cun / +3 Con Changes resistances: +2% physical Changes resistances penetration: +37% temporal / +63% physical Changes damage: +22% cold / +22% fire / +50% temporal / +71% physical Talent mastery: +0.20 Chronomancy / Bow Threading Talent cooldown: Arrow Stitching (-2 turns) Spell save: +3 (+0 eff.) Disease immunity: +10% Disarm immunity: +10% Teleport immunity: +15% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Curse of Corpses Longbows are used to shoot arrows at your foes. Press to compare |
Merkul's Second Eye (Shrouds) Merkul's Second Eye (Shrouds)Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +400% When wielded/worn: Damage (Ranged): 25 arcane Light radius: +2 Curse of Shrouds This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. Press to compare |
Storm Fury (Nightmares) Storm Fury (Nightmares)Requires: - Magic 30 - Dexterity 30 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +10 When wielded/worn: Ranged Defense: +15 (+2 eff.) Damage (Ranged): 75 lightning Changes stats: +5 Dex / +7 Mag Changes resistances: +20% lightning Changes damage: +20% lightning Talent masteries: +0.10 Spell / Storm +0.20 Spell / Air Spellpower: +20 (+3 eff.) Movement speed: +10% Automatically fires lightning bolts at nearby enemies, with a chance to inflict Daze. Curse of Nightmares This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. Press to compare |
Thaloren-Tree Longbow (Corpses) Thaloren-Tree Longbow (Corpses)Requires: - Dexterity 36 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Armour Penetration: +12 Attack speed: 143% Firing range: +10 When wielded/worn: Damage (Ranged): 30 light Changes stats: +10 Dex / +10 Wil Changes damage: +30% physical Light radius: +1 Curse of Corpses In the aftermath of the Spellblaze, the Thaloren had to defend their forests against foes and fires alike. Many of the trees died despite the efforts of the Elves to save them. Their wood was fashioned into a bow to be wielded against the darkness. Press to compare |
dragonbone longbow 'Borehell' (Misfortune) dragonbone longbow 'Borehell' (Misfortune)Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 250% Firing range: +10 Travel speed: +800% Damage (Ranged): +20 lightning / +37 fire When wielded/worn: Accuracy: +60 (+6 eff.) Physical crit. chance: +30.0% Physical power: +15 (+2 eff.) Changes stats: +3 Str / +1 Dex / +5 Mag Changes resistances: +6% cold / +6% fire / +3% temporal Changes resistances penetration: +10% acid / +15% temporal / +107% physical Changes damage: +22% lightning / +22% temporal / +41% fire / +3% arcane / +91% physical Talents cooldown: Volley of Arrows (-4 turns) Arrow Stitching (-1 turn) Steady Shot (-4 turns) Pinning Shot (-2 turns) Mental save: +3 (+0 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +20.00 Spell crit. chance: +2% Damage Shield penetration: +170% Curse of Misfortune Longbows are used to shoot arrows at your foes. Press to compare |
Acera (Misfortune) (33-46.2 power, 4 apr) Acera (Misfortune) (33-46.2 power, 4 apr)Requires: - Strength 40 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 Base power: 33.0 - 46.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +10.0% Attack speed: 100% Damage (Melee): +12 acid Burst (radius 2) on crit: +40 corrosive acid When wielded/worn: Physical crit. chance: +10.0% Changes resistances: +15% acid Changes resistances penetration: +10% physical Changes damage: +15% acid Spell crit. chance: +10% Curse of Misfortune It can be used to activate talent Corrosive Worm (costing 27 power out of 30/30) : Effective talent level: 4.0 Power cost: 27 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Infect your target with a corrosive worm that deals 72.86 acid damage per turn for 10 turns. If the target dies while the worm is inside, it will explode, doing 294.73 acid damage in a radius of 4. The damage will increase with your Spellpower, and can critical. This warped, blackened sword drips acid from its countless pores. Press to compare |
Anmalice (Corpses) (47-65.8 power, 20 apr) Anmalice (Corpses) (47-65.8 power, 20 apr)Requires: - Willpower 20 - Strength 32 Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stats: 10% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +20 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * torments the target with many mental effects On weapon kill: * reduces mental save penalty When wielded/worn: Changes damage: +8% mind Mental save: -30 (-4 eff.) Mindpower: +9 (+1 eff.) Curse of Corpses The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. Press to compare |
Blade of Distorted Time (Misfortune) (40-56 power, 10 apr) Blade of Distorted Time (Misfortune) (40-56 power, 10 apr)Requires: - Strength 44 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stats: 20% Mag, 90% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * inflicts bonus temporal damage and slows target Damage conversion: 20% temporal When wielded/worn: Changes damage: +12% temporal / +10% physical Curse of Misfortune It can be used to activate talent Rethread (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Rethread the timeline, dealing 113.47 temporal damage to the target before moving on to a second target. Rethread can hit up to 3 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. The remnants of a damaged timeline, this blade shifts and fades at random. Press to compare |
Blastbliss the voratun longsword (Madness) (74-103.6 power, 6 apr) Blastbliss the voratun longsword (Madness) (74-103.6 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 74.0 - 103.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 56% chance to disease * Random elemental explosion On weapon crit: * wounds the target reducing their healing * cripple the target Damage Shield penetration (this weapon only): +30% Damage (Melee): +20 temporal / +20 light / +4 blight / +14 nature / +20 mind Damage against: +30% Undead When wielded/worn: Armour penetration: +29 Physical crit. chance: +45.0% Physical power: +15 (+2 eff.) Changes stats: +3 Wil / +3 Mag Changes resistances penetration: +15% acid / +28% physical / +15% fire / +17% cold / +23% lightning Changes damage: +27% physical Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +60.00 Curse of Madness It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Sharp, long, and deadly. Press to compare |
Corpathus (Shrouds) (40-56 power, 12 apr) Corpathus (Shrouds) (40-56 power, 12 apr)Requires: - Strength 40 Crafted by a master Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Physical crit. chance: +24.0% Attack speed: 100% On weapon crit: * grows in power On weapon kill: * grows dramatically in power Damage (Melee): +18 draining blight When wielded/worn: Changes damage: +5% blight Critical mult.: +36.00% Cut immunity: -25% Maximum vim: +20.00 Curse of Shrouds Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. Press to compare |
Earohir (Corpses) (73-102.2 power, 6 apr) Earohir (Corpses) (73-102.2 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 73.0 - 102.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 111% On weapon hit: * 33% chance to inflict damage reduction * Random elemental explosion * 20% chance to curse the target * 20% chance to torment the target On weapon crit: * wounds the target reducing their healing * splashes the target with acid Damage (Melee): +20 acid When wielded/worn: Accuracy: +30 (+3 eff.) Physical crit. chance: +14.0% Physical power: +15 (+2 eff.) Defense: +17 (+2 eff.) Ranged Defense: +4 (+1 eff.) Changes stats: +2 Cun / +7 Dex Changes resistances: +4% physical / +3% temporal Changes resistances penetration: +16% acid / +15% darkness / +17% lightning / +5% arcane / +17% fire / +15% mind / +17% cold Spell save: +6 (+1 eff.) Disarm immunity: +49% Maximum mana: +60.00 Spell crit. chance: +1% Light radius: +3 Curse of Corpses Sharp, long, and deadly. Press to compare |
Everpyre Blade (Shrouds) (38-53.2 power, 10 apr) Everpyre Blade (Shrouds) (38-53.2 power, 10 apr)Requires: - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 38.0 - 53.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Physical crit. chance: +18.0% Attack speed: 100% Damage conversion: 50% fire When wielded/worn: Changes stats: +7 Str / +7 Wil Changes resistances: +10% nature / +15% fire Changes resistances penetration: +15% fire Changes damage: +20% fire Curse of Shrouds It can be used to activate talent Fire Breath (costing 23 power out of 25/25) : Effective talent level: 2.0 Power cost: 23 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 844.04 fire damage over 3 turns. The damage will increase with your Strength or Willpower, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder. Press to compare |
Layetha the Stormwrecker (Nightmares) (87.5-122.5 power, 6 apr) Layetha the Stormwrecker (Nightmares) (87.5-122.5 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 87.5 - 122.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 20% chance to disease * 35% chance to corrode armour On weapon crit: * cripple the target Damage (Melee): +8 lightning / +20 temporal / +20 blight / +20 mind / +20 nature Burst (radius 2) on crit: +28 ice When wielded/worn: Accuracy: +30 (+3 eff.) Armour penetration: +30 Physical crit. chance: +26.0% Armour: +15 Effects on melee hit: * 60% chance to daze Damage when hit (Melee): 8 lightning / 20 mind Changes stats: +9 Str Changes resistances: +10% all Changes resistances penetration: +14% acid / +27% physical / +10% cold / +15% nature / +5% lightning Changes damage: +54% physical Mental save: +20 (+2 eff.) Disease immunity: +35% Life regen: +1.80 Stamina when hit: +5.00 Psi when hit: +0.12 Hate when firing a critical mind attack: +2.00 Mental crit. chance: +6% Curse of Nightmares It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Sharp, long, and deadly. Press to compare |
Punae's Blade (Madness) (46-64.4 power, 4 apr) Punae's Blade (Madness) (46-64.4 power, 4 apr)Requires: - Strength 30 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 46.0 - 64.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +10.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +10.0% Combat speed: +10% Chance to avoid attacks: +10% Curse of Madness This very thin sword cuts through the air with ease, allowing remarkably quick movement. Press to compare |
Sewerstreaker the voratun longsword (Madness) (59.5-83.3 power, 6 apr) Sewerstreaker the voratun longsword (Madness) (59.5-83.3 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 59.5 - 83.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 111% On weapon hit: * 66% chance to daze Damage (Melee): +20 nature / +19 temporal Burst (radius 2) on crit: +8 nature When wielded/worn: Accuracy: +27 (+3 eff.) Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Changes stats: +14 Str / +13 Dex / +6 Mag / +6 Wil / +8 Cun / +8 Con Changes resistances: +6% darkness Changes resistances penetration: +28% lightning Changes damage: +6% nature / +15% physical Physical save: +20 (+2 eff.) Mental save: +6 (+1 eff.) Knockback immunity: +25% Stamina when hit: +2.30 Only die when reaching: -20.00 life Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Curse of Madness Sharp, long, and deadly. Press to compare |
Spellblade (Misfortune) (50-70 power, 2 apr) Spellblade (Misfortune) (50-70 power, 2 apr)Requires: - Dexterity 28 - Magic 28 - Strength 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 50.0 - 70.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +4 Mag Changes damage: +18% physical / +18% light / +18% fire Spellpower: +20 (+3 eff.) Spell crit. chance: +9% Light radius: +1 Curse of Misfortune Mages sometimes have funny ideas. Archmage Varil once learned how to handle a sword and found he preferred wielding it instead of his staff. Press to compare |
Tempestwind (Misfortune) (72-100.8 power, 6 apr) Tempestwind (Misfortune) (72-100.8 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 72.0 - 100.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 111% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 20% chance to inflict damage reduction * 40% chance to daze * 40% chance to disease * 25% chance for lightning to arc to a second target * Random elemental explosion * 20% chance to curse the target On weapon crit: * wounds the target reducing their healing * cripple the target Damage Shield penetration (this weapon only): +40% Damage (Melee): +15 lightning / +36 blight / +19 mind Burst (radius 2) on crit: +30 ice / +20 fire When wielded/worn: Accuracy: +43 (+4 eff.) Armour penetration: +43 Physical crit. chance: +26.0% Physical power: +24 (+2 eff.) Armour: +13 Defense: +14 (+2 eff.) Ranged Defense: +2 (+0 eff.) Damage when hit (Melee): 4 arcane Changes stats: +7 Str / +7 Dex / +6 Con Changes resistances: +9% temporal / +3% light / +6% darkness Changes resistances penetration: +17% acid / +55% physical / +32% fire / +16% lightning / +29% cold Changes damage: +63% physical Critical mult.: +9.00% Disease immunity: +70% Silence immunity: +20% Disarm immunity: +85% Life regen: +0.40 Stamina when hit: +2.50 Maximum stamina: +5.00 Global speed: +6% Curse of Misfortune It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Sharp, long, and deadly. Press to compare |
The Black Spike (Misfortune) (48-67.2 power, 20 apr) The Black Spike (Misfortune) (48-67.2 power, 20 apr)Requires: - Strength 40 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +20 Physical crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +10 Str / +8 Mag Changes resistances: +18% darkness / +12% blight Changes resistances penetration: +5% all Changes damage: +25% darkness Shadow Power: +5 Increases all damage penetration by 1% for each point of your Shadow Power. Curse of Misfortune "All the better to pierce the heart of the world." Press to compare |
Tulolathagorn the Unlightrupture (Misfortune) (22.5-31.5 power, 4 apr) Tulolathagorn the Unlightrupture (Misfortune) (22.5-31.5 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 Base power: 22.5 - 31.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 3). On weapon hit: * 33% chance to disease * 40% chance to inflict damage reduction * Random elemental explosion Damage (Melee): +19 darkness / +21 blight / +20 cold Damage against: +14% Living When wielded/worn: Armour penetration: +10 Physical crit. chance: +10.0% Effects on melee hit: * 30% chance to disease Changes resistances: +9% blight / +9% darkness Changes resistances penetration: +12% acid / +13% fire / +13% lightning / +12% cold Changes damage: +6% blight Critical mult.: +16.00% Disease immunity: +25% Curse of Misfortune Sharp, long, and deadly. Press to compare |
Urthubar the Dawnhacker (Misfortune) (25.5-35.7 power, 2 apr) Urthubar the Dawnhacker (Misfortune) (25.5-35.7 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 1 Base power: 25.5 - 35.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 20% chance to cause random gloom * 40% chance to blind Burst (radius 1) on hit: +8 light When wielded/worn: Damage when hit (Melee): 4 mind / 8 light Changes resistances: +3% mind Changes damage: +9% mind Curse of Misfortune Sharp, long, and deadly. Press to compare |
Witch-Bane (Misfortune) (42-58.8 power, 4 apr) Witch-Bane (Misfortune) (42-58.8 power, 4 apr)Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 42.0 - 58.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +20.0% Attack speed: 100% On weapon hit: * 50 arcane resource burn When wielded/worn: Changes resistances: +15% blight / -15% physical / +15% all Talents cooldown: Mana Clash (-2 turns) Aura of Silence (-2 turns) Curse of Misfortune A thin voratun blade with an ivory handle wrapped in purple cloth. The weapon is nearly as legendary as its former owner, Marcus Dunn, and was thought to have been destroyed after Marcus was slain near the end of the Spellhunt. It seems somebody well versed in antimagic could use it to its fullest potential. Press to compare |
Entropy (Misfortune) (50-70 power, 10 apr) Entropy (Misfortune) (50-70 power, 10 apr)Requires: - Strength 42 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 4 Base power: 50.0 - 70.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +10.0% Attack speed: 100% When this weapon hits: Sunder Armour (10% chance level 4). Damage (Melee): +40 blight freeze Burst (radius 2) on crit: +40 vim draining blight When wielded/worn: Changes damage: +25% blight / +25% cold (Blight Freeze does Blight damage and freezes the target.) Curse of Misfortune While it shouldn't be possible, the metal part of this mace looks wilted and sick somehow. Press to compare |
Gunechik the stralite mace (Corpses) (37-51.8 power, 5 apr) Gunechik the stralite mace (Corpses) (37-51.8 power, 5 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 4 Base power: 37.0 - 51.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 20% chance to torment the target * Random elemental explosion * 25% chance to put talents on cooldown Damage (Melee): +13 light Damage against: +21% Undead When wielded/worn: Accuracy: +11 (+1 eff.) Defense: +13 (+2 eff.) Damage when hit (Melee): 20 mind Changes resistances: +3% darkness Changes resistances penetration: +15% acid / +23% darkness / +14% fire / +15% cold / +23% mind / +15% lightning Disarm immunity: +55% Stun/Freeze immunity: +10% Equilibrium when hit: +0.12 Maximum hate: +4.00 Maximum psi: +20.00 Curse of Corpses Blunt and deadly. Press to compare |
Thunderfall (Corpses) (50-70 power, 6 apr) Thunderfall (Corpses) (50-70 power, 6 apr)Requires: - Willpower 30 - Strength 50 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 50.0 - 70.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +50 lightning / +50 physical Burst (radius 2) on crit: +100 lightning / +100 physical Curse of Corpses It can be used to strike a target at up to range 10 for an automatic critical hit as lightning damage, costing 54 power out of 60/60. Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls. Press to compare |
Zerirach the stralite mace (Corpses) (35.5-49.7 power, 5 apr) Zerirach the stralite mace (Corpses) (35.5-49.7 power, 5 apr)Requires: - Strength 35 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 4 Base power: 35.5 - 49.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 20% chance to torment the target * 25% chance to put talents on cooldown On weapon crit: * wounds the target reducing their healing Damage (Melee): +75 insidious poison When wielded/worn: Physical crit. chance: +11.0% Physical power: +11 (+1 eff.) Effects on melee hit: * 40% chance to corrode armour Damage when hit (Melee): 8 acid Changes resistances: +18% acid Changes resistances penetration: +5% temporal / +12% mind / +12% darkness Changes damage: +18% acid Curse of Corpses Blunt and deadly. Press to compare |
voratun mace 'Vipermark' (Corpses) (73.5-102.9 power, 6 apr) voratun mace 'Vipermark' (Corpses) (73.5-102.9 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 73.5 - 102.9 Uses stat: 100% Str Damage type: Arcane Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 18% chance to disease * Random elemental explosion * 20% chance to torment the target * 25% chance to put talents on cooldown Damage (Melee): +19 blight / +20 mind When wielded/worn: Armour penetration: +14 Changes stats: +2 Cun / +4 Wil Changes resistances: +6% arcane Changes resistances penetration: +17% acid / +15% physical / +13% darkness / +16% cold / +17% fire / +15% mind / +16% lightning Changes damage: +15% physical / +3% nature / +12% mind Disease immunity: +35% Maximum hate: +2.00 Curse of Corpses It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Blunt and deadly. Press to compare |
Duvosta the Vilerage (Shrouds) (17-18.7 power, 40 apr, nature damage) Duvosta the Vilerage (Shrouds) (17-18.7 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar dreams of an epiphany. This psionic mindstar has an epiphany about dreams. This natural frost should be returned to the wyrm. Base power: 17.0 - 18.7 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 50% * 50% chance to cause random gloom Damage (Melee): +10 temporal / +4 darkness / +8 nature / +10 cold Damage against: +23% Undead When wielded/worn: Armour: +25 Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 20 ice / 4 temporal Changes resistances: +10% fire / +15% physical / +28% darkness / +30% nature / +15% blight / +19% cold / +50% mind / +35% light Changes resistances penetration: +15% mind / +14% cold Changes damage: +10% acid / +15% temporal / +10% darkness / +23% cold / +28% mind Talent mastery: +0.20 Technique / Conditioning Mental save: +10 (+1 eff.) Stamina when hit: +2.50 Equilibrium when hit: +2.30 Maximum psi: +48.00 Mindpower: +16 (+2 eff.) Mental crit. chance: +11% Infravision radius: +4 See stealth: +25 See invisible: +23 Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Press to compare |
Eye of the Wyrm (Nightmares) (16-17.6 power, 24 apr, physical damage) Eye of the Wyrm (Nightmares) (16-17.6 power, 24 apr, physical damage)Requires: - Willpower 45 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. The natural wyrm seeks an element. Base power: 16.0 - 17.6 Uses stats: 40% Wil, 20% Str, 10% Cun Damage type: Physical Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +2.5% Attack speed: 100% Damage conversion: 18% acid / 18% cold / 18% fire / 18% lightning When wielded/worn: Physical crit. chance: +4.0% Physical power: +8 (+1 eff.) Changes resistances: +8% acid / +8% physical / +8% cold / +8% fire / +8% lightning Changes damage: +8% lightning / +8% physical / +8% cold / +8% fire / +8% acid Talent masteries: +0.10 Wild-gift / Venom drake aspect +0.10 Wild-gift / Cold drake aspect +0.10 Wild-gift / Fire drake aspect +0.10 Wild-gift / Storm drake aspect +0.10 Wild-gift / Sand drake aspect Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Curse of Nightmares It can be used to activate talent Fire Breath (costing 27 power out of 30/30) : Effective talent level: 4.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 8. Any target caught in the area will take 1099.27 fire damage over 3 turns. The damage will increase with your Strength or Willpower, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. Press to compare |
Great Caller (Corpses) (10-11 power, 18 apr, nature damage) Great Caller (Corpses) (10-11 power, 18 apr, nature damage)Requires: - Willpower 34 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Base power: 10.0 - 11.0 Uses stats: 35% Wil, 50% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes damage: +8% cold / +8% fire / +8% physical Talent masteries: +0.10 Wild-gift / Summoning (utility) +0.10 Wild-gift / Summoning (augmentation) +0.10 Wild-gift / Summoning (melee) +0.10 Wild-gift / Summoning (distance) +0.10 Wild-gift / Summoning (advanced) Mindpower: +12 (+2 eff.) Mental crit. chance: +6% Heals friendly targets nearby when you use a nature summon: +30 Max wilder summons: +2 Curse of Corpses It can be used to activate talent Rage (costing 15 power out of 16/16) : Effective talent level: 4.0 Power cost: 15 out of 16/16. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Induces a killing rage in one of your summons, increasing all its stats by 36 for 10 turns. This mindstar constantly emits a low tone. Life seems to be pulled towards it. Press to compare |
Lisyrilranne the living mindstar (Misfortune) (17-18.7 power, 40 apr, nature damage) Lisyrilranne the living mindstar (Misfortune) (17-18.7 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar dreams of an epiphany. Base power: 17.0 - 18.7 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +15.0% Attack speed: 100% Damage (Melee): +18 temporal / +4 arcane / +20 nature slow Burst (radius 2) on crit: +8 temporal When wielded/worn: Damage when hit (Melee): 8 temporal Changes stats: +8 Cun Changes resistances: +3% temporal / +70% light / +10% blight / +5% arcane / +100% mind Changes damage: +18% nature / +10% temporal Critical mult.: +25.00% Mental save: +9 (+1 eff.) Disease immunity: +22% Life regen: +1.60 Maximum life: +35.00 Maximum psi: +49.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% See stealth: +63 See invisible: +68 Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Press to compare |
Nexus of the Way (Misfortune) (22-24.2 power, 40 apr, mind damage) Nexus of the Way (Misfortune) (22-24.2 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 60% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +6 Wil Changes resistances: +20% mind Changes resistances penetration: +20% mind Changes damage: +20% mind Confusion immunity: +30% Mindpower: +18 (+3 eff.) Mental crit. chance: +9% Curse of Misfortune It can be used to activate talent Wayist (costing 54 power out of 60/60) : Effective talent level: 1.0 Power cost: 54 out of 60/60. Range: 4 Travel Speed: instantaneous Is: a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. Press to compare |
Skyspire (Nightmares) (12-13.2 power, 32 apr, mind damage) Skyspire (Nightmares) (12-13.2 power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. This psionic mindstar has an epiphany about dreams. This parasitic mindstar will draw strength from other psionic mindstars. This mindstar projects psionic energy if enough is absorbed. This natural frost should be returned to the wyrm. Base power: 12.0 - 13.2 Uses stats: 45% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +14.5% Attack speed: 100% On weapon hit: * 55% chance to corrode armour Damage (Melee): +8 acid / +17 temporal / +17 nature slow Damage against: +43% Undead When wielded/worn: Armour: +9 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Damage when hit (Melee): 16 ice Changes stats: +19 Cun Changes resistances: +2% physical / +46% darkness / +26% nature / +29% blight / +17% cold / +25% mind / +21% light Changes resistances penetration: +15% lightning / +17% cold Changes damage: +13% lightning / +10% temporal / +19% mind / +18% fire / +6% nature / +38% cold Talent masteries: +0.20 Psionic / Focus +0.10 Psionic / Projection Critical mult.: +50.00% Physical save: +10 (+1 eff.) Mental save: +3 (+0 eff.) Knockback immunity: +30% Stamina when hit: +3.80 Hate when firing a critical mind attack: +5.00 Maximum hate: +21.00 Mindpower: +13 (+2 eff.) Mental crit. chance: +9% See stealth: +21 See invisible: +21 Life leech chance: +19% Life leech: +17% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Press to compare |
Eroded Blade (Corpses) (19-24.7 power, 9 apr) Eroded Blade (Corpses) (19-24.7 power, 9 apr)Requires: - Magic 28 - Dexterity 28 Powered by arcane forces Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / ritual blade ; tier 4 Base power: 19.0 - 24.7 Uses stats: 45% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% When wielded/worn: Changes resistances: +10% acid / +10% temporal / +10% nature Changes resistances penetration: +10% acid / +10% temporal / +10% nature Changes damage: +25% acid / +25% temporal / +25% nature Spell crit. chance: +12% Mental crit. chance: +12% Curse of Corpses Ashes to ashes, dust to dust. That which came from the earth, shall return to it. Press to compare |
Demonidol the drakeskin leather sling (Madness) Demonidol the drakeskin leather sling (Madness)Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 200% Firing range: +10 Travel speed: +600% Damage (Ranged): +15 fire / +17 cold When wielded/worn: Accuracy: +11 (+1 eff.) Physical crit. chance: +15.0% Physical power: +19 (+2 eff.) Fatigue: -6% Changes stats: +9 Str / +3 Dex / +5 Cun Changes resistances: +3% darkness Changes resistances penetration: +85% physical Changes damage: +12% acid / +3% darkness / +22% fire / +3% nature / +22% cold Healing mod.: +35% Damage Shield penetration: +119% Curse of Madness Slings are used to hurl stones or metal shots at your foes. Press to compare |
Eldoral Last Resort (Corpses) Eldoral Last Resort (Corpses)Requires: - Dexterity 26 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +10 When wielded/worn: Changes stats: +3 Cun / +4 Dex Changes damage: +15% physical Talents cooldown: Steady Shot (-1 turn) Eye Shot (-2 turns) Curse of Corpses A sling with an inscription on its handle: 'May the wielder be granted cunning in his fight against the darkness'. Press to compare |
Elenulin the drakeskin leather sling (Corpses) Elenulin the drakeskin leather sling (Corpses)Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 167% Firing range: +10 When this weapon hits: Arcane Vortex (10% chance level 3). When this weapon hits: Shoot (10% chance level 1). Travel speed: +400% Damage (Ranged): +20 acid When wielded/worn: Accuracy: +15 (+2 eff.) Changes stats: +7 Mag Changes resistances: +6% arcane Changes resistances penetration: +35% physical Changes damage: +15% acid / +21% physical / +15% arcane Talent cooldown: Steady Shot (-1 turn) Physical save: +6 (+1 eff.) Spell save: +3 (+0 eff.) Poison immunity: +15% Disease immunity: +10% Silence immunity: +5% Stun/Freeze immunity: +15% Teleport immunity: +10% Spellpower: +15 (+3 eff.) Damage Shield penetration: +60% Defense after a teleport: +5 Curse of Corpses Slings are used to hurl stones or metal shots at your foes. Press to compare |
Hare-Skin Sling (Nightmares) Hare-Skin Sling (Nightmares)Requires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Physical crit. chance: +5.0% Defense: +10 (+1 eff.) Changes stats: +10 Lck Talent mastery: +0.20 Cunning / Survival Movement speed: +20% Activating this item is instant. Curse of Nightmares It can be used to activate talent Inertial Shot (costing 8 power out of 8/8) : Effective talent level: 3.0 Power cost: 8 out of 8/8. Range: melee/personal Travel Speed: instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. Press to compare |
Layikira (Madness) Layikira (Madness)Requires: - Dexterity 16 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 2 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 On weapon hit: * 9% chance to corrode armour * 9% chance to daze * 40% chance to gain 10% of a turn When wielded/worn: Ranged Defense: +10 (+1 eff.) Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances: +3% mind / +3% darkness Changes resistances penetration: +9% lightning / +12% physical / +8% acid Changes damage: +14% physical Silence immunity: +10% Confusion immunity: +10% Teleport immunity: +10% Life regen: +1.30 Curse of Madness Slings are used to hurl stones or metal shots at your foes. Press to compare |
Nithan's Force (Corpses) Nithan's Force (Corpses)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 Corpses It can be used to activate talent Pulverizing Auger (costing 23 power out of 25/25) : Effective talent level: 3.0 Power cost: 23 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Fire a powerful beam of stone shaterring forces, digging out any walls in its path up to 3. The beam also affect any creatures in its path, dealing 441.59 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... Press to compare |
Urthugoyon (Shrouds) Urthugoyon (Shrouds)Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 2 Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +7 When this weapon hits: Arcane Vortex (10% chance level 3). On weapon hit: * 20% chance to corrode armour Travel speed: +200% When wielded/worn: Physical power: +8 (+1 eff.) Changes stats: +2 Str / +3 Mag Changes resistances: +5% arcane / +3% acid Changes damage: +9% arcane / +3% acid Spellpower: +8 (+1 eff.) Curse of Shrouds Slings are used to hurl stones or metal shots at your foes. Press to compare |
Afterlife (Madness) (40-48 power, 12 apr, light element) Afterlife (Madness) (40-48 power, 12 apr, light element)Requires: - Magic 40 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 40.0 - 48.0 Uses stat: 130% Mag Damage type: Light Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +12 Attack speed: 100% Damage against: +25% Undead When wielded/worn: Changes resistances penetration: +10% lightning / +10% cold Changes damage: +25% lightning / +25% cold / +25% light / +25% darkness Reduced damage from: +25% Undead Talent mastery: +0.20 Spell / Necrosis Spellpower: +30 (+5 eff.) Spell crit. chance: +10% Curse of Madness Pure white bone fashioned into a staff. A grinning skull sits on the top, grinning. Press to compare |
Rod of Sarrilon (Shrouds) (30-36 power, 4 apr, physical element) Rod of Sarrilon (Shrouds) (30-36 power, 4 apr, physical element)Requires: - Magic 48 Powered by unknown forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 150% Mag Damage type: Temporal Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes resistances penetration: +30% temporal Changes damage: +40% temporal Talent masteries: +0.10 Chronomancy / Stasis +0.10 Chronomancy / Flux +0.10 Spell / Temporal Talents cooldown: Attenuate (-1 turn) Stop (-2 turns) Time Shield (-3 turns) Time Shield (-3 turns) Teleport immunity: +100% Spellpower: +40 (+7 eff.) Spell crit. chance: +15% Reduces paradox anomalies(equivalent to willpower): +25 Curse of Shrouds A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. Press to compare |
Shard of Wintertide (Madness) (30-36 power, 5 apr, cold element) Shard of Wintertide (Madness) (30-36 power, 5 apr, cold element)Requires: - Magic 35 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 120% Mag Damage type: Ice Accuracy bonus: +2.5% procs dam / acc This weapon will act as a psionic focus. Armour Penetration: +5 Attack speed: 100% When wielded/worn: Changes resistances: +20% darkness / +20% cold Changes damage: +20% darkness / +20% cold Talents cooldown: Moonlight Ray (-1 turn) Invoke Darkness (-1 turn) Ice Shards (-1 turn) Wintery Wrath (-1 turn) Glacial Vapour (-2 turns) Spellpower: +20 (+3 eff.) Spell crit. chance: +7% Curse of Madness This giant icicle shines with a gentle lunar radiance. Press to compare |
Telos's Staff (Top Half) (Nightmares) (35-42 power, 0 apr, physical element) Telos's Staff (Top Half) (Nightmares) (35-42 power, 0 apr, physical element)Requires: - Magic 35 Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It is part of a set of items. Base power: 35.0 - 42.0 Uses stat: 100% Mag Damage type: Arcane Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Cun Changes damage: +20% cold / +20% arcane / +20% light Mental save: +8 (+1 eff.) Vim when firing critical spell: +4.00 Spellpower: +30 (+5 eff.) Spell crit. chance: +15% Curse of Nightmares The top part of Telos' broken staff. Press to compare |
The River's Fury (Corpses) (23-32.2 power, 8 apr) The River's Fury (Corpses) (23-32.2 power, 8 apr)Requires: - Strength 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 23.0 - 32.2 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +15 cold When wielded/worn: Accuracy: +10 (+1 eff.) Changes resistances: +10% cold Changes damage: +10% cold Spellpower: +10 (+2 eff.) Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). Curse of Corpses It can be used to activate talent Tidal Wave (costing 72 power out of 80/80) : Effective talent level: 1.0 Power cost: 72 out of 80/80. 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 1 per turn to a maximum eventual radius of 4, doing 26.20 cold damage and 39.04 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 6 turns. All creatures hit gain the wet effect which reduces their stun/freeze resistance by half of their value and interracts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. Press to compare |
Underworld Trident (Nightmares) (50-70 power, 10 apr) Underworld Trident (Nightmares) (50-70 power, 10 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 3 It must be held with both hands. Base power: 50.0 - 70.0 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +20 shadowflame Burst (radius 2) on crit: +20 % chance of gloom effects When wielded/worn: Physical crit. chance: +5.0% Hate when firing a critical mind attack: +3.00 Spell crit. chance: +5% Mental crit. chance: +5% Light radius: -1 Infravision radius: +3 (The Gloom burst on critical applies debuffs.) Curse of Nightmares It can be used to activate talent Earthquake (costing 45 power out of 50/50) : Effective talent level: 3.0 Power cost: 45 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 140.81 physical damage in a radius of 3 each turn for 6 turns, and has a 25% chance of stunning any creature it affects. The damage will increase with your Spellpower. Forged deep underground by unknown peoples, gloom follows this trident, despite it being constantly flaming. Press to compare |
Blood-Letter (Nightmares) (33-46.2 power, 4.5 apr) Blood-Letter (Nightmares) (33-46.2 power, 4.5 apr)Requires: - Dexterity 24 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 3 Base power: 33.0 - 46.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +7.0% Attack speed: 100% When this weapon hits: Ice Breath (15% chance level 2). Damage conversion: 50% ice When wielded/worn: Armour: +20 Changes resistances penetration: +20% cold Ice block penetration: +25% Curse of Nightmares A hand axe carved out of the most frozen parts of the northern wasteland. Press to compare |
Malediction (Misfortune) (55-66 power, 15 apr) Malediction (Misfortune) (55-66 power, 15 apr)Requires: - Strength 55 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 4 Base power: 55.0 - 66.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 100% Lifesteal (this weapon only): +5% Burst (radius 1) on hit: +25 blight When wielded/worn: Changes damage: +20% blight Life regen: -0.30 Curse of Misfortune The land withers and crumbles wherever this cursed axe rests. Press to compare |
Molach the Ashripper (Misfortune) (99-138.6 power, 6 apr) Molach the Ashripper (Misfortune) (99-138.6 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 99.0 - 138.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 167% On weapon hit: * 20% chance to inflict damage reduction * 33% chance to corrode armour * 20% chance to torment the target * 20% chance to curse the target On weapon crit: * wounds the target reducing their healing * cripple the target Damage (Melee): +20 light / +16 blight / +4 fire / +33 darkness Burst (radius 1) on hit: +8 acid Burst (radius 2) on crit: +4 fire Damage against: +20% Living / +30% Undead When wielded/worn: Accuracy: +97 (+10 eff.) Armour penetration: +28 Physical crit. chance: +55.0% Physical power: +30 (+3 eff.) Defense: +15 (+2 eff.) Effects on melee hit: * 15% chance to inflict damage reduction * 30% chance to disease Damage when hit (Melee): 12 blight / 8 fire Changes stats: +14 Str / +25 Dex Changes resistances: +3% fire / +12% darkness / +10% all Changes resistances penetration: +22% acid / +27% physical / +15% darkness / +15% blight / +20% fire / +15% nature / +15% mind Changes damage: +56% physical Disarm immunity: +46% Life regen: +2.40 Stamina when hit: +4.40 Curse of Misfortune One-handed war axes. Press to compare |
Razorblade, the Cursed Waraxe (Misfortune) (58-81.2 power, 16 apr) Razorblade, the Cursed Waraxe (Misfortune) (58-81.2 power, 16 apr)Requires: - Strength 42 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 58.0 - 81.2 Uses stat: 100% Str Damage type: Physical bleed Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +16 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +4 Dex Changes damage: +10% physical See invisible: +5 Curse of Misfortune This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. Press to compare |
Skullcleaver (Nightmares) (20-28 power, 4 apr) Skullcleaver (Nightmares) (20-28 power, 4 apr)Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +12.0% Attack speed: 100% When this weapon hits: Greater Weapon Focus (10% chance level 2). Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight Curse of Nightmares A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. Press to compare |
voratun waraxe 'Barkrot' (Corpses) (70.5-98.7 power, 6 apr) voratun waraxe 'Barkrot' (Corpses) (70.5-98.7 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 70.5 - 98.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * 26% chance to daze * Slows global speed by 40% * 50% chance to corrode armour * 20% chance to torment the target * 25% chance to put talents on cooldown On weapon crit: * wounds the target reducing their healing * splashes the target with acid Damage (Melee): +20 acid / +16 darkness Burst (radius 1) on hit: +4 nature Burst (radius 2) on crit: +14 fire / +4 nature / +4 temporal Damage against: +20% Living When wielded/worn: Physical crit. chance: +15.0% Physical power: +15 (+2 eff.) Damage when hit (Melee): 4 acid Changes stats: +3 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances: +15% acid / +12% temporal / +17% all Changes resistances penetration: +15% lightning / +15% darkness / +14% fire / +29% nature / +14% mind Global speed: +4% Curse of Corpses One-handed war axes. Press to compare |
voratun waraxe 'Deleyalin' (Misfortune) (40.5-56.7 power, 6 apr) voratun waraxe 'Deleyalin' (Misfortune) (40.5-56.7 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 40.5 - 56.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc This weapon will act as a psionic focus. Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 125% On weapon hit: * 15% chance to inflict damage reduction * 30% chance to disease * 32% chance to cause random gloom * 60% chance to gain 10% of a turn * 20% chance to corrode armour * 25% chance for lightning to arc to a second target * 25% chance to put talents on cooldown * Random elemental explosion * 20% chance to curse the target On weapon crit: * cripple the target Damage (Melee): +16 lightning / +30 blight / +29 cold / +25 mind Burst (radius 2) on crit: +8 mind / +4 acid When wielded/worn: Accuracy: +60 (+6 eff.) Armour penetration: +30 Physical crit. chance: +44.0% Physical power: +15 (+2 eff.) Defense: +15 (+2 eff.) Effects on melee hit: * 15% chance to corrode armour Changes stats: +7 Str / +14 Dex / +7 Mag / +16 Wil / +7 Cun / +7 Con Changes resistances: +9% temporal Changes resistances penetration: +42% acid / +30% physical / +34% cold / +30% lightning / +33% fire Changes damage: +21% temporal / +27% physical Critical mult.: +25.00% Disarm immunity: +84% Stamina when hit: +2.50 Spellpower: +12 (+2 eff.) Mindpower: +6 (+1 eff.) Heals friendly targets nearby when you use a nature summon: +40 Curse of Misfortune One-handed war axes. Press to compare |
Hydra's Bite (Shrouds) (56-61.6 power, 7 apr) Hydra's Bite (Shrouds) (56-61.6 power, 7 apr)Requires: - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 4 It must be held with both hands. Base power: 56.0 - 61.6 Uses stat: 110% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Physical crit. chance: +14.0% Attack speed: 125% When this weapon hits: Lightning Breath (10% chance level 1). When this weapon hits: Poison Breath (10% chance level 1). When this weapon hits: Acid Breath (10% chance level 1). On weapon hit: * hit up to two adjacent enemies When wielded/worn: Changes damage: +12% acid / +12% nature / +12% lightning Curse of Shrouds This three-headed stralite flail strikes with the power of a hydra. With each attack it lashes out, hitting everyone around you. Press to compare |
Spine of the Spire (Shrouds) (75-82.5 power, 10 apr) Spine of the Spire (Shrouds) (75-82.5 power, 10 apr)Requires: - Willpower 48 - Dexterity 48 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 5 It must be held with both hands. Base power: 75.0 - 82.5 Uses stat: 120% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc This weapon will act as a psionic focus. Armour Penetration: +10 Attack speed: 125% When this weapon hits: Poisonous Bite (10% chance level 3). Damage (Melee): +40 mind / +40 darkness When wielded/worn: Changes resistances penetration: +20% physical / +20% darkness / +20% mind Talents cooldown: Frenzy (-4 turns) Shattering Charge (-3 turns) Bone Grab (-5 turns) Mindpower: +10 (+1 eff.) Mental crit. chance: +25% Curse of Shrouds This macabre whip was crafted from the spine of an ancient Spire Dragon. It would be far too large to wield were it not animated by a portion of the dead dragon's psionic power and its enduring hatred. The vertebrae are connected by telekinetic bonds, and the skull's eye sockets glow with a dull venomous arrogance. Press to compare |
Blastbliss (Madness) Blastbliss (Madness)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +45 Defense: +50 (+7 eff.) Effects on melee hit: * 45% chance to daze * 10% chance to gain 10% of a turn Changes stats: +12 Dex / +9 Mag / +11 Wil / +12 Cun / +20 Lck Changes resistances: +9% lightning / +9% temporal / +6% arcane Changes resistances penetration: +20% lightning / +10% arcane Changes damage: +3% temporal Trap disarming bonus: +47 Stealth bonus: +45 Physical save: +63 (+6 eff.) Mental save: +11 (+1 eff.) Life regen: +3.60 Mana each turn: +0.59 Maximum life: +107.00 Maximum mana: +46.00 Spell crit. chance: +6% Mindpower: +10 (+1 eff.) Infravision radius: +12 Healing mod.: +30% Curse of Madness It can be used to create a temporary shield that absorbs 410 damage, putting all charms on cooldown for 27 turns. A belt that goes around your waist. Press to compare |
Emelevena the Rootviper (Misfortune) Emelevena the Rootviper (Misfortune)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +10.0% Armour: +15 Defense: +11 (+2 eff.) Fatigue: -7% Changes stats: +11 Dex / +8 Mag / +10 Cun / +8 Lck Changes resistances: +3% lightning / +3% fire / +3% nature Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 5.00% Trap disarming bonus: +16 Stealth bonus: +11 Maximum encumbrance: +40 Physical save: +19 (+2 eff.) Mental save: +3 (+0 eff.) Blindness immunity: +10% Poison immunity: +15% Mana each turn: +0.73 Maximum mana: +80.00 Mental crit. chance: +10% Infravision radius: +4 Curse of Misfortune A belt that goes around your waist. Press to compare |
Gorin the hardened leather belt (Shrouds) Gorin the hardened leather belt (Shrouds)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +15.0% Physical power: +5 (+0 eff.) Changes stats: +7 Str / +16 Dex / +9 Wil / +17 Cun / +8 Lck Changes resistances: +8% acid / +8% temporal / +1% physical / +11% blight / +8% fire / +8% cold / +18% lightning Changes resistances penetration: +14% physical Changes damage: +14% physical Critical mult.: +10.00% Trap disarming bonus: +20 Stealth bonus: +10 Physical save: +16 (+2 eff.) Spell save: +16 (+2 eff.) Mental save: +38 (+4 eff.) Life regen: +0.60 Psi when hit: +0.28 Maximum life: +82.00 Spellpower: +8 (+1 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +11% Infravision radius: +5 Healing mod.: +25% The wearer is treated as an undead. The wearer no longer has to breathe. Curse of Shrouds A belt that goes around your waist. Press to compare |
Jaw of Rogroth (Corpses) Jaw of Rogroth (Corpses)Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Vim per kill: +4.00 Maximum souls: +3.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Curse of Corpses It can be used to deal darkness damage equal to your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium), costing 22 power out of 24/24. Rogroth's mouth happened to be about the same size as your waist. Interesting. Press to compare |
Runidurek (Nightmares) Runidurek (Nightmares)Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +11.0% Physical power: +10 (+1 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn Changes stats: +5 Str / +4 Dex / +5 Cun / +4 Con Changes resistances: +3% temporal / +19% fire / +12% mind / +17% cold Changes resistances penetration: +10% mind / +20% temporal Physical save: +7 (+1 eff.) Mental crit. chance: +10% Size category: +1 Curse of Nightmares A belt that goes around your waist. Press to compare |
Ce'Nildawe (Madness) (8 def, 11 armour) Ce'Nildawe (Madness) (8 def, 11 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +4 (+0 eff.) Armour: +11 Defense: +8 (+1 eff.) Changes stats: +2 Str / +2 Dex / +2 Con Changes resistances: +3% temporal / +14% cold Changes resistances penetration: +7% arcane Changes damage: +7% arcane Critical mult.: +12.00% Physical save: +15 (+2 eff.) Spell save: +12 (+1 eff.) Mental save: +12 (+2 eff.) Stamina each turn: +1.00 Maximum mana: +30.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +4% Healing mod.: +10% Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
Destala's Scales (Corpses) (10 def, 0 armour) Destala's Scales (Corpses) (10 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+1 eff.) Changes stats: +6 Cun Changes resistances penetration: +10% acid Changes damage: +15% acid Talent mastery: +0.20 Wild-gift / Venom drake aspect Mindpower: +6 (+1 eff.) Talent on hit(nature): Acidic Spray (10% chance level 2). Curse of Corpses It can be used to activate talent Dissolve (costing 18 power out of 20/20) : Effective talent level: 2.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 42% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. Press to compare |
Eilinysetha the Jetfury (Misfortune) (13 def, 0 armour) Eilinysetha the Jetfury (Misfortune) (13 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +10 Physical crit. chance: +10.0% Physical power: +10 (+1 eff.) Defense: +13 (+2 eff.) Fatigue: -14% Damage when hit (Melee): 12 mind Changes stats: +7 Cun / +5 Dex Changes resistances: +25% fire / +34% darkness / +25% light Changes resistances penetration: +27% darkness Changes damage: +34% darkness Stealth bonus: +40 Physical save: +41 (+4 eff.) Mental save: +48 (+6 eff.) Only die when reaching: -150.00 life Maximum psi: +10.00 Mindpower: +6 (+1 eff.) Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
Fearfire Mantle (Misfortune) (14 def, 0 armour) Fearfire Mantle (Misfortune) (14 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +14 (+2 eff.) Damage when hit (Melee): 30 fire Changes resistances: +10% fire / +10% darkness / +10% cold Talent mastery: +0.20 Corruption / Fearfire All nearby enemies take 20 fire damage each turn and healing you for 10% of the damage dealt. Curse of Misfortune Black fires born of a blackened heart. Press to compare |
Frozen Shroud (Misfortune) (12 def, 0 armour) Frozen Shroud (Misfortune) (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+2 eff.) Damage when hit (Melee): 60 ice Changes stats: +7 Mag Changes resistances: +25% cold / -15% fire / +8% all Curse of Misfortune It can be used to release a radius 4 blast of frozen vapors that deal 199.08 cold damage (based on Magic) each turn for 10 turns, costing 27 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. Press to compare |
Growrebel the cashmere cloak (Shrouds) (2 def, 8 armour) Growrebel the cashmere cloak (Shrouds) (2 def, 8 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +11 (+1 eff.) Armour penetration: +11 Physical crit. chance: +4.0% Physical power: +3 (+0 eff.) Armour: +8 Defense: +2 (+0 eff.) Fatigue: -5% Effects on melee hit: * 43% chance to daze Changes stats: +4 Wil Changes resistances: +32% blight / +22% cold / +39% nature / +6% lightning Changes damage: +18% nature / +3% light Critical mult.: +22.00% Stealth bonus: +11 Physical save: +11 (+1 eff.) Mental save: +22 (+3 eff.) Life regen: +4.40 Only die when reaching: -50.00 life Light radius: +3 Healing mod.: +40% 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. Press to compare |
Saledasevea the linen cloak (Corpses) (8 def, 0 armour) Saledasevea the linen cloak (Corpses) (8 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +8 (+1 eff.) Damage when hit (Melee): 8 arcane Changes stats: +4 Wil Changes resistances: +13% darkness Changes resistances penetration: +6% darkness Changes damage: +8% darkness / +3% arcane Stealth bonus: +5 Physical save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Mental crit. chance: +1% Heals friendly targets nearby when you use a nature summon: +10 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. Press to compare |
Serpentine Cloak (Madness) (10 def, 0 armour) Serpentine Cloak (Madness) (10 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+1 eff.) Changes stats: +6 Cun / +5 Con Changes resistances penetration: +15% nature Talent mastery: +0.10 Cunning / Stealth Curse of Madness It can be used to activate talent Phase Door (costing 27 power out of 60/60) : Effective talent level: 2.0 Power cost: 27 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a small range of up to 14 grids. At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 4). If the target area is not in line of sight, there is a chance the spell will fizzle. The range will increase with your Spellpower. Cunning and malice seem to emanate from this cloak. Press to compare |
Umbratooth (Shrouds) (13 def, 0 armour) Umbratooth (Shrouds) (13 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +27 (+3 eff.) Armour penetration: +28 Physical crit. chance: +5.0% Physical power: +5 (+0 eff.) Defense: +13 (+2 eff.) Fatigue: -7% Changes stats: +17 Cun / +18 Dex Changes resistances: +13% acid / +31% light / +12% cold / +26% blight / +35% fire / +29% nature / +19% lightning Changes damage: +6% darkness Stealth bonus: +13 Physical save: +31 (+3 eff.) Mental save: +29 (+3 eff.) Blindness immunity: +25% Life regen: +2.30 Only die when reaching: -100.00 life Maximum life: +59.00 Healing mod.: +30% 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. Press to compare |
Crimson Robe (Madness) (12 def, 0 armour) Crimson Robe (Madness) (12 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+2 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.10 Psionic / Solipsism +0.20 Cursed / Slaughter +0.20 Cursed / Punishments Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). Curse of Madness This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. Press to compare |
Evermoss Robe (Madness) (12 def, 0 armour) Evermoss Robe (Madness) (12 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +12 (+2 eff.) Damage when hit (Melee): 35 nature slow Changes stats: +5 Wil Changes resistances: +25% nature Changes resistances penetration: +10% nature Changes damage: +30% nature Talent mastery: +0.10 Wild-gift / Moss Physical save: +15 (+2 eff.) Life regen: +0.20 Mindpower: +12 (+2 eff.) Mental crit. chance: +5% Healing mod.: +15% Curse of Madness This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. Press to compare |
Firewalker (Misfortune) (8 def, 2 armour) Firewalker (Misfortune) (8 def, 2 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+1 eff.) Damage when hit (Melee): 18 fire Changes stats: +6 Cun / +6 Mag Changes resistances: +20% fire / -10% cold Changes resistances penetration: +20% fire Changes damage: +20% fire Curse of Misfortune This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. Press to compare |
Robe of the Archmage (Madness) (10 def, 10 armour) Robe of the Archmage (Madness) (10 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+1 eff.) Damage when hit (Melee): 15 arcane Changes stats: +4 Mag / +4 Wil / +4 Cun Changes resistances: +10% fire / +10% cold Changes damage: +12% all Spell save: +18 (+2 eff.) Mental save: +15 (+2 eff.) Blindness immunity: +40% Mana each turn: +1.00 Spellpower: +15 (+3 eff.) Light radius: +1 Curse of Madness A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. Press to compare |
Spider-Silk Robe of Spydrë (Nightmares) (10 def, 15 armour) Spider-Silk Robe of Spydrë (Nightmares) (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+1 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature Changes damage: +10% acid / +10% nature / +10% mind Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Curse of Nightmares This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. Press to compare |
Aetherwalk (Nightmares) (6 def, 0 armour) Aetherwalk (Nightmares) (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +12% arcane Changes resistances cap: +5% arcane Spellpower: +5 (+1 eff.) Curse of Nightmares It can be used to phase door in range 6, radius 2, costing 22 power out of 24/24. A wispy purple aura surrounds these translucent black boots. Press to compare |
Bethida the Shadownoon (Nightmares) (0 def, 25 armour) Bethida the Shadownoon (Nightmares) (0 def, 25 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +25 Fatigue: -14% Damage when hit (Melee): 12 blight Changes stats: +8 Str / +1 Mag / +2 Wil / +12 Cun / +19 Con Changes resistances: +15% acid / +30% temporal / +24% darkness / +9% blight / +45% fire / +14% lightning / +36% cold Changes resistances penetration: +36% darkness / +20% temporal Critical mult.: +5.00% Maximum encumbrance: +50 Physical save: +78 (+8 eff.) Spell save: +15 (+2 eff.) Mental save: +65 (+7 eff.) Life regen: +5.50 Stamina each turn: +0.90 Equilibrium when hit: +0.04 Mana when firing critical spell: +3.00 Maximum life: +55.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +3% Mental crit. chance: +3% Infravision radius: +3 Movement speed: +10% Healing mod.: +24% Heals friendly targets nearby when you use a nature summon: +10 Damage Shield penetration: +10% Defense after a teleport: +25 Resist all after a teleport: +17% New effects duration reduction after a teleport: +30% Curse of Nightmares It can be used to activate talent Rush, placing all other charms into a 23 cooldown : Effective talent level: 1.6 Power cost: 23 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. A pair of boots made of leather. Press to compare |
Cinderfeet (Shrouds) (3 def, 5 armour) Cinderfeet (Shrouds) (3 def, 5 armour)Requires: - Dexterity 10 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +5 Defense: +3 (+0 eff.) Fatigue: +6% Changes stats: +4 Cun / +4 Mag Changes resistances: +20% cold Changes damage: +18% fire Light radius: +2 Trails fire behind you, dealing damage based on spellpower. Curse of Shrouds A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. Press to compare |
Frost Treads (Nightmares) (1 def, 4 armour) Frost Treads (Nightmares) (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Curse of Nightmares A pair of leather boots. Cold to the touch, they radiate a cold blue light. Press to compare |
Kilnquell the pair of drakeskin leather boots (Misfortune) (10 def, 5 armour) Kilnquell the pair of drakeskin leather boots (Misfortune) (10 def, 5 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Armour: +5 Defense: +10 (+1 eff.) Ranged Defense: +10 (+1 eff.) Fatigue: -5% Damage when hit (Melee): 16 acid / 8 fire Changes stats: +4 Mag / +8 Wil / +6 Con Changes resistances: +3% acid / +20% fire / +14% cold Changes resistances penetration: +10% fire / +15% mind / +25% physical Changes damage: +6% acid / +9% fire Maximum encumbrance: +43 Physical save: +38 (+4 eff.) Spell save: +29 (+3 eff.) Mental save: +30 (+4 eff.) Mindpower: +9 (+1 eff.) Curse of Misfortune It can be used to blink to a nearby random location (rad 12), putting all charms on cooldown for 23 turns. A pair of boots made of leather. Press to compare |
Noonkin (Nightmares) (7 def, 5 armour) Noonkin (Nightmares) (7 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +7 (+1 eff.) Ranged Defense: +8 (+1 eff.) Fatigue: -6% Effects on melee hit: * 15% chance to blind Changes stats: +4 Mag / +10 Wil / +4 Con Changes resistances: +6% light Changes resistances penetration: +25% light / +10% physical Changes damage: +9% light / +3% mind Maximum encumbrance: +48 Physical save: +13 (+1 eff.) Life regen: +8.20 Mana each turn: +0.60 Maximum mana: +59.00 Spell crit. chance: +4% Mindpower: +9 (+1 eff.) Light radius: +2 Healing mod.: +49% Curse of Nightmares It can be used to activate talent Blindside, placing all other charms into a 23 cooldown : Effective talent level: 3.0 Power cost: 23 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 100 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Press to compare |
Scorched Boots (Nightmares) (4 def, 4 armour) Scorched Boots (Nightmares) (4 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +4 Defense: +4 (+1 eff.) Fatigue: +8% Changes damage: +15% blight / +15% fire / +15% darkness Spellpower: +13 (+2 eff.) Spell crit. chance: +6% Curse of Nightmares It can be used to activate talent Poison Storm (costing 27 power out of 40/40) : Effective talent level: 3.0 Power cost: 27 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A furious poison storm rages around the caster in a radius of 4 for 8 turns. Each creature hit by the storm is poisoned for 173.75 nature damage over 6 turns. Poisoning is cumulative; the longer they stay in the storm, the higher the poison damage they take. The damage will increase with your Spellpower, and can critical. The master blood mage Ru'Khan was the first orc to experiment with the power of the Sher'Tul farportals in the Age of Pyre. However, that first experiment was not particularly successful, and after the explosion of energy all that could be found of Ru'Khan was a pair of scorched boots. Press to compare |
Shifting Boots (Misfortune) (7 def, 1 armour) Shifting Boots (Misfortune) (7 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +1 Defense: +7 (+1 eff.) Fatigue: +2% Changes stats: +8 Cun / +4 Dex Talent mastery: +0.10 Spell / Temporal Curse of Misfortune It can be used to blink to a nearby random location within range 18 (based on Magic), costing 20 power out of 40/40. Those leather boots can make anybody as annoying as their former possessor, Draebor. Press to compare |
The Warped Boots (Madness) (2 def, 4 armour) The Warped Boots (Madness) (2 def, 4 armour)Requires: - Talent Armour Training Powered by unknown forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +4 Defense: +2 (+0 eff.) Fatigue: +8% Changes resistances: +10% blight Spell save: +10 (+1 eff.) Life regen: -0.20 Maximum life: +80.00 Spellpower: +10 (+2 eff.) Curse of Madness It can be used to activate talent Spit Blight (costing 9 power out of 50/50) : Effective talent level: 2.4 Power cost: 9 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit blight at your target doing 385.64 blight damage. The damage will increase with your Magic. These blackened boots have lost all vestiges of any former glory they might have had. Now, they are a testament to the corruption of the Deep Bellow, and its power. Press to compare |
pair of drakeskin leather boots 'Radiancerace' (Misfortune) (35 def, 5 armour) pair of drakeskin leather boots 'Radiancerace' (Misfortune) (35 def, 5 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Armour: +5 Defense: +35 (+5 eff.) Ranged Defense: +10 (+1 eff.) Fatigue: +5% Effects on melee hit: * 30% chance to blind * 45% chance to inflict damage reduction Damage when hit (Melee): 8 fire / 12 darkness / 12 light Changes stats: +4 Str / +2 Dex / +4 Cun / +4 Con Changes resistances: +15% fire / +3% light / +14% cold Changes resistances penetration: +14% physical / +10% darkness / +10% fire Changes damage: +9% darkness / +6% fire Physical save: +30 (+3 eff.) Spell save: +28 (+3 eff.) Mental save: +27 (+3 eff.) Life regen: +5.50 Light radius: +2 Healing mod.: +30% Curse of Misfortune It can be used to activate talent Disengage, placing all other charms into a 14 cooldown : Effective talent level: 2.0 Power cost: 14 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. A pair of boots made of leather. Press to compare |
Cloudblow (Misfortune) (0 def, 9 armour) Cloudblow (Misfortune) (0 def, 9 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +9 Effects on melee hit: * 30% chance to daze Damage (Melee): 15 acid / 19 darkness / 16 arcane Changes stats: +10 Str / +4 Dex / +17 Mag / +15 Wil / +4 Cun / +4 Con Changes resistances: +9% acid / +3% lightning / +15% darkness / +10% arcane Changes damage: +11% acid / +9% lightning / +10% darkness / +8% arcane Talent mastery: +0.20 Technique / Grappling Talent cooldown: Double Strike (-1 turn) Reduces incoming crit damage: 5.00% Physical save: +14 (+1 eff.) Mental save: +13 (+2 eff.) Disarm immunity: +50% Maximum life: +73.00 Curse of Misfortune It can be used to activate talent Disperse Magic, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. Press to compare |
Dakhtun's Gauntlets (Corpses) (0 def, 6 armour) Dakhtun's Gauntlets (Corpses) (0 def, 6 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% Curse of Corpses Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. Press to compare |
Elogamina the Cracklehack (Misfortune) (0 def, 1 armour) Elogamina the Cracklehack (Misfortune) (0 def, 1 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +7 Armour: +1 Effects on melee hit: * 13% chance to cause random gloom Damage (Melee): 15 mind / 16 darkness Changes stats: +2 Str / +5 Dex / +3 Mag / +3 Cun / +2 Con Changes resistances: +6% lightning Changes damage: +5% arcane Reduces incoming crit damage: 5.00% Physical save: +13 (+1 eff.) Spell save: +5 (+0 eff.) Mental save: -9 (-1 eff.) Disarm immunity: +26% Life regen: +1.50 Stamina each turn: +0.60 Maximum stamina: +16.00 Mindpower: +5 (+1 eff.) See invisible: +6 Curse of Misfortune It can be used to activate talent Ruined Earth, placing all other charms into a 18 cooldown : Effective talent level: 3.6 Power cost: 18 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 42% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
Fist of the Destroyer (Madness) (8 def, 0 armour) Fist of the Destroyer (Madness) (8 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. Only the masochistic can unlock its full power. When wielded/worn: Defense: +8 (+1 eff.) Changes stats: +9 Str / +9 Mag / +3 Cun Talent masteries: +0.20 Corruption / Shadowflame +0.20 Corruption / Vim Stun/Freeze immunity: +20% Maximum vim: +25.00 Increases all damage by 4% of current vim Current Bonus: 0% Curse of Madness It can be used to activate talent Darkfire (costing 11 power out of 12/12) : Effective talent level: 5.0 Power cost: 11 out of 12/12. Range: 6 Travel Speed: 400% of base Is: a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 167.08 fire damage and 209.19 darkness damage in a radius of 6. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. Press to compare |
Fists of the Desert Scorpion (Corpses) (8 def, 4 armour) Fists of the Desert Scorpion (Corpses) (8 def, 4 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+1 eff.) Changes stats: +3 Str / +3 Wil / +3 Cun Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+0 eff.) Curse of Corpses It can be used to activate talent Mindhook (costing 15 power out of 24/24) : Effective talent level: 4.0 Power cost: 15 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. Press to compare |
Hand of the World-Shaper (Nightmares) (0 def, 12 armour) Hand of the World-Shaper (Nightmares) (0 def, 12 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth Spellpower: +10 (+2 eff.) Spell crit. chance: +10% Curse of Nightmares It can be used to activate talent Earthquake (costing 27 power out of 30/30) : Effective talent level: 4.0 Power cost: 27 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 160.66 physical damage in a radius of 4 each turn for 7 turns, and has a 25% chance of stunning any creature it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. Press to compare |
Snow Giant Wraps (Shrouds) (0 def, 2 armour) Snow Giant Wraps (Shrouds) (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 Curse of Shrouds It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 1.6 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throws a huge boulder at a target, damaging it for 462.43 and knocking it back 4 tiles. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. Press to compare |
Storm Bringer's Gauntlets (Nightmares) (0 def, 3 armour) Storm Bringer's Gauntlets (Nightmares) (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 Nightmares It can be used to activate talent Chain Lightning (costing 15 power out of 16/16) : Effective talent level: 3.0 Power cost: 15 out of 16/16. Range: 10 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 90.64 to 271.92 damage and forking to another target. It can hit up to 6 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. Press to compare |
Umbratrial (Madness) (0 def, 3 armour) Umbratrial (Madness) (0 def, 3 armour)Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +25 (+3 eff.) Armour penetration: +13 Physical power: +42 (+4 eff.) Armour: +3 Effects on melee hit: * 20% chance to cause random gloom Damage (Melee): 14 cold / 43 mind / 33 darkness Changes stats: +22 Str / +14 Dex / +20 Cun Changes resistances: +10% cold / +15% darkness / +10% mind Changes damage: +11% mind / +11% cold Talent cooldown: Double Strike (-1 turn) Physical save: +15 (+2 eff.) Mental save: -9 (-1 eff.) Life regen: +0.80 Maximum life: +30.00 Mindpower: +10 (+1 eff.) Infravision radius: +2 Healing mod.: +10% Curse of Madness It can be used to activate talent Steady Shot, placing all other charms into a 18 cooldown : Effective talent level: 3.3 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 199% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
Wyrmbreath (Nightmares) (0 def, 4 armour) Wyrmbreath (Nightmares) (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire Curse of Nightmares It can be used to activate talent Fire Breath (costing 22 power out of 24/24) : Effective talent level: 2.0 Power cost: 22 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 844.04 fire damage over 3 turns. The damage will increase with your Strength or Willpower, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. Press to compare |
drakeskin leather gloves 'Sunbliss' (Misfortune) (0 def, 17 armour) drakeskin leather gloves 'Sunbliss' (Misfortune) (0 def, 17 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +20 (+2 eff.) Armour penetration: +15 Physical power: +17 (+2 eff.) Armour: +17 Armour Hardiness: +15% Effects on melee hit: * 25% chance to cause random gloom Damage (Melee): 9 acid / 79 darkness / 10 cold / 10 fire / 40 mind / 10 lightning Damage when hit (Melee): 12 nature Changes stats: +23 Str / +18 Dex / +16 Mag / +17 Wil / +26 Cun / +31 Con Changes resistances: +12% physical / +32% light / +56% darkness Changes resistances penetration: +5% light Changes damage: +21% darkness Talent mastery: +0.40 Technique / Grappling Talent cooldown: Double Strike (-2 turns) Physical save: +66 (+7 eff.) Spell save: +9 (+1 eff.) Mental save: +13 (+2 eff.) Disarm immunity: +192% Life regen: +4.00 Stamina each turn: +2.00 Maximum stamina: +40.00 Mindpower: +18 (+3 eff.) Light radius: +2 Infravision radius: +4 Curse of Misfortune It can be used to activate talent Juggernaut, placing all other charms into a 27 cooldown : Effective talent level: 3.9 Power cost: 27 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 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
Crown of Eternal Night (Corpses) (0 def, 3 armour) Crown of Eternal Night (Corpses) (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. When wielded/worn: Armour: +3 Fatigue: +3% Reduce damage by fixed amount: +10 all Curse of Corpses This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. Press to compare |
Naturefury the dwarven-steel helm (Misfortune) (0 def, 4 armour) Naturefury the dwarven-steel helm (Misfortune) (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +8 (+1 eff.) Armour: +4 Fatigue: +4% Damage when hit (Melee): 4 arcane Changes stats: +5 Str / +6 Dex / +2 Mag / +14 Wil Changes resistances: +9% lightning / +10% physical / +16% darkness / +11% blight / +8% temporal Changes resistances penetration: +10% nature Physical save: +11 (+1 eff.) Mental save: +10 (+1 eff.) Spellpower: +8 (+1 eff.) Infravision radius: +5 Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
Neromina (Madness) (3 def, 0 armour) Neromina (Madness) (3 def, 0 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +13 Mag / +31 Wil / +16 Cun Changes resistances: +8% lightning / +8% temporal / +6% light / +8% fire / +8% nature / +7% acid / +28% blight / +8% cold / +8% darkness Changes damage: +20% blight Grants telepathy: Humanoid/Orc Physical save: +15 (+2 eff.) Mental save: +23 (+3 eff.) Mana each turn: +1.62 Mana when hit: +2.30 Equilibrium when hit: +0.04 Vim when firing critical spell: +5.00 Maximum mana: +110.00 Maximum hate: +6.00 Spellpower: +22 (+4 eff.) Mindpower: +5 (+1 eff.) Heals friendly targets nearby when you use a nature summon: +10 Damage Shield penetration: +10% Curse of Madness It can be used to activate talent Manaflow, placing all other charms into a 36 cooldown : Effective talent level: 2.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 20 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... Press to compare |
Steel Helm of Garkul (Corpses) (0 def, 6 armour) Steel Helm of Garkul (Corpses) (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+1 eff.) Spell save: +12 (+1 eff.) Mental save: +12 (+2 eff.) Curse of Corpses A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. Press to compare |
The Black Crown (Nightmares) (0 def, 15 armour) The Black Crown (Nightmares) (0 def, 15 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +15 Fatigue: +5% Changes stats: +10 Wil / +10 Con Changes resistances: +20% darkness / +20% blight Talent masteries: +0.20 Corruption / Demonic pact +0.20 Corruption / Demon seeds Shadow Power: +5 Increases all saves by your Shadow Power. Curse of Nightmares "For the demon who has everything." Press to compare |
The Face of Fear (Corpses) (8 def, 0 armour) The Face of Fear (Corpses) (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+1 eff.) Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 (+2 eff.) Curse of Corpses It can be used to activate talent Instill Fear (costing 17 power out of 45/45) : Effective talent level: 2.0 Power cost: 17 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your target, causing one of several possible fears that lasts for 8 turns. There is also a 25% chance of instilling fear in any foe in a radius of 2. The target can save versus Mindpower to resist the effect, and can be affected by multiple fears. You gain 2 new fears: The Paranoid effect gives the target an 50% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. The Despair effect reduces the target's resistance to all damage by 41%. Fear effects improve with your Mindpower. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and it's hollow eye sockets seem to stare back into you. Press to compare |
Ulakan the Glitterwend (Nightmares) (0 def, 9 armour) Ulakan the Glitterwend (Nightmares) (0 def, 9 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +9 Fatigue: +5% Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 10 physical Changes stats: +17 Str / +19 Dex / +12 Wil Changes resistances: +15% acid / +31% light / +26% lightning / +15% fire / +15% cold / +19% nature / +20% darkness Changes damage: +6% light Spell save: +10 (+1 eff.) Mental save: +28 (+3 eff.) Maximum life: +100.00 Light radius: +6 Infravision radius: +4 Healing mod.: +28% Curse of Nightmares It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 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 8255.2 Physical damage. If the attack hits, the target is confused (49% 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. Press to compare |
Zuboma the Deepswell (Shrouds) (7 def, 8 armour) Zuboma the Deepswell (Shrouds) (7 def, 8 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +8 Defense: +7 (+1 eff.) Ranged Defense: +2 (+0 eff.) Fatigue: +5% Damage when hit (Melee): 6 physical Changes stats: +5 Str / +3 Wil / +6 Con Changes resistances: +7% lightning / +6% temporal / +3% darkness / +20% fire / +7% nature / +3% all / +7% acid / +6% blight / +14% cold / +32% mind / +6% arcane Changes resistances penetration: +5% darkness Physical save: +14 (+1 eff.) Spell save: +4 (+0 eff.) Mental save: +52 (+6 eff.) Silence immunity: +10% Confusion immunity: +51% Pinning immunity: +5% Knockback immunity: +15% Stamina when hit: +1.20 Equilibrium when hit: +1.10 Maximum life: +48.00 Healing mod.: +13% Curse of Shrouds It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 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 8255.2 Physical damage. If the attack hits, the target is confused (49% 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
Chromatic Harness (Misfortune) (10 def, 14 armour) Chromatic Harness (Misfortune) (10 def, 14 armour)Requires: - Talent Armour Training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+1 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% fire / +20% cold / +20% acid Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Fire Breath (-3 turns) Corrosive Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% Curse of Misfortune This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. Press to compare |
Scale Mail of Kroltar (Shrouds) (10 def, 18 armour) Scale Mail of Kroltar (Shrouds) (10 def, 18 armour)Requires: - Strength 38 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+1 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 Curse of Shrouds It can be used to activate talent Inferno (costing 45 power out of 80/80) : Effective talent level: 3.0 Power cost: 45 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a spell Description: Raging flames burn foes and allies alike, doing 92.15 fire damage in a radius of 5 each turn for 8 turns. The damage will increase with your Spellpower. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. Press to compare |
Breath of Eyal (Madness) (10 def, 10 armour) Breath of Eyal (Madness) (10 def, 10 armour)Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +10 Defense: +10 (+1 eff.) Fatigue: +20% Changes resistances: +20% lightning / +20% temporal / +20% light / +20% fire / +20% nature / +20% acid / +20% blight / +20% cold / +15% arcane / +20% darkness Spell save: +20 (+2 eff.) Mindpower: +10 (+1 eff.) Curse of Madness This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. Press to compare |
Death's Embrace (Shrouds) (18 def, 18 armour) Death's Embrace (Shrouds) (18 def, 18 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +15% Defense: +18 (+3 eff.) Damage when hit (Melee): 15 darkness / 15 cold Changes stats: +5 Dex / +5 Mag / +5 Cun Changes resistances: +30% temporal / +30% darkness / +30% cold Changes damage: +20% darkness / +20% cold Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Shades +0.10 Cunning / Stealth Critical mult.: +20.00% Stealth bonus: +10 Spellpower: +10 (+2 eff.) Healing mod.: -15% Curse of Shrouds It can be used to turn yourself invisible (power 92, based on Cunning and Magic) for 10 turns, costing 45 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. Press to compare |
Ancient Golem Suit (Corpses) (20 def, 30 armour) Ancient Golem Suit (Corpses) (20 def, 30 armour)Requires: - Strength 44 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +30 Defense: +20 (+3 eff.) Fatigue: +20% Changes stats: +4 Str / +4 Mag / +4 Con Changes resistances: +20% physical Changes damage: +20% arcane Talent masteries: +0.20 Golem / Fighting +0.20 Golem / Arcane Physical save: +20 (+2 eff.) Spell save: +20 (+2 eff.) Maximum mana: +40.00 Maximum stamina: +40.00 Size category: +1 Curse of Corpses It can be used to activate talent Arcane Pull (costing 27 power out of 40/40) : Effective talent level: 4.0 Power cost: 27 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Your golem pulls all foes within radius 5 toward itself while dealing 130.29 arcane damage. Its either a disassembled golem or fancy suit of massive plate armour. Whatever it is, it's very old. Press to compare |
Borfast's Cage (Misfortune) (10 def, 20 armour) Borfast's Cage (Misfortune) (10 def, 20 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +10 (+1 eff.) Fatigue: +24% Changes stats: +5 Con Changes resistances: -15% acid / +15% physical Reduces opponents crit chance: 20% Physical save: +15 (+2 eff.) Knockback immunity: +30% Life regen: +2.00 Maximum life: +50.00 Curse of Misfortune Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. Press to compare |
Cuirass of the Thronesmen (Madness) (20 def, 32 armour) Cuirass of the Thronesmen (Madness) (20 def, 32 armour)Requires: - Strength 44 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +32 Armour Hardiness: +10% Defense: +20 (+3 eff.) Fatigue: +15% Changes stats: +6 Con Changes resistances: +25% darkness / +25% fire Physical save: +40 (+4 eff.) Stun/Freeze immunity: +40% Knockback immunity: +40% Healing mod.: -30% Curse of Madness This heavy dwarven-steel armour was created in the deepest forges of the Iron Throne. While it grants incomparable protection, it demands that you rely only on your own strength. Press to compare |
Glewe the voratun plate armour (Corpses) (24 def, 55 armour) Glewe the voratun plate armour (Corpses) (24 def, 55 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Physical power: +22 (+2 eff.) Armour: +55 Defense: +24 (+3 eff.) Fatigue: +26% Damage (Melee): 20 acid / 23 fire Damage when hit (Melee): 16 acid / 15 fire / 14 light / 40 physical Changes stats: +10 Str / +10 Mag / +29 Wil / +13 Cun Changes resistances: +69% acid / +46% physical / +29% darkness / +58% lightning / +42% blight / +66% fire / +37% cold / +30% temporal Changes resistances penetration: +10% arcane Physical save: +25 (+2 eff.) Spell save: +20 (+2 eff.) Mental save: +45 (+5 eff.) Mana when firing critical spell: +3.00 Vim when firing critical spell: +3.00 Maximum vim: +50.00 Spellpower: +20 (+3 eff.) Spell crit. chance: +10% Mindpower: +25 (+4 eff.) Mental crit. chance: +10% Light radius: +2 Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Curse of Corpses A suit of armour made of metal plates. Press to compare |
Plate of the Blackened Mind (Corpses) (15 def, 40 armour) Plate of the Blackened Mind (Corpses) (15 def, 40 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +40 Defense: +15 (+2 eff.) Fatigue: +17% Effects when hit in melee: * 20% chance to cause random gloom Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +15% light / +20% blight / +25% mind / +20% darkness Talent mastery: +0.20 Cursed / Gloom Physical save: +15 (+2 eff.) Mental save: +25 (+3 eff.) Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 (+1 eff.) Light radius: -2 Infravision radius: +4 Curse of Corpses It can be used to activate talent Dominate (costing 14 power out of 25/25) : Effective talent level: 2.0 Power cost: 14 out of 25/25. Range: 2 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 48 Armour, 68 Defense and your attacks will gain 69% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. Press to compare |
Revenant (Misfortune) (8 def, 20 armour) Revenant (Misfortune) (8 def, 20 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +8 (+1 eff.) Fatigue: +12% Changes stats: +5 Mag / +5 Con Physical save: +12 (+1 eff.) Spell save: +12 (+1 eff.) Mental save: +12 (+2 eff.) Silence immunity: +0% Confusion immunity: +20% Pinning immunity: +40% Stun/Freeze immunity: +20% Status resistances shift over time to match the statuses you are being hit by. Curse of Misfortune The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. Press to compare |
Silyba the dwarven-steel plate armour (Shrouds) (15 def, 41 armour) Silyba the dwarven-steel plate armour (Shrouds) (15 def, 41 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +2 Armour: +41 Defense: +15 (+2 eff.) Fatigue: +18% Damage when hit (Melee): 7 light / 8 physical Changes stats: +3 Dex / +4 Wil / +4 Cun Changes resistances: +8% acid / +9% physical / +20% darkness / +21% blight / +10% fire / +7% lightning / +8% cold Physical save: +25 (+2 eff.) Mental save: +19 (+2 eff.) Life regen: +2.80 Maximum life: +138.00 Light radius: +1 Healing mod.: +22% Curse of Shrouds A suit of armour made of metal plates. Press to compare |
Smearwend the voratun plate armour (Shrouds) (22 def, 34 armour) Smearwend the voratun plate armour (Shrouds) (22 def, 34 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +34 Defense: +22 (+3 eff.) Fatigue: +24% Damage (Melee): 42 acid / 40 fire Damage when hit (Melee): 31 acid / 40 physical / 31 fire Changes stats: +10 Str / +9 Wil / +15 Cun Changes resistances: +65% acid / +24% physical / +20% darkness / +11% lightning / +64% fire / +12% nature / +13% cold Changes resistances penetration: +10% nature / +20% physical Changes damage: +6% fire Mental save: +50 (+6 eff.) Life regen: +0.40 Light radius: +2 Healing mod.: +15% Curse of Shrouds It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 61 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. Press to compare |
Stained Honor (Corpses) (15 def, 32 armour) Stained Honor (Corpses) (15 def, 32 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +32 Defense: +15 (+2 eff.) Fatigue: +30% Changes stats: +6 Mag Changes resistances: +30% acid / +30% fire / +30% darkness / +30% blight Damage affinity(heal): +15% blight Talent masteries: +0.20 Technique / Conditioning +0.20 Corruption / Bone Talent granted: +1 Blood Retaliation Talent on hit(spell): Bone Nova (10% chance level 4). Curse of Corpses It can be used to activate talent Bloodcasting (costing 36 power out of 60/60) : Effective talent level: 4.0 Power cost: 36 out of 60/60. Range: 10 Travel Speed: instantaneous Is: a spell Description: For 6 turns, your corruption spells will consume health instead of vim if their cost is higher than your vim. Blood drips continuously from this tainted suit of voratun, and dark magics churn almost visibly within it. Bloody ruin comes to those who stand against its wearer. Press to compare |
The Black Plate (Misfortune) (25 def, 35 armour) The Black Plate (Misfortune) (25 def, 35 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +35 Defense: +25 (+4 eff.) Fatigue: +15% Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +20% darkness / +15% blight / +25% fire / +20% cold Talent masteries: +0.20 Corruption / Doom covenant +0.20 Corruption / Infernal combat +0.20 Corruption / Oppression +0.20 Corruption / Wrath Physical save: +15 (+2 eff.) Spell save: +25 (+2 eff.) Confusion immunity: +100% Fear immunity: +100% Light radius: -2 Infravision radius: +3 Shadow Power: +10 Grants physical power equal to your Shadow Power. Curse of Misfortune It can be used to activate talent Link of Pain (costing 14 power out of 15/15) : Effective talent level: 3.0 Power cost: 14 out of 15/15. Range: 7 Travel Speed: instantaneous Is: a spell Description: Using demonic forces you create a link of pain from a source creature to a victim for 6 turns. Each time the source creature takes damage the victim takes 70% of the damage. If the victim dies from the effect you gain a burst of energy, reducing all remaining cooldowns by 1. "Wreckage all about you. Is there anything left inside?" Press to compare |
Barkdream the voratun shield (Madness) (12 def, 3 armour, 69.5-83.4 power, 211 block) Barkdream the voratun shield (Madness) (12 def, 3 armour, 69.5-83.4 power, 211 block)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 69.5 - 83.4 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +211 On weapon hit: * Slows global speed by 40% * reduce the cooldown of your ward talent by 1 Damage (Melee): +20 lightning / +8 arcane / +20 fire / +20 nature / +4 acid Burst (radius 1) on hit: +20 acid When wielded/worn: Armour: +3 Defense: +12 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Effects on melee hit: * 15% chance to cause random gloom Effects when hit in melee: * 20% chance to daze * 35% chance to cause random gloom Damage when hit (Melee): 4 acid / 40 fire / 24 nature Changes stats: +6 Str / +6 Dex Changes resistances: +99% lightning / +74% fire / +20% nature / +20% blight / +26% cold / +19% mind / +50% acid Maximum wards: +6 lightning / +6 temporal / +6 blight / +6 fire / +6 cold Changes resistances penetration: +10% arcane / +15% nature Changes damage: +18% nature / +3% acid Talents granted: +1 Ward +5 Block Maximum life: +99.00 Curse of Madness Handheld deflection devices. Press to compare |
Blackfire Aegis (Nightmares) (8 def, 18 armour, 57-68.4 power, 235 block) Blackfire Aegis (Nightmares) (8 def, 18 armour, 57-68.4 power, 235 block)Requires: - Strength 28 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 57.0 - 68.4 Uses stat: 100% Str Damage type: Stunning fire Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +7.0% Block value: +235 On weapon hit: * releases a burst of dark fire, dealing damage equal to your magic stat Damage conversion: 50% darkness When wielded/worn: Armour: +18 Defense: +8 (+1 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +25% Damage when hit (Melee): 24 darkness / 24 fire Changes resistances: +20% darkness / +35% fire Talent granted: +5 Block Spellpower: +8 (+1 eff.) Curse of Nightmares This rugged stone shield flickers with bursts of pitch black flame. Press to compare |
Blightstopper (Shrouds) (18 def, 12 armour, 52-62.4 power, 240 block) Blightstopper (Shrouds) (18 def, 12 armour, 52-62.4 power, 240 block)Requires: - Strength 35 - Talent Armour Training (level 2) Infused by nature Infused by arcane disrupting forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 52.0 - 62.4 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +240 Damage conversion: 30% nature / 10% manaburn arcane When wielded/worn: Armour: +12 Defense: +18 (+3 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +22% Damage when hit (Melee): 15 nature Changes resistances: +35% blight / +15% nature Talent mastery: +0.20 Wild-gift / Antimagic Talent granted: +5 Block Spell save: +24 (+2 eff.) Disease immunity: +60% Curse of Shrouds It can be used to purge up to 6 diseases (based on Willpower) and gain disease immunity, 20% blight resistance, and 20 spell save for 5 turns, costing 22 power out of 40/40. This voratun shield, coated with thick vines, was imbued with nature's power long ago by the Halfling General Almadar Riul, who used it to stave off the magic and diseases of orcish corruptors during the peak of the Pyre Wars. Press to compare |
Glorutira the Growquick (Shrouds) (12 def, 15 armour, 65.5-78.6 power, 309.5 block) Glorutira the Growquick (Shrouds) (12 def, 15 armour, 65.5-78.6 power, 309.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 65.5 - 78.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +310 On weapon hit: * reduce the cooldown of your ward talent by 1 Damage (Melee): +18 lightning / +19 fire / +20 light Burst (radius 2) on crit: +28 light / +40 darkness When wielded/worn: Armour: +15 Defense: +12 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Effects on melee hit: * Slows global speed by 45% Effects when hit in melee: * 20% chance to daze * 18% chance to blind Damage when hit (Melee): 40 fire Changes stats: +6 Str / +6 Dex / +6 Mag / +2 Wil / +11 Con Changes resistances: +48% lightning / +4% physical / +29% light / +20% fire / +30% acid / +13% darkness Maximum wards: +6 lightning / +5 temporal / +6 blight / +6 fire / +6 cold Talents granted: +1 Ward +5 Block Reduces incoming crit damage: 10.00% Physical save: +15 (+2 eff.) Knockback immunity: +10% Teleport immunity: +20% Spellpower on spell critical (stacks up to 3 times): +6 Only die when reaching: -40.00 life Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Curse of Shrouds Handheld deflection devices. Press to compare |
Isurenne the stralite shield (Corpses) (22 def, 34 armour, 48-57.6 power, 220.5 block) Isurenne the stralite shield (Corpses) (22 def, 34 armour, 48-57.6 power, 220.5 block)Requires: - Strength 35 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +220 On weapon hit: * deal bonus physical damage equal to your armor Damage Shield penetration (this weapon only): +40% Damage (Melee): +23 cold When wielded/worn: Armour: +34 Armour Hardiness: +18% Defense: +22 (+3 eff.) Ranged Defense: +10 (+1 eff.) Fatigue: +14% Damage when hit (Melee): 15 ice / 12 blight Changes stats: +5 Wil Changes resistances: +9% acid / +33% physical / +11% fire / +10% lightning / +28% cold Changes damage: +3% mind / +3% arcane Talent granted: +4 Block Critical mult.: +15.00% Mana each turn: +0.12 Spellpower: +2 (+0 eff.) Mindpower: +6 (+1 eff.) Damage Shield penetration: +10% Deflect projectiles away: +16% Curse of Corpses Handheld deflection devices. Press to compare |
Lunar Shield (Corpses) (12 def, 7 armour, 45-63 power, 250 block) Lunar Shield (Corpses) (12 def, 7 armour, 45-63 power, 250 block)Requires: - Strength 35 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 45.0 - 63.0 Uses stat: 100% Str Damage type: Arcane Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +10.0% Block value: +250 When wielded/worn: Armour: +7 Defense: +12 (+2 eff.) Ranged Defense: +5 (+1 eff.) Fatigue: +2% Changes resistances: +25% darkness Changes damage: +15% darkness Talent masteries: +0.20 Celestial / Star fury +0.10 Celestial / Twilight Talent granted: +5 Block Spellpower: +10 (+2 eff.) Light radius: +1 Talent on hit(spell): Moonlight Ray (10% chance level 2). Curse of Corpses A large section of chitin removed from Nimisil. It continues to give off a strange white glow. Press to compare |
Piercing Gaze (Corpses) (5 def, 25 armour, 40-48 power, 180 block) Piercing Gaze (Corpses) (5 def, 25 armour, 40-48 power, 180 block)Requires: - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 40.0 - 48.0 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +180 When wielded/worn: Armour: +25 Defense: +5 (+1 eff.) Ranged Defense: +10 (+1 eff.) Fatigue: +12% Changes resistances: +10% acid / +10% physical / +10% lightning / +10% fire Talent granted: +4 Block Special effect on block: 30% chance of petrifying the attacker. Curse of Corpses This gigantic shield has a stone eye embedded in it. Press to compare |
Sanguine Shield (Nightmares) (14 def, 4 armour, 40-48 power, 220 block) Sanguine Shield (Nightmares) (14 def, 4 armour, 40-48 power, 220 block)Requires: - Strength 39 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 40.0 - 48.0 Uses stat: 120% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +9.0% Block value: +220 Lifesteal (this weapon only): +8% When wielded/worn: Armour: +4 Defense: +14 (+2 eff.) Ranged Defense: +14 (+2 eff.) Fatigue: +19% Changes stats: +10 Con Changes resistances: +25% blight Talent granted: +5 Block Life regen: +5.00 Curse of Nightmares Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. Press to compare |
Skeletal Parry (Nightmares) (10 def, 4 armour, 20-28 power, 40 block) Skeletal Parry (Nightmares) (10 def, 4 armour, 20-28 power, 40 block)Requires: - Strength 25 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 It is part of a set of items. When used to attack (with talents): Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical bleed Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +40 When wielded/worn: Armour: +4 Defense: +10 (+1 eff.) Fatigue: +6% Damage when hit (Melee): 10 physical bleed Talent granted: +2 Block Curse of Nightmares It can be used to activate talent Bone Armour (costing 27 power out of 50/50) : Effective talent level: 2.0 Power cost: 27 out of 50/50. Range: melee/personal Travel Speed: instantaneous Description: Creates a shield of bones, absorbing 2046 damage. Lasts for 10 turns. The total damage the shield can absorb increases with your Dexterity. A shield made from various sharpened bones. It feels icky. Press to compare |
Summertide (Shrouds) (17 def, 15 armour, 52-62.4 power, 260 block) Summertide (Shrouds) (17 def, 15 armour, 52-62.4 power, 260 block)Requires: - Willpower 28 - Strength 20 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 52.0 - 62.4 Uses stat: 100% Str Damage type: Light Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +260 On weapon hit: * 30% chance to blind * releases a burst of light When wielded/worn: Armour: +15 Defense: +17 (+2 eff.) Ranged Defense: +17 (+2 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +15% darkness / +10% fire / +12% mind / +20% light Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent granted: +5 Block Mental save: +18 (+2 eff.) Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 (+1 eff.) Light radius: +3 Curse of Shrouds It can be used to send out a range 7 beam, lighting its path and dealing 211.69 to 264.62 light damage (based on Willpower and Cunning), costing 11 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. Press to compare |
Temporal Rift (Shrouds) (8 def, 4 armour, 50-60 power, 325 block) Temporal Rift (Shrouds) (8 def, 4 armour, 50-60 power, 325 block)Requires: - Strength 40 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 50.0 - 60.0 Uses stats: 20% Mag, 100% Str Damage type: Temporal Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +325 When this weapon hits: Turn Back the Clock (25% chance level 3). When wielded/worn: Armour: +4 Defense: +8 (+1 eff.) Ranged Defense: +10 (+1 eff.) Fatigue: +0% Changes resistances: +30% temporal Reduce damage by fixed amount: +20 all Talent granted: +5 Block Spell save: +20 (+2 eff.) Spellpower: +12 (+2 eff.) Slows Projectiles: +50% Curse of Shrouds Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. Press to compare |
The Black Wall (Shrouds) (12 def, 9 armour, 52-62.4 power, 200 block) The Black Wall (Shrouds) (12 def, 9 armour, 52-62.4 power, 200 block)Requires: - Strength 28 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 52.0 - 62.4 Uses stat: 100% Str Damage type: Darkness Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +200 When wielded/worn: Armour: +9 Defense: +12 (+2 eff.) Ranged Defense: +15 (+2 eff.) Fatigue: +28% Damage when hit (Melee): 10 darkness Talent masteries: +0.20 Technique / Shield defense +0.20 Technique / Shield offense +0.20 Corruption / Doom shield Talent granted: +5 Block Shadow Power: +5 Increases all resists by 0.4% for each point of your Shadow Power. Curse of Shrouds "With this, no one will ever harm you again." Press to compare |
Timekeeper (Madness) (17 def, 6 armour, 70-77 power, 230 block) Timekeeper (Madness) (17 def, 6 armour, 70-77 power, 230 block)Requires: - Strength 11 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 70.0 - 77.0 Uses stat: 100% Str Damage type: Physical Physical crit. chance: +5.0% Block value: +230 When wielded/worn: Armour: +6 Defense: +17 (+2 eff.) Ranged Defense: +13 (+2 eff.) Fatigue: +6% Changes resistances: +21% temporal / +21% darkness / +21% blight / +21% cold / +21% arcane Talent granted: +6 Block Improves its stats based on your level. At levels 11, 21, 31 and 41 it blocks a new damage type. Curse of Madness This is your shield. There are many like it, but this one is yours. You must master your shield as you master your life. Press to compare |
Wrathroot's Barkwood (Corpses) (9 def, 10 armour, 27-37.8 power, 60 block) Wrathroot's Barkwood (Corpses) (9 def, 10 armour, 27-37.8 power, 60 block)Requires: - Strength 25 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 27.0 - 37.8 Uses stat: 150% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.0% Block value: +60 When wielded/worn: Armour: +10 Defense: +9 (+1 eff.) Fatigue: +14% Changes resistances: +20% cold / +20% darkness / +20% nature Talent granted: +3 Block Curse of Corpses The barkwood of Wrathroot, made into roughly the shape of a shield. Press to compare |
voratun shield 'Radhysus' (Nightmares) (12 def, 3 armour, 71.5-85.8 power, 194.5 block) voratun shield 'Radhysus' (Nightmares) (12 def, 3 armour, 71.5-85.8 power, 194.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 71.5 - 85.8 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +194 On weapon hit: * reduce the cooldown of your ward talent by 1 On weapon crit: * smash the target with your shield crippling them Damage (Melee): +20 lightning / +20 temporal / +8 arcane / +20 fire Burst (radius 2) on crit: +40 light / +33 darkness When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+1 eff.) Armour: +3 Defense: +12 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Effects when hit in melee: * 18% chance to daze Damage when hit (Melee): 20 temporal / 12 arcane / 35 fire Changes stats: +6 Str / +6 Dex / +3 Wil Changes resistances: +29% acid / +19% temporal / +32% light / +20% fire / +16% lightning / +34% darkness Maximum wards: +3 lightning / +5 temporal / +6 blight / +3 fire / +6 cold Changes damage: +9% blight Talents granted: +1 Ward +5 Block Reduces incoming crit damage: 10.00% Mana each turn: +0.08 Maximum vim: +40.00 Spell crit. chance: +1% Damage Shield penetration: +20% Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Curse of Nightmares It can be used to activate talent Time Shield, placing all other charms into a 27 cooldown : Effective talent level: 3.0 Power cost: 27 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (502) is absorbed, or the time runs out (8 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 46%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. Press to compare |
Quiver of the Sun (Shrouds) (25/25, 34-47.6 power, 15 apr) Quiver of the Sun (Shrouds) (25/25, 34-47.6 power, 15 apr)Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 34.0 - 47.6 Uses stats: 50% Str, 70% Dex Damage type: Bright light Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Physical crit. chance: +2.0% Capacity: 25 Travel speed: +300% Shots beam through all targets. Curse of Shrouds This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. Press to compare |
The Titan's Quiver (Madness) (18/18, 62-86.8 power, 20 apr) The Titan's Quiver (Madness) (18/18, 62-86.8 power, 20 apr)Requires: - Strength 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 62.0 - 86.8 Uses stats: 70% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +20 Physical crit. chance: +8.0% Capacity: 18 On weapon crit: * pin the target to the nearest wall Curse of Madness These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. Press to compare |
Void Quiver (Misfortune) (0/0, 45-63 power, 30 apr) Void Quiver (Misfortune) (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: 70% Dex, 10% Mag, 50% Str 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). Curse of Misfortune An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. Press to compare |
quiver of dragonbone arrows 'Rainmarrow' (Madness) (21/21, 61.5-86.1 power, 18 apr) quiver of dragonbone arrows 'Rainmarrow' (Madness) (21/21, 61.5-86.1 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 61.5 - 86.1 Uses stats: 70% Dex, 50% Str Damage type: Arcane Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 21 Turns elapse between self-loadings: 2 On weapon hit: * Slows global speed by 50% * 31% chance to cause random gloom * 20% chance to torment the target * 10% chance to crush the target * 20% chance to curse the target Damage (Ranged): +16 nature / +51 darkness / +4 fire / +31 gravity / +64 mind / +18 blight Burst (radius 1) on hit: +12 nature / +8 fire Burst (radius 2) on crit: +8 nature / +4 fire Curse of Madness Arrows are used with bows to pierce your foes to death. Press to compare |
30 agate 30 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2995 alchemist agate (Corpses) 2995 alchemist agate (Corpses)0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Curse of Corpses Gems can be sold for money or used in arcane rituals. Press to compare |
35 onyx 35 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Wyrm Bile Wyrm BileInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / blood It can be used to drink the vile blood. A vial of thick, lumpy fluid. Who knows what this will do to you if you drink it? |
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. |
37 aquamarine 37 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
31 lapis lazuli 31 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
30 opal 30 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
20 sapphire 20 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
33 topaz 33 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Delirab (Corpses) (dig speed 4 turns) Delirab (Corpses) (dig speed 4 turns)Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +6% darkness / +6% fire Changes resistances penetration: +20% arcane / +5% blight Changes damage: +6% blight / +6% fire / +6% mind / +9% temporal Physical save: +7 (+1 eff.) Spell save: +7 (+1 eff.) Mental save: +13 (+2 eff.) Mana each turn: +0.04 Maximum life: +71.00 Maximum stamina: +17.00 Spellpower: +2 (+0 eff.) Damage Shield penetration: +20% When carried: Talent granted: +1 Dig Curse of Corpses Allows you to dig a wall, remove a tree, create ways. Press to compare |
Filthwinter the voratun pickaxe (Madness) (dig speed 1 turns) Filthwinter the voratun pickaxe (Madness) (dig speed 1 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +13 Armour: +5 Defense: +7 (+1 eff.) Fatigue: -20% Damage when hit (Melee): 16 blight Changes stats: +6 Cun / +18 Str Changes resistances: +6% nature / +20% fire / +20% darkness / +10% physical Changes resistances penetration: +20% nature / +25% physical Changes damage: +12% blight / +9% nature / +12% mind Lowers spell cool-downs by: 10% Infravision radius: +8 When carried: Talent granted: +1 Dig Curse of Madness It can be used to activate talent Perfect Strike, placing all other charms into a 24 cooldown : Effective talent level: 3.3 Power cost: 24 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +77 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. Press to compare |
Polivea the Dazzlestinger (Corpses) (dig speed 2 turns) Polivea the Dazzlestinger (Corpses) (dig speed 2 turns)Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +8 Physical power: +10 (+1 eff.) Armour: +4 Defense: +8 (+1 eff.) Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 4 acid / 4 fire Changes stats: +3 Str Changes resistances: +6% light / +10% physical / +10% darkness / +10% fire Changes resistances penetration: +15% light Changes damage: +15% acid / +12% fire / +12% mind Critical mult.: +18.00% Physical save: +27 (+3 eff.) Spell save: +28 (+3 eff.) Mental save: +39 (+5 eff.) Maximum life: +163.00 Light radius: +3 When carried: Talent granted: +1 Dig Curse of Corpses Allows you to dig a wall, remove a tree, create ways. Press to compare |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 72 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 72 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
37 emerald 37 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
19 jade 19 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. |
36 spinel 36 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
26 turquoise 26 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. |
Anonarimas the brass lantern (Madness) Anonarimas the brass lantern (Madness)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Mag / +5 Wil Changes resistances penetration: +20% arcane Changes damage: +6% mind / +3% arcane Critical mult.: +5.00% Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +7 (+1 eff.) Light radius: +4 Curse of Madness A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. Press to compare |
DĂșathedlen Heart (Madness) DĂșathedlen Heart (Madness)Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 4 When wielded/worn: Physical power: +7 (+1 eff.) Changes resistances: +30% light Changes resistances cap: +10% light Talent mastery: +0.10 Cunning / Stealth Light radius: -1000 Infravision radius: +6 Curse of Madness It can be used to activate talent Blood Grasp (costing 9 power out of 15/15) : Effective talent level: 3.0 Power cost: 9 out of 15/15. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 360.18 blight damage and healing you for half the damage done. The damage will increase with your Spellpower. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. Press to compare |
Lisibeth (Nightmares) Lisibeth (Nightmares)Powered by arcane forces Crafted by a master Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn Damage when hit (Melee): 16 temporal Changes stats: +6 Mag / +6 Wil / +8 Cun Changes resistances: +8% temporal / +11% darkness / +11% blight / +8% cold / +6% arcane Changes resistances penetration: +15% arcane / +5% acid Changes damage: +3% acid / +6% temporal / +11% mind Blindness immunity: +38% Confusion immunity: +22% Spellpower: +18 (+3 eff.) Spell crit. chance: +5% Light radius: +8 Infravision radius: +12 See stealth: +17 See invisible: +28 Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +22% The wearer is treated as an undead. The wearer no longer has to breathe. Curse of Nightmares It can be used to activate talent Track, placing all other charms into a 36 cooldown : Effective talent level: 3.0 Power cost: 36 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 73 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. Press to compare |
Spectral Cage (Misfortune) Spectral Cage (Misfortune)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Talent cooldown: Chill of the Tomb (-2 turns) Spellpower: +10 (+2 eff.) Light radius: +5 Curse of Misfortune It can be used to release a will o' the wisp, costing 18 power out of 20/20. This ancient, weathered lantern glows with a pale blue light. The metal is icy cold to the touch. Press to compare |
Summertide Phial (Nightmares) Summertide Phial (Nightmares)Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% Curse of Nightmares It can be used to call light (279 power, based on Willpower), costing 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. Press to compare |
Umbraphage (Corpses) Umbraphage (Corpses)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+1 eff.) Mindpower: +10 (+1 eff.) Light radius: +10 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing in brightness. (current charge 300). Curse of Corpses It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 767.10 darkness damage (based on Mindpower and charge), costing 9 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. Press to compare |
Wintertide Phial (Shrouds) Wintertide Phial (Shrouds)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 Curse of Shrouds It can be used to cleanse your mind of up to 6 (based on Magic) detrimental mental effects, costing 36 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. Press to compare |
burglar's brass lantern (Corpses) burglar's brass lantern (Corpses)Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Cun Light radius: -8 Infravision radius: +5 Curse of Corpses A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. Press to compare |
dwarven lantern 'Islikira' (Misfortune) dwarven lantern 'Islikira' (Misfortune)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +40 Damage when hit (Melee): 30 fire Changes stats: +1 Dex / +8 Mag / +2 Cun / +2 Con Changes resistances: +9% blight / +10% fire / +6% acid Changes resistances penetration: +5% acid / +41% all Grants telepathy: Dragon Physical save: +15 (+2 eff.) Mental save: +11 (+1 eff.) Spellpower: +17 (+3 eff.) Mindpower: +12 (+2 eff.) Mental crit. chance: +12% Light radius: +12 See invisible: +6 Healing mod.: +29% Curse of Misfortune Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. Press to compare |
Fortune's Eye (Shrouds) Fortune's Eye (Shrouds)Crafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+1 eff.) Armour penetration: +12 Defense: +12 (+2 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) See stealth: +12 See invisible: +12 Curse of Shrouds It can be used to activate talent Track (costing 17 power out of 35/35) : Effective talent level: 2.0 Power cost: 17 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 61 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." Press to compare |
Crystal Heart Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) It can be used to combine with a suit of body armor (makes a non enchanted into an artifact), costing 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
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 Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone appears faded with age. It appears to have once been the eye of a golem. |
Telos's Staff Crystal Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Spell save: +10 (+1 eff.) Confusion immunity: +30% Light radius: +2 Damage Resonance (when hit): +10% When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Confusion immunity: +30% Light radius: +2 Damage Resonance (when hit): +10% It can be used to combine with a staff, costing 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 9 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
35 bloodstone 35 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
33 fire opal 33 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
36 garnet 36 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
22 ruby 22 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 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 1254.83 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 23 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. |
Glotta (Misfortune) (20/20, 28.5-34.2 power, 2 apr) Glotta (Misfortune) (20/20, 28.5-34.2 power, 2 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 2 Base power: 28.5 - 34.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +11 Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 20 Damage (Ranged): +40 blight / +9 light / +16 arcane Damage against: +13% Undead Curse of Misfortune Shots are used with slings to pummel your foes to death. Press to compare |
Pouch of the Subconscious (Corpses) (20/20, 38-45.6 power, 15 apr) Pouch of the Subconscious (Corpses) (20/20, 38-45.6 power, 15 apr)Requires: - Dexterity 28 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 38.0 - 45.6 Uses stats: 10% Wil, 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Capacity: 20 On weapon hit: * 50% chance to reload 1 ammo Damage (Ranged): +25 mind / +30 mind slow Curse of Corpses You find yourself constantly fighting an urge to handle this strange pouch of shot. Press to compare |
Relguzilasta the Hellquick (Corpses) (21/21, 67.5-81 power, 18 apr) Relguzilasta the Hellquick (Corpses) (21/21, 67.5-81 power, 18 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 5 Base power: 67.5 - 81.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +18 Physical crit. chance: +34.0% Capacity: 21 On weapon hit: * 50% chance to corrode armour * 10% chance to create an air burst * 10% chance to knock the target back * 10% chance to crush the target On weapon crit: * wounds the target * cripple the target Travel speed: +400% Damage (Ranged): +12 acid / +47 physical / +30 darkness / +39 gravity / +20 bleed Burst (radius 1) on hit: +12 acid / +8 fire Burst (radius 2) on crit: +8 fire Damage against: +20% Living Curse of Corpses Shots are used with slings to pummel your foes to death. Press to compare |
Star Shot (Shrouds) (20/20, 32-38.4 power, 15 apr) Star Shot (Shrouds) (20/20, 32-38.4 power, 15 apr)Requires: - Dexterity 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 32.0 - 38.4 Uses stats: 50% Cun, 70% Dex Damage type: Fire Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Capacity: 20 On weapon hit: * sets off a powerful explosion Curse of Shrouds Intense heat radiates from this powerful shot. Press to compare |
Wind Worn Shot (Corpses) (25/25, 39-46.8 power, 15 apr) Wind Worn Shot (Corpses) (25/25, 39-46.8 power, 15 apr)Requires: - Dexterity 28 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 39.0 - 46.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Capacity: 25 When this weapon hits: Tornado (10% chance level 2). On weapon hit: * 35% chance for lightning to arc to a second target Travel speed: +100% Curse of Corpses These perfectly white spheres appear to have been worn down by years of exposure to strong winds. Press to compare |
Zanabar the pouch of voratun shots (Nightmares) (22/22, 75-90 power, 18 apr) Zanabar the pouch of voratun shots (Nightmares) (22/22, 75-90 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 5 Base power: 75.0 - 90.0 Uses stats: 70% Dex, 50% Cun Damage type: Mind Accuracy bonus: +0.1% dam / acc Accuracy: +19 Armour Penetration: +18 Physical crit. chance: +19.0% Capacity: 22 On weapon hit: * Random elemental explosion * 10% chance to crush the target Travel speed: +200% Damage (Ranged): +37 gravity / +44 mind Burst (radius 2) on crit: +12 mind Curse of Nightmares Shots are used with slings to pummel your foes to death. Press to compare |
pouch of voratun shots 'Bethugath' (Madness) (21/53, 123-147.6 power, 30 apr) pouch of voratun shots 'Bethugath' (Madness) (21/53, 123-147.6 power, 30 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 5 Base power: 123.0 - 147.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +30 Physical crit. chance: +61.0% Capacity: 53 Turns elapse between self-loadings: 2 On weapon hit: * 50% chance to cause random gloom * 20% chance to gain 10% of a turn * Random elemental explosion On weapon crit: * cripple the target Travel speed: +200% Damage (Ranged): +8 temporal / +30 darkness / +12 blight / +20 cold Burst (radius 2) on crit: +4 blight Damage against: +18% Living Curse of Madness Shots are used with slings to pummel your foes to death. Press to compare |
Skull of the Rat Lich (Madness) Skull of the Rat Lich (Madness)Powered by arcane forces 1.00 Encumbrance. [Unique] Type: tool / skull ; tier 3 When wielded/worn: Damage when hit (Melee): 12 darkness Spellpower: +10 (+2 eff.) Spell crit. chance: +4% Curse of Madness It can be used to raise undead rats, costing 63 power out of 70/70. This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eyes. Press to compare |
Aircut (Corpses) [power 27] (27 cooldown) Aircut (Corpses) [power 27] (27 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 12 blight / 20 lightning Changes resistances: +9% blight Maximum wards: +2 physical / +2 mind / +3 darkness Talent cooldown: Silence (+15 turn) Talents granted: +1 Ward +7 Silence Curse of Corpses It can be used to teleport randomly (rad 27), putting all charms on cooldown for 27 turns. Torques are made by powerful psionics to store psionic powers. Press to compare |
Blackblur the dwarven-steel torque of clear mind (Nightmares) [power 1] (7 cooldown) Blackblur the dwarven-steel torque of clear mind (Nightmares) [power 1] (7 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 3 When wielded/worn: Accuracy: +2 (+0 eff.) Damage when hit (Melee): 20 darkness Changes stats: +2 Con Maximum wards: +2 physical / +3 mind / +3 darkness Changes resistances penetration: +5% physical Talent cooldown: Silence (+10 turn) Talents granted: +7 Silence +1 Ward Maximum encumbrance: +10 Physical save: +12 (+1 eff.) Curse of Nightmares It can be used to absorb and nullify at most 1 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 7 turns. Torques are made by powerful psionics to store psionic powers. Press to compare |
Xerathra the stralite torque of kinetic psionic shield (Misfortune) [power 223] (45 cooldown) Xerathra the stralite torque of kinetic psionic shield (Misfortune) [power 223] (45 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour Changes stats: +4 Str / +4 Mag / +2 Wil Changes resistances: +5% arcane / +6% acid Maximum wards: +3 physical / +5 mind / +5 darkness Changes resistances penetration: +5% acid Talents cooldown: Telekinetic Blast (+10 turn) Silence (+15 turn) Talents granted: +9 Telekinetic Blast +13 Silence +1 Ward Light radius: +1 Curse of Misfortune It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 223 for 7 turns, putting all charms on cooldown for 45 turns. When used: 100% chance to regenerate 16 hate. Torques are made by powerful psionics to store psionic powers. Press to compare |
Arthuregorion (Misfortune) [power 121] (23 cooldown) Arthuregorion (Misfortune) [power 121] (23 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn Changes resistances: +9% light / +7% arcane / +3% darkness Maximum wards: +9 acid / +10 nature / +10 light Talent cooldown: Invoke Tentacle (+20 turn) Talents granted: +4 Invoke Tentacle +2 Ward +20 Lay Web Reduces incoming crit damage: 10.00% Spell save: +20 (+2 eff.) Blindness immunity: +20% Cut immunity: +15% Stun/Freeze immunity: +10% Teleport immunity: +10% Curse of Misfortune It can be used to harden the skin for 7 turns increasing armour by 121 and armour hardiness by 70%, putting all charms on cooldown for 23 turns. When used: 200% chance to regenerate 19 stamina. Natural totems are made by powerful wilders to store nature power. Press to compare |
Honeywood Chalice (Corpses) Honeywood Chalice (Corpses)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+1 eff.) Life regen: +0.15 Healing mod.: +10% Curse of Corpses This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. Press to compare |
Mayoratta the Naturebiter (Shrouds) [power 3] (9 cooldown) Mayoratta the Naturebiter (Shrouds) [power 3] (9 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Armour: +4 Damage when hit (Melee): 8 nature Changes resistances: +3% blight / +15% cold Maximum wards: +5 acid / +5 nature / +4 light Talents granted: +5 Lay Web +1 Ward Physical save: +20 (+2 eff.) Silence immunity: +15% Disarm immunity: +15% Stun/Freeze immunity: +10% Curse of Shrouds It can be used to remove up to 3 poisons or diseases from a target within range 15 (Willpower), putting all charms on cooldown for 9 turns. When used: 400% chance to regenerate 7 stamina. Natural totems are made by powerful wilders to store nature power. Press to compare |
The Guardian's Totem (Shrouds) The Guardian's Totem (Shrouds)Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 18 nature slow Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+2 eff.) Mindpower: +8 (+1 eff.) Curse of Shrouds It can be used to call an antimagic pillar for 15 turns, but silence yourself for 5 turns, costing 32 power out of 35/35. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. Press to compare |
Tree of Life (Madness) Tree of Life (Madness)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+1 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. Curse of Madness It can be used to take root increasing health, armor, and armor hardiness but rooting you in place, costing 9 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. Press to compare |
38 amethyst 38 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Hantir the Noonripper (Madness) [power 1231] (22 cooldown) Hantir the Noonripper (Madness) [power 1231] (22 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Physical power: +2 (+0 eff.) Damage when hit (Melee): 12 light Changes resistances: +12% temporal Maximum wards: +5 lightning / +5 temporal / +5 blight / +5 fire / +5 cold Changes resistances penetration: +10% light / +5% physical Changes damage: +9% temporal Talent cooldown: Void Blast (+12 turn) Talents granted: +1 Ward +10 Void Blast +5 Strike +15 Volcano Critical mult.: +3.00% Reduces incoming crit damage: 15.00% Maximum encumbrance: +40 Stamina each turn: +0.20 Curse of Madness It can be used to fire a bolt of a random element (dam 616-1231), putting all charms on cooldown for 22 turns. When used: 200% chance to regenerate 25 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. Press to compare |
Swampveil the ash wand of conjuration (Madness) [power 1321] (79 cooldown) Swampveil the ash wand of conjuration (Madness) [power 1321] (79 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to disease Damage when hit (Melee): 4 nature / 16 mind Changes resistances: +6% nature / +6% blight Maximum wards: +7 lightning / +8 temporal / +8 blight / +8 fire / +8 cold Changes resistances penetration: +25% blight Changes damage: +9% mind Talent cooldown: Void Blast (+18 turn) Talents granted: +7 Volcano +10 Strike +8 Void Blast +3 Ward Critical mult.: +10.00% Maximum hate: +2.00 Mental crit. chance: +2% Heals friendly targets nearby when you use a nature summon: +30 Curse of Madness It can be used to fire a bolt of a random element (dam 660-1321), putting all charms on cooldown for 79 turns. When used: 200% chance to regenerate 27 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. Press to compare |
Wand of Death (Corpses) Wand of Death (Corpses)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Changes resistances penetration: +10% blight / +10% cold / +10% darkness Talent mastery: +0.20 Spell / Animus Maximum souls: +3.00 Curse of Corpses It can be used to fires a death ray (darkness and cold damage that can instantly kill weakened enemies; damage scales with magic), costing 18 power out of 30/30. You can only see it because it is darker than its surroundings. It feels as cold as a grave. Press to compare |
elven-wood wand of conjuration 'Noonvortex' (Misfortune) [power 3769] (74 cooldown) elven-wood wand of conjuration 'Noonvortex' (Misfortune) [power 3769] (74 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 4 When wielded/worn: Armour: +2 Changes stats: +3 Mag Changes resistances: +6% blight / +6% fire / +9% arcane / +9% lightning Maximum wards: +17 lightning / +17 temporal / +17 blight / +17 fire / +14 cold Changes damage: +12% blight Talent cooldown: Void Blast (+12 turn) Talents granted: +4 Ward +9 Void Blast +11 Strike +9 Volcano Critical mult.: +20.00% Reduces incoming crit damage: 15.00% Silence immunity: +15% Pinning immunity: +20% Spellpower on spell critical (stacks up to 3 times): +6 Maximum vim: +10.00 Light radius: +2 Curse of Misfortune It can be used to fire a bolt of a random element (dam 1884-3769), putting all charms on cooldown for 74 turns. When used: 300% chance to regenerate 78 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. Press to compare |
shadowy yew wand of conjuration (Shrouds) [power 217] (9 cooldown) shadowy yew wand of conjuration (Shrouds) [power 217] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 Curse of Shrouds It can be used to fire a bolt of a random element (dam 108-217), putting all charms on cooldown for 9 turns. When used: 100% chance to regenerate 4 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. Press to compare |
supercharged elm wand of conjuration (Corpses) [power 109] (12 cooldown) supercharged elm wand of conjuration (Corpses) [power 109] (12 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 Curse of Corpses It can be used to fire a bolt of a random element (dam 54-109), putting all charms on cooldown for 12 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. Press to compare |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When wielded/worn: Defense: +10 (+1 eff.) Changes resistances: +30% darkness Changes damage: +30% light Light radius: +3 When carried: Light radius: +1 It can be used to map surroundings, costing 27 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. |
33 diamond 33 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. |
31 moonstone 31 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+1 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) When used to imbue an object: Defense: +10 (+1 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
31 pearl 31 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
30 quartz 30 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
14 amber 14 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. |
30 ametrine 30 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
30 citrine 30 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
40 zircon 40 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Aerternus the Cornac Bulwark level 47
29th Dusk 122nd year of Ascendancy at 18:00 see stats
By Aerternus the Cornac Bulwark level 56
42nd Dusk 122nd year of Ascendancy at 10:23 see stats
By Aerternus the Cornac Bulwark level 47
31st Dusk 122nd year of Ascendancy at 00:07 see stats
By Aerternus the Cornac Bulwark level 30
5th Dusk 122nd year of Ascendancy at 00:32 see stats
By Aerternus the Cornac Bulwark level 18
9th Mirth 122nd year of Ascendancy at 22:24 see stats
By Aerternus the Cornac Bulwark level 23
4th Flare 122nd year of Ascendancy at 15:15 see stats
By Aerternus the Cornac Bulwark level 132
44th Haze 122nd year of Ascendancy at 14:12 see stats
By Aerternus the Cornac Bulwark level 169
75th Haze 122nd year of Ascendancy at 08:08 see stats
By Aerternus the Cornac Bulwark level 35
12nd Dusk 122nd year of Ascendancy at 02:55 see stats
By Aerternus the Cornac Bulwark level 214
5th Allure 123rd year of Ascendancy at 04:05 see stats
By Aerternus the Cornac Bulwark level 47
29th Dusk 122nd year of Ascendancy at 09:41 see stats
By Aerternus the Cornac Bulwark level 59
43rd Dusk 122nd year of Ascendancy at 13:37 see stats
By Aerternus the Cornac Bulwark level 71
55th Dusk 122nd year of Ascendancy at 10:41 see stats
By Aerternus the Cornac Bulwark level 81
71st Dusk 122nd year of Ascendancy at 07:44 see stats
By Aerternus the Cornac Bulwark level 88
4th Haze 122nd year of Ascendancy at 22:30 see stats
By Aerternus the Cornac Bulwark level 100
17th Haze 122nd year of Ascendancy at 16:00 see stats
By Aerternus the Cornac Bulwark level 111
29th Haze 122nd year of Ascendancy at 18:15 see stats
By Aerternus the Cornac Bulwark level 36
12nd Dusk 122nd year of Ascendancy at 10:11 see stats
By Aerternus the Cornac Bulwark level 10
1st Mirth 122nd year of Ascendancy at 09:33 see stats
By Aerternus the Cornac Bulwark level 20
3rd Summertide 122nd year of Ascendancy at 03:05 see stats
By Aerternus the Cornac Bulwark level 30
3rd Dusk 122nd year of Ascendancy at 22:03 see stats
By Aerternus the Cornac Bulwark level 40
13rd Dusk 122nd year of Ascendancy at 14:59 see stats
By Aerternus the Cornac Bulwark level 50
32nd Dusk 122nd year of Ascendancy at 21:52 see stats
By Aerternus the Cornac Bulwark level 134
51st Haze 122nd year of Ascendancy at 02:05 see stats
By Aerternus the Cornac Bulwark level 157
66th Haze 122nd year of Ascendancy at 23:03 see stats
By Aerternus the Cornac Bulwark level 87
3rd Haze 122nd year of Ascendancy at 06:07 see stats
By Aerternus the Cornac Bulwark level 51
37th Dusk 122nd year of Ascendancy at 07:57 see stats
By Aerternus the Cornac Bulwark level 16
6th Mirth 122nd year of Ascendancy at 12:13 see stats
By Aerternus the Cornac Bulwark level 16
6th Mirth 122nd year of Ascendancy at 13:22 see stats
By Aerternus the Cornac Bulwark level 94
9th Haze 122nd year of Ascendancy at 04:41 see stats
By Aerternus the Cornac Bulwark level 30
4th Dusk 122nd year of Ascendancy at 14:05 see stats
By Aerternus the Cornac Bulwark level 18
9th Mirth 122nd year of Ascendancy at 02:16 see stats
Log
Orc necromancer is poisoned!
Orc necromancer slows down.
Orc necromancer loses sight!
Orc necromancer moves reluctantly!
Orc necromancer starts to bleed.
Aerternus casts Epidemic.
Aerternus's spell attains critical power!
Aerternus is surging arcane power.
The shattering blow creates a shockwave!
Orc necromancer starts to bleed.
Orc necromancer is crippled.
Aerternus focuses and gains an extra blow!
Aerternus performs a melee critical strike against Orc necromancer!
You collect a new ingredient: orc heart.
Aerternus prepares for the next kill!.
The corpse of the orc necromancer pulls itself up to fight for you.
Aerternus damages himself through Martyrdom!
Orc necromancer hits Aerternus for 0 physical, 0 lightning, 0 temporal, 0 light, 0 nature, 0 nature, 0 blight, 0 cold, 0 mind, 0 darkness, 0 lightning, 0 cold, 0 darkness, 0 fire, 0 acid, 0 nature, 0 mind, 0 physical, 0 blight, 0 physical (0 total damage).
Aerternus hits Orc necromancer for 5544 physical, 19 lightning, 21 temporal, 17 light, 24 nature, , 11 nature, , 50 blight, 17 cold, 32 mind, 18 darkness, 16 lightning, (slow 45%), , 6 cold, 106 darkness, 48 fire, 46 acid, 14 nature, , 126 mind, 15 physical, 10 blight, 5719 physical (11860 total damage).
Aerternus killed Orc necromancer!
Aerternus picks up (M.): mindweaver's steel amulet of vision (Shrouds).
Aerternus deactivates Shield Wall.
Aerternus slows down.
Aerternus deactivates Daunting Presence.
Aerternus is no longer surging arcane power.
Aerternus deactivates True Grit.
Aerternus deactivates Shattering Impact.
Aerternus deactivates Precise Strikes.