Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.5 |
| Addons | Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.3.0Donators/Buyers bonus! Merchant Rerolls 1.3.1This addon adds the ability to 'reroll' a merchant item. More specifically, this allows you to spend 400 gold if you get an item that you don't like, to gain a brand new one. Be warned that once an item is gone, it will forever be gone, and you will never get it back. 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 Bastion 1.4.5A complete rework for Bulwark. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Ogre |
| Class | Bastion |
| Level / Exp | 183 / 14% |
| Size | big |
| Lifes / Deaths | Killed by Velunor the last hope guard at level 18 on the 10th Flare 122nd year of Ascendancy at 18:03 0 / 8Killed by Isthudal the human at level 19 on the 2nd Dusk 122nd year of Ascendancy at 08:19 Killed by cutpurse at level 41 on the 38th Dusk 122nd year of Ascendancy at 03:36 Killed by Imiro the shalore at level 108 on the 64th Dusk 122nd year of Ascendancy at 21:07 Killed by Eilinilrata the snow giant at level 134 on the 6th Haze 122nd year of Ascendancy at 07:48 Killed by Belymina the forest troll at level 149 on the 16th Haze 122nd year of Ascendancy at 16:25 Killed by Bethirin the orc warrior at level 182 on the 67th Haze 122nd year of Ascendancy at 23:46 Killed by Bethirin the orc warrior at level 183 on the 68th Haze 122nd year of Ascendancy at 00:49 |
Primary Stats
| Strength | 204 (base 100) |
| Dexterity | 165 (base 78) |
| Constitution | 264 (base 100) |
| Magic | 106 (base 49) |
| Willpower | 202 (base 75) |
| Cunning | 156 (base 75) |
Resources
| Psi | 372/372 |
| Life | -248/12669 |
| Positive | 673/676 |
| Stamina | 1136/1136 |
| Equilibrium | 0 |
| Healing Factor | 2.5 |
| Regeneration | 186.58652461984 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 13 |
| Infravision | 22 |
| See Stealth | 21 |
| See Invisible | 43 |
Offense: Mainhand
| Damage | 606 |
| Accuracy | 128 |
| Crit Chance | 199% |
| APR | 190 |
| Speed | 0.82 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 69 |
| Crit Chance | 100% |
| Speed | 1 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 116 |
| Crit Chance | 85% |
| Speed | 1 |
Offense: Damage Bonus
| All | +42% |
Offense: Damage Penetration
| All | +41% |
Defense: Base
| Armour (hardiness) | 308.76099408841 (100%) |
| Defense | 112 |
| Ranged Defense | 117 |
| Fatigue | 9 |
| Physical Save | 137 |
| Spell Save | 103 |
| Mental Save | 131 |
Defense: Resistances
| All | + 26%( 89%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Poison Resistance | 10% |
| Blind Resistance | 78% |
| Silence Resistance | 52% |
| Bleed Resistance | 15% |
| Disarm Resistance | 100% |
| Pinning Resistance | 15% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 84% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 344 with a minimum range of 15. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 462 damage for 8 turns. |
| 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 1158 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1370 damage for 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Technique / Soldier | 1.30 |
| 4/5 |
| 5/5 |
| 7/5 |
| 6/5 |
| Technique / Retaliation | 1.30 |
| 8/5 |
| 5/5 |
| 8/5 |
| 7/5 |
| Technique / Superiority | 1.30 |
| 8/5 |
| 7/5 |
| 5/5 |
| 7/5 |
| Technique / Shield defense | 1.30 |
| 11/5 |
| 5/5 |
| 7/5 |
| 8/5 |
| Technique / Warcries | 1.30 |
| 13/5 |
| 10/5 |
| 6/5 |
| 11/5 |
| Technique / Knighthood | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 7/5 |
| Technique / Shield offense | 1.30 |
| 9/5 |
| 6/5 |
| 13/5 |
| 5/5 |
| Cunning / Dirty fighting | 1.00 |
| 5/5 |
| 5/5 |
| 3/5 |
| 4/5 |
| Technique / Combat techniques | 1.30 |
| 5/5 |
| 8/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 3/5 |
| 6/5 |
| 6/5 |
| 3/5 |
| Technique / Combat training | 1.30 |
| 10/5 |
| 7/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 5/5 |
| 5/5 |
| 2/5 |
| 13/5 |
| Technique / Arms | 1.30 |
| 6/5 |
| 8/5 |
| 10/5 |
| 12/5 |
| Technique / Conditioning | 1.30 |
| 7/5 |
| 6/5 |
| 6/5 |
| 6/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 7/5 |
| 5/5 |
| 5/5 |
| Celestial / Light | 0.80 |
| 1/5 |
| 9/5 |
| 1/5 |
| 11/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Shield Wall |
| talent | Spectral Shield |
| talent | Sword and Board |
| talent | Attacks of Opportunity |
| talent | Precise Strikes |
| talent | Daunting Presence |
| talent | Honor |
| beneficial effect | The target is in a frenzy, improving all damage dealt by 42%. Juggernaut |
| beneficial effect | The target is recovering 261 life and 29 stamina each turn. Second Wind |
| beneficial effect | The target is preparing to unleash a powerful counterattack. Revenge |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The target is out of breath, preventing them from using warcries. Winded |
| beneficial effect | Immune to physical effects. Spine of the World |
| beneficial effect | Life regeneration increased by 35.6 and stamina regeneration increased by 11.0. Flow of Battle |
| detrimental effect | The target is nearing the end, its resistance to physical and temporal damage have been reduced by 30%. Fold Fate |
| detrimental effect | The target is silenced, preventing it from casting spells and using some vocal talents. Silenced |
| beneficial effect | The target is building up for a powerful block, increasing block value by 60%. Steel Fortress |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you gained talent category Spell / Divination (at mastery 0.80). | done |
You successfully escorted the lost anorithil to the recall portal on level 5 of Dreadfell. Escort: lost anorithil (level 5 of Dreadfell)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You failed to protect the lost sun paladin from death by barrow wight. Escort: lost sun paladin (level 3 of Dreadfell) | failed |
You failed to protect the lost warrior from death by cold drake. Escort: lost warrior (level 1 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You failed to protect the repented thief from death by vampire. Escort: repented thief (level 7 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved Magic by +2. | done |
You failed to protect the worried loremaster from death by copperhead snake. Escort: worried loremaster (level 1 of Old Forest) | failed |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * You've found the needed chunk of ghoul flesh. * You've found the needed red crystal shard. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
Equipment
| On feet | pair of voratun boots 'Growthradiance' (10 def, 25 armour) pair of voratun boots 'Growthradiance' (10 def, 25 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Armour: +25 Defense: +10 (+2 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +4% Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 4 lightning / 20 nature Changes stats: +4 Str / +3 Dex / +11 Mag / +22 Wil / +6 Cun / +35 Con Changes resistances: +15% lightning / +45% temporal / +26% darkness Changes resistances penetration: +30% physical / +15% darkness / +18% temporal Changes damage: +6% nature Maximum encumbrance: +20 Physical save: +32 (+4 eff.) Spell save: +21 (+4 eff.) Mental save: +38 (+5 eff.) Silence immunity: +42% Confusion immunity: +50% Stun/Freeze immunity: +50% Life regen: +10.30 Mana each turn: +0.42 Maximum mana: +40.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +5% Lowers spell cool-downs by: 10% Mindpower: +27 (+5 eff.) Infravision radius: +6 Healing mod.: +50% Defense after a teleport: +28 Resist all after a teleport: +20% New effects duration reduction after a teleport: +23% It can be used to activate talent Blindside, placing all other charms into a 14 cooldown : Effective talent level: 2.0 Power cost: 14 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 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 44 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. |
| Light source | Getodig GetodigInfused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 1 When wielded/worn: Defense: +7 (+2 eff.) Damage when hit (Melee): 4 acid Changes stats: +2 Con Changes resistances: +7% blight / +3% mind / +18% acid Changes resistances penetration: +10% acid / +5% mind Changes damage: +6% mind Physical save: +12 (+2 eff.) Spell save: +12 (+2 eff.) Mental save: +11 (+2 eff.) Life regen: +1.60 Light radius: +5 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. |
| On head | Tempestedge the hardened leather cap (9 def, 3 armour) Tempestedge the hardened leather cap (9 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +9 (+2 eff.) Physical crit. chance: +11.0% Armour: +3 Defense: +9 (+2 eff.) Fatigue: +3% Effects when hit in melee: * 16% chance to gain 10% of a turn Changes stats: +5 Str / +8 Dex / +5 Mag / +10 Wil / +7 Cun / +26 Lck Changes resistances: +3% lightning / +11% blight / +10% fire / +11% nature / +10% cold Spell save: +8 (+1 eff.) Mental save: +31 (+4 eff.) Maximum life: +69.00 Spell crit. chance: +11% Mental crit. chance: +14% Light radius: +3 See invisible: +9 Healing mod.: +19% A cap made of leather. |
| On hands | Ashtitan the voratun gauntlets (6 def, 30 armour) Ashtitan the voratun gauntlets (6 def, 30 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +19 (+3 eff.) Armour penetration: +14 Physical power: +6 (+1 eff.) Armour: +30 Armour Hardiness: +12% Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Damage (Melee): 14 nature / 18 light / 16 darkness / 15 mind Changes stats: +25 Str / +19 Dex / +14 Wil / +19 Cun / +30 Con Changes resistances: +11% physical / +15% light / +12% darkness / +10% mind / +10% nature Changes damage: +10% darkness / +11% mind / +9% light / +11% nature Talent mastery: +0.60 Technique / Grappling Talent cooldown: Double Strike (-2 turns) Physical save: +40 (+5 eff.) Mental save: +39 (+6 eff.) Disease immunity: +5% Disarm immunity: +183% Confusion immunity: +10% Life regen: +4.80 Stamina each turn: +2.00 Only die when reaching: -40.00 life Maximum life: +158.00 Maximum stamina: +40.00 When used to modify unarmed attacks: Base power: 42.5 - 59.5 Uses stats: 30% Wil, 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +68 Armour Penetration: +31 Physical crit. chance: +40.0% Attack speed: 83% When this weapon hits: Disarm (30% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Stone Touch (5% chance level 5). When this weapon hits: Perfect Control (10% chance level 5). When this weapon hits: Set Up (20% chance level 5). When this weapon hits: Slumber (10% chance level 5). When this weapon hits: Battle Shout (20% chance level 5). When this weapon hits: Poison Breath (10% chance level 5). When this weapon hits: Psychic Lobotomy (20% chance level 5). On weapon hit: * 15% chance to blind * 15% chance to inflict damage reduction Damage Shield penetration (this weapon only): +70% Damage (Melee): +12 fire / +4 physical Burst (radius 2) on crit: +15 mind / +15 nature It can be used to activate talent Steady Shot, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | stralite torque of clear mind 'Ce'Namina' [power 15] (20 cooldown) stralite torque of clear mind 'Ce'Namina' [power 15] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +4 Fatigue: -8% Changes resistances: +8% arcane / +1% physical Maximum wards: +16 physical / +26 mind / +26 darkness Changes resistances penetration: +5% temporal Changes damage: +9% arcane Talents cooldown: Telekinetic Blast (+10 turn) Silence (+5 turn) Talents granted: +9 Telekinetic Blast +5 Silence +6 Ward Critical mult.: +3.00% Physical save: +13 (+2 eff.) Life regen: +0.40 Stamina each turn: +0.40 Only die when reaching: -20.00 life It can be used to absorb and nullify at most 15 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 42 hate. Torques are made by powerful psionics to store psionic powers. |
| On fingers | stralite ring 'Elota' stralite ring 'Elota'Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +43 (+6 eff.) Armour penetration: +38 Defense: +45 (+8 eff.) Effects on melee hit: * 18% chance to cause random gloom Damage (Melee): 21 bleed Effects on ranged hit: * 18% chance to cause random gloom Damage (Ranged): 20 bleed Changes stats: +22 Cun / +24 Wil Changes resistances: +3% blight / +36% fire Changes resistances penetration: +5% mind Changes damage: +18% fire Reduces incoming crit damage: 10.00% Spell save: +33 (+6 eff.) Mental save: +40 (+6 eff.) Blindness immunity: +38% Poison immunity: +10% Confusion immunity: +10% Stun/Freeze immunity: +20% Knockback immunity: +10% Life regen: +5.10 Hate when firing a critical mind attack: +3.00 Maximum life: +260.00 Maximum hate: +13.00 Spellpower: +2 (+1 eff.) Mindpower: +26 (+4 eff.) Infravision radius: +6 See stealth: +21 See invisible: +21 Healing mod.: +70% It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 38%. Rings can have magical properties. |
| On fingers | Gunaregontir the steel ring Gunaregontir the steel ringPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +31 (+5 eff.) Physical power: +9 (+2 eff.) Armour: +4 Changes stats: +18 Dex / +12 Wil / +19 Cun Changes resistances: +15% lightning / +6% cold Physical save: +20 (+3 eff.) Mental save: +29 (+4 eff.) Cut immunity: +15% Silence immunity: +10% Life regen: +2.20 Maximum life: +128.00 Spellpower: +9 (+3 eff.) Mindpower: +27 (+5 eff.) Healing mod.: +36% Rings can have magical properties. |
| Around neck | Skyidol SkyidolInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +80 (+11 eff.) Armour penetration: +16 Physical crit. chance: +11.0% Physical power: +10 (+2 eff.) Armour: +8 Defense: +67 (+11 eff.) Fatigue: -10% Damage when hit (Melee): 8 blight Changes stats: +20 Str / +30 Dex / +2 Mag / +24 Wil / +26 Con / +60 Lck Changes resistances: +25% lightning / +3% light Changes resistances cap: +7% all Changes damage: +3% lightning / +10% physical / +6% mind Critical mult.: +55.00% Physical save: +122 (+16 eff.) Spell save: +78 (+13 eff.) Mental save: +63 (+9 eff.) Blindness immunity: +40% Confusion immunity: +25% Stun/Freeze immunity: +50% Life regen: +7.10 Mana each turn: +0.16 Equilibrium when hit: +0.08 Maximum life: +80.00 Maximum vim: +10.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +3% Mindpower: +15 (+3 eff.) Infravision radius: +10 Sight radius: +2 See invisible: +13 Combat speed: +10% Heals friendly targets nearby when you use a nature summon: +40 Reduce all damage from unseen attackers: 57% Amulets can have magical properties. |
| In main hand | Camyregorador the Ashjeer (147.5-221.25 power, 4 apr) Camyregorador the Ashjeer (147.5-221.25 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 147.5 - 221.3 Uses stats: 30% Wil, 120% Str Damage type: Blight Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 111% On weapon hit: * 40% chance to disease * Random elemental explosion On weapon crit: * wounds the target reducing their healing * cripple the target Damage (Melee): +8 arcane Burst (radius 1) on hit: +4 blight When wielded/worn: Accuracy: +42 (+6 eff.) Armour penetration: +63 Physical crit. chance: +84.0% Physical power: +42 (+7 eff.) Defense: +21 (+4 eff.) Damage when hit (Melee): 12 blight Changes stats: +10 Dex / +7 Con Changes resistances: +7% arcane / +3% blight Changes resistances penetration: +20% acid / +62% physical / +23% fire / +24% cold / +5% arcane / +23% lightning Changes damage: +3% fire / +9% arcane / +42% physical Critical mult.: +24.00% Disarm immunity: +112% Massive two-handed mauls. |
| Around waist | Cuthalach CuthalachPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Physical power: +8 (+2 eff.) Armour: +15 Defense: +14 (+3 eff.) Fatigue: -10% Damage when hit (Melee): 8 blight Changes stats: +2 Str / +8 Mag / +6 Wil Changes resistances: +2% physical / +11% light / +15% cold / +13% fire / +15% darkness Changes resistances penetration: +15% arcane / +33% physical Changes damage: +48% physical Reduced damage from: +135% Summoned Critical mult.: +20.00% Maximum encumbrance: +60 Physical save: +27 (+4 eff.) Mental save: +42 (+6 eff.) Stamina each turn: +0.60 Only die when reaching: -60.00 life Maximum life: +231.00 Maximum mana: +180.00 Maximum stamina: +120.00 Maximum hate: +40.00 Maximum psi: +80.00 Maximum vim: +107.00 Maximum pos.energy: +80.00 Maximum neg.energy: +74.00 Spellpower: +32 (+8 eff.) Spell crit. chance: +7% Reduces paradox anomalies(equivalent to willpower): +35 A belt that goes around your waist. |
| In off hand | voratun shield 'Adunn' (27 def, 39 armour, 89.5-107.4 power, 543.5 block) voratun shield 'Adunn' (27 def, 39 armour, 89.5-107.4 power, 543.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 89.5 - 107.4 Uses stats: 30% Wil, 100% Str Damage type: Physical Mastery: Shield Expertise Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +544 On weapon hit: * 20% chance to disease On weapon crit: * smash the target with your shield crippling them Damage Shield penetration (this weapon only): +40% Damage (Melee): +20 acid / +20 fire / +60 light Burst (radius 2) on crit: +12 acid When wielded/worn: Physical crit. chance: +12.0% Physical power: +20 (+4 eff.) Armour: +39 Defense: +27 (+5 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 corrode armour * 35% chance to cause random gloom * 109% chance to blind Damage when hit (Melee): 8 arcane / 40 fire Changes stats: +6 Str / +17 Mag / +44 Con Changes resistances: +27% acid / +60% light / +47% fire / +20% mind / +30% cold Changes resistances penetration: +20% arcane / +5% blight Talent granted: +5 Block Physical save: +39 (+5 eff.) Mental save: +42 (+6 eff.) Pinning immunity: +15% Deflect projectiles away: +16% Handheld deflection devices. |
| Cloak | Dairasta (2 def, 8 armour) Dairasta (2 def, 8 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +2 (+1 eff.) Damage when hit (Melee): 4 blight Changes stats: +11 Wil / +10 Mag Changes resistances: +15% cold / +14% darkness / +18% temporal Changes resistances penetration: +5% arcane Critical mult.: +10.00% Spell save: +21 (+4 eff.) Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +181.00 Spell crit. chance: +5% Defense after a teleport: +15 Resist all after a teleport: +12% New effects duration reduction after a teleport: +15% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 6 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Lavatrail (24 def, 47 armour) Lavatrail (24 def, 47 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. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +47 Defense: +24 (+4 eff.) Fatigue: +16% Effects on melee hit: * 45% chance to corrode armour Damage (Melee): 21 acid / 23 fire Damage when hit (Melee): 16 acid / 16 fire / 14 light Changes stats: +39 Str / +6 Wil / +6 Cun / +20 Con Changes resistances: +12% lightning / +9% temporal / +70% darkness / +47% fire / +73% acid / +59% physical / +30% blight / +40% cold / +5% arcane / +3% light Changes resistances penetration: +10% acid Allows you to breathe in: water Physical save: +59 (+8 eff.) Mental save: +25 (+4 eff.) Confusion immunity: +10% Life regen: +7.30 Maximum life: +554.00 Light radius: +5 Healing mod.: +60% It can be used to activate talent Track, placing all other charms into a 17 cooldown : Effective talent level: 2.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 44 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Inventory
wild infusion of the wizard (resist 43%; cure physical) wild infusion of the wizard (resist 43%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 43% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heat beam rune of the warrior (1103 fire damage) heat beam rune of the warrior (1103 fire damage)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: 7 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 1102.71 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. 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. |
teleportation rune of the titan (range 490) teleportation rune of the titan (range 490)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 490 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 323) teleportation rune of the warrior (range 323)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 323 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. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
archmage's gold amulet of mastery (0.25 Technique / Warcries) archmage's gold amulet of mastery (0.25 Technique / Warcries)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Mag Changes damage: +6% acid / +6% fire / +7% lightning / +7% cold Talent mastery: +0.25 Technique / Warcries Spellpower: +5 (+2 eff.) Spell crit. chance: +5% Amulets can have magical properties. |
copper amulet of magic (+2) copper amulet of magic (+2)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Mag Amulets can have magical properties. |
enraging gold amulet of the eclipse enraging gold amulet of the eclipsePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Damage (Melee): 10 light / 8 darkness Effects when hit in melee: * 11% chance to blind * 11% chance to inflict damage reduction Changes damage: +8% physical / +11% light / +11% darkness Combat speed: +10% Amulets can have magical properties. |
grounding copper amulet of dexterity (+2) grounding copper amulet of dexterity (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Dex Changes resistances: +12% lightning Stun/Freeze immunity: +20% Amulets can have magical properties. |
protective gold amulet of murder protective gold amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +6 Physical crit. chance: +5.0% Armour: +6 Defense: +9 (+2 eff.) Changes resistances cap: +5% all Critical mult.: +16.00% Physical save: +19 (+3 eff.) Amulets can have magical properties. |
vitalizing gold amulet of willpower (+7) vitalizing gold amulet of willpower (+7)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Con / +7 Wil Physical save: +13 (+2 eff.) Life regen: +2.10 Maximum life: +56.00 Amulets can have magical properties. |
wanderer's gold amulet wanderer's gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -8% Changes stats: +8 Dex / +7 Cun / +6 Con Life regen: +1.10 Stamina each turn: +0.90 Movement speed: +10% Amulets can have magical properties. |
warrior's copper amulet of willpower (+2) warrior's copper amulet of willpower (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +5% physical Stamina each turn: +0.20 Amulets can have magical properties. |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil 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 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 39.34 cold and 67.04 physical damage (based on Willpower) each turn and knocking opponents back, costing 34 power out of 60/60. This azure ring seems to be always moist to the touch. |
Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Changes stats: +8 Str / +8 Wil / +10 Con Changes resistances: +36% fire / +6% cold / +9% temporal Changes damage: +18% fire Reduces incoming crit damage: 20.00% Mental save: +53 (+8 eff.) Only die when reaching: -121.00 life It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
copper ring of tenacity copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +20% Pinning immunity: +20% Knockback immunity: +23% Maximum life: +21.00 Rings can have magical properties. |
painweaver's copper ring painweaver's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +8 (+2 eff.) Changes damage: +5% all Spellpower: +7 (+2 eff.) Mindpower: +7 (+1 eff.) Rings can have magical properties. |
savior's copper ring of perseverance savior's copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +7 (+1 eff.) Spell save: +7 (+1 eff.) Mental save: +7 (+1 eff.) Stun/Freeze immunity: +23% Life regen: +1.20 Rings can have magical properties. |
acidic iron greatmaul of projection (17.5-26.25 power, 1 apr) acidic iron greatmaul of projection (17.5-26.25 power, 1 apr)Requires: - Strength 11 Powered by arcane forces Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 17.5 - 26.3 Uses stats: 30% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +7 acid / +7 mind It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Massive two-handed mauls. |
arcing steel greatmaul of projection (27-40.5 power, 2 apr) arcing steel greatmaul of projection (27-40.5 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 27.0 - 40.5 Uses stats: 30% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +10 mind / +7 lightning It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Massive two-handed mauls. |
Nimbusransom (82-131.2 power, 5 apr) Nimbusransom (82-131.2 power, 5 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 82.0 - 131.2 Uses stats: 30% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +5.0% Attack speed: 125% On weapon hit: * 41% chance to corrode armour * 25% chance to put talents on cooldown Damage Shield penetration (this weapon only): +20% Damage (Melee): +129 insidious poison / +54 nature / +46 temporal Burst (radius 1) on hit: +4 nature / +8 physical Burst (radius 2) on crit: +8 arcane When wielded/worn: Accuracy: +44 (+6 eff.) Armour penetration: +53 Physical crit. chance: +42.0% Damage when hit (Melee): 12 lightning Changes stats: +21 Dex Changes resistances penetration: +19% acid / +21% physical / +15% nature / +5% lightning Changes damage: +21% physical Critical mult.: +54.00% Life regen: +4.00 Maximum life: +20.00 Massive two-handed swords. |
chilling steel greatsword of massacre (39-62.4 power, 2 apr) chilling steel greatsword of massacre (39-62.4 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 39.0 - 62.4 Uses stats: 30% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +10 cold Massive two-handed swords. |
dwarven-steel greatsword 'Singefiend' (36-57.6 power, 2 apr) dwarven-steel greatsword 'Singefiend' (36-57.6 power, 2 apr)Requires: - Strength 24 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 36.0 - 57.6 Uses stats: 30% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 111% On weapon hit: * Random elemental explosion On weapon crit: * splashes the target with acid Damage (Melee): +16 acid / +14 temporal / +16 nature / +12 light Burst (radius 2) on crit: +4 fire When wielded/worn: Accuracy: +13 (+2 eff.) Damage when hit (Melee): 8 fire Changes stats: +5 Dex Changes resistances: +18% fire Changes resistances penetration: +17% acid / +15% light / +17% fire / +14% lightning / +14% cold Changes damage: +9% fire Massive two-handed swords. |
dwarven-steel greatsword 'Unlightsaw' (34.5-55.2 power, 2 apr) dwarven-steel greatsword 'Unlightsaw' (34.5-55.2 power, 2 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 34.5 - 55.2 Uses stats: 30% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to inflict damage reduction * 25% chance for lightning to arc to a second target On weapon crit: * wounds the target reducing their healing Damage (Melee): +13 lightning / +4 blight When wielded/worn: Accuracy: +12 (+2 eff.) Physical crit. chance: +14.0% Physical power: +10 (+2 eff.) Defense: +12 (+2 eff.) Changes stats: +4 Wil Disarm immunity: +39% Spell crit. chance: +1% Damage Shield penetration: +40% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Massive two-handed swords. |
slime-covered iron greatsword of dampening (13.5-21.6 power, 1 apr) slime-covered iron greatsword of dampening (13.5-21.6 power, 1 apr)Requires: - Strength 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 13.5 - 21.6 Uses stats: 30% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * Slows global speed by 9% When wielded/worn: Changes resistances: +12% acid / +12% fire / +10% cold / +10% lightning Spell save: +9 (+2 eff.) Massive two-handed swords. |
stralite greatsword 'Aerilena' (85.5-136.8 power, 3 apr) stralite greatsword 'Aerilena' (85.5-136.8 power, 3 apr)Requires: - Strength 35 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 85.5 - 136.8 Uses stats: 30% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 60% chance to gain 10% of a turn * 20% chance to corrode armour * 82% chance to daze * 25% chance to put talents on cooldown On weapon crit: * wounds the target reducing their healing Damage (Melee): +24 light / +16 blight / +72 mind Burst (radius 1) on hit: +4 acid Burst (radius 2) on crit: +8 blight Damage against: +35% Undead When wielded/worn: Accuracy: +76 (+10 eff.) Armour penetration: +17 Physical crit. chance: +35.0% Physical power: +36 (+6 eff.) Defense: +19 (+4 eff.) Changes stats: +39 Str / +14 Dex / +17 Mag / +12 Wil / +12 Cun / +19 Con Changes resistances: +3% blight / +26% all Changes resistances penetration: +38% lightning / +19% physical / +38% nature / +15% acid Changes damage: +57% physical Critical mult.: +21.00% Disarm immunity: +94% Stamina when hit: +9.00 It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Massive two-handed swords. |
stralite greatsword 'Shinewilter' (82.5-132 power, 3 apr) stralite greatsword 'Shinewilter' (82.5-132 power, 3 apr)Requires: - Strength 35 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 82.5 - 132.0 Uses stats: 30% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 125% On weapon hit: * 41% chance to daze * 20% chance to torment the target * 25% chance to put talents on cooldown On weapon crit: * wounds the target reducing their healing Damage (Melee): +20 nature / +24 mind / +24 temporal Burst (radius 1) on hit: +4 light Burst (radius 2) on crit: +24 fire When wielded/worn: Accuracy: +71 (+10 eff.) Armour penetration: +19 Physical crit. chance: +91.0% Physical power: +109 (+17 eff.) Defense: +35 (+6 eff.) Effects on melee hit: * 30% chance to blind Changes stats: +6 Str / +24 Dex / +6 Mag / +6 Wil / +10 Cun / +17 Con Changes resistances: +12% all Changes resistances penetration: +19% lightning / +38% physical / +19% darkness / +19% nature / +19% fire / +24% mind / +5% light Changes damage: +3% arcane / +19% physical Grants telepathy: All Disarm immunity: +160% Mental crit. chance: +3% Infravision radius: +1 Global speed: +7% It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Massive two-handed swords. |
voratun greatsword 'Blazepain' (102-163.2 power, 4 apr) voratun greatsword 'Blazepain' (102-163.2 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 102.0 - 163.2 Uses stats: 30% Wil, 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: 111% On weapon hit: * 49% chance to corrode armour * Random elemental explosion * 25% chance to put talents on cooldown On weapon crit: * splashes the target with acid Damage (Melee): +84 insidious poison / +28 acid When wielded/worn: Accuracy: +41 (+6 eff.) Armour penetration: +40 Physical crit. chance: +42.0% Physical power: +21 (+4 eff.) Defense: +19 (+4 eff.) Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 12 nature / 8 mind Changes stats: +10 Dex / +10 Con Changes resistances: +9% light Changes resistances penetration: +57% acid / +20% physical / +43% fire / +47% cold / +43% lightning Changes damage: +3% nature Critical mult.: +64.00% Mental save: +20 (+3 eff.) Disarm immunity: +112% Life regen: +3.00 Psi when hit: +0.08 Maximum psi: +10.00 Light radius: +4 Heals friendly targets nearby when you use a nature summon: +10 Massive two-handed swords. |
Beliyann the Blazenail (44-61.6 power, 5 apr) Beliyann the Blazenail (44-61.6 power, 5 apr)Requires: - Strength 35 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 4 Base power: 44.0 - 61.6 Uses stats: 30% Wil, 100% Str Damage type: Blight Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 17% chance to inflict damage reduction * 20% chance to gain 10% of a turn * 60% 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: * wounds the target reducing their healing * cripple the target Damage (Melee): +17 darkness / +17 temporal / +25 cold / +17 nature Burst (radius 2) on crit: +24 ice / +4 lightning Damage against: +16% Living When wielded/worn: Accuracy: +13 (+2 eff.) Armour penetration: +36 Physical crit. chance: +73.0% Physical power: +39 (+7 eff.) Armour: +13 Defense: +13 (+3 eff.) Effects on melee hit: * 40% chance to disease Damage when hit (Melee): 4 blight Changes resistances: +3% lightning / +6% temporal / +12% blight / +9% all Changes resistances penetration: +24% physical / +13% darkness / +13% cold / +13% mind / +13% nature Changes damage: +3% blight / +25% physical / +6% lightning Critical mult.: +18.00% Disarm immunity: +44% Sharp, long, and deadly. |
Dourkarma (41-57.4 power, 6 apr) Dourkarma (41-57.4 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 41.0 - 57.4 Uses stats: 30% Wil, 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: * 20% chance to cause random gloom * Random elemental explosion On weapon crit: * splashes the target with acid Damage (Melee): +16 acid / +4 darkness Burst (radius 1) on hit: +8 darkness / +16 mind Burst (radius 2) on crit: +4 mind When wielded/worn: Accuracy: +24 (+4 eff.) Armour penetration: +13 Physical crit. chance: +13.0% Physical power: +13 (+2 eff.) Defense: +15 (+3 eff.) Changes stats: +6 Str / +4 Con Changes resistances: +6% mind Changes resistances penetration: +13% acid / +10% physical / +15% cold / +16% fire / +13% lightning Changes damage: +9% darkness / +12% physical Critical mult.: +19.00% Disarm immunity: +85% Stamina when hit: +2.50 Sharp, long, and deadly. |
dwarven-steel longsword of projection (24.5-34.3 power, 4 apr) dwarven-steel longsword of projection (24.5-34.3 power, 4 apr)Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 24.5 - 34.3 Uses stats: 30% Wil, 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% Damage (Melee): +7 mind It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Sharp, long, and deadly. |
voratun longsword 'Glintfurnace' (40.5-56.7 power, 6 apr) voratun longsword 'Glintfurnace' (40.5-56.7 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 40.5 - 56.7 Uses stats: 30% Wil, 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: * 30% chance to daze * 20% chance to torment the target On weapon crit: * wounds the target reducing their healing * cripple the target Damage (Melee): +60 insidious poison / +20 light / +40 nature / +20 mind / +33 temporal Burst (radius 1) on hit: +4 mind / +8 light When wielded/worn: Armour penetration: +11 Physical crit. chance: +45.0% Physical power: +30 (+5 eff.) Effects on melee hit: * 53% chance to daze Changes stats: +4 Str / +4 Dex / +4 Mag / +5 Wil / +4 Cun / +4 Con Changes resistances penetration: +12% lightning / +14% physical / +13% mind / +15% darkness Changes damage: +15% physical Critical mult.: +10.00% Mental save: +20 (+3 eff.) Psi when hit: +0.12 Hate when firing a critical mind attack: +1.00 Mental crit. chance: +1% Light radius: +2 It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Sharp, long, and deadly. |
Bilesteel the stralite mace (60.5-84.7 power, 18 apr) Bilesteel the stralite mace (60.5-84.7 power, 18 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Base power: 60.5 - 84.7 Uses stats: 30% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +18 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * Random elemental explosion * 25% chance to put talents on cooldown On weapon crit: * wounds the target reducing their healing * cripple the target Damage Shield penetration (this weapon only): +50% Damage (Melee): +25 cold When wielded/worn: Armour penetration: +39 Physical crit. chance: +52.0% Physical power: +13 (+2 eff.) Effects on melee hit: * Slows global speed by 30% * 30% chance to inflict damage reduction Changes stats: +3 Str / +1 Dex / +1 Mag Changes resistances: +9% nature Changes resistances penetration: +15% acid / +9% physical / +15% fire / +15% cold / +10% nature / +15% lightning Changes damage: +9% nature / +11% physical Grants telepathy: Demon/Minor Demon/Major Critical mult.: +36.00% See invisible: +6 Blunt and deadly. |
Lisolera LisoleraInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +5 Str / +4 Dex / +4 Cun / +4 Con / +7 Lck Changes resistances: +6% acid / +3% cold / +5% arcane / +9% temporal Changes resistances penetration: +5% mind Changes damage: +9% mind Reduced damage from: +19% Summoned Trap disarming bonus: +10 Stealth bonus: +8 Physical save: +8 (+1 eff.) Infravision radius: +4 Size category: +1 A belt that goes around your waist. |
balancing hardened leather belt of resilience balancing hardened leather belt of resilienceInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +11.0% Changes stats: +5 Cun / +5 Dex Maximum life: +52.00 Mental crit. chance: +11% A belt that goes around your waist. |
balancing hardened leather belt of valiance balancing hardened leather belt of valianceCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +11.0% Changes stats: +5 Dex / +4 Wil / +5 Cun Mental save: +11 (+2 eff.) Maximum life: +73.00 Mental crit. chance: +11% A belt that goes around your waist. |
hardened leather belt 'Rotvengeance' hardened leather belt 'Rotvengeance'Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Physical crit. chance: +20.0% Physical power: +30 (+5 eff.) Defense: +16 (+3 eff.) Fatigue: -4% Damage when hit (Melee): 16 nature Changes stats: +6 Con / +4 Mag Changes resistances: +8% acid / +7% lightning / +19% cold / +5% arcane / +19% fire Changes resistances penetration: +14% physical Changes damage: +6% nature / +17% physical Critical mult.: +42.00% Stealth bonus: +11 Mental save: +11 (+2 eff.) Life regen: +0.60 Mana each turn: +0.39 Maximum life: +103.00 Maximum mana: +41.00 Maximum stamina: +25.00 Mindpower: +7 (+1 eff.) A belt that goes around your waist. |
rough leather belt of transcendence rough leather belt of transcendenceInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical save: +6 (+1 eff.) Mindpower: +2 (+1 eff.) A belt that goes around your waist. |
linen cloak of protection (1 def, 0 armour) linen cloak of protection (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +5 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere robe 'Thunderquarry' (8 def, 6 armour) cashmere robe 'Thunderquarry' (8 def, 6 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +6 Defense: +8 (+2 eff.) Effects on melee hit: * 30% chance to disease Damage when hit (Melee): 12 blight Changes stats: +7 Mag Changes resistances: +48% lightning / +15% physical / +35% light / +12% acid / +9% blight / +16% fire / +11% darkness / +16% cold Changes resistances penetration: +10% lightning / +11% mind / +15% blight Changes damage: +32% lightning / +30% light / +11% fire / +9% all / +10% acid / +11% physical / +18% blight / +11% cold / +12% mind Talent cooldown: Refit Golem (-4 turns) Psi each turn: +0.70 Maximum life: +54.00 Maximum psi: +28.00 Spellpower: +16 (+4 eff.) Mindpower: +8 (+2 eff.) Mental crit. chance: +3% Light radius: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Mardagorath the Undeathkarma (50 def, 15 armour) Mardagorath the Undeathkarma (50 def, 15 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +15 Defense: +50 (+9 eff.) Fatigue: +5% Damage when hit (Melee): 28 nature / 8 fire Changes stats: +8 Str / +10 Dex / +16 Cun / +22 Con / +14 Lck Changes resistances: +28% fire / +6% darkness / +30% cold Changes damage: +12% nature / +10% physical Stealth bonus: +15 Physical save: +80 (+10 eff.) Spell save: +59 (+10 eff.) Mental save: +77 (+11 eff.) Blindness immunity: +10% Poison immunity: +10% Disease immunity: +10% Silence immunity: +50% Disarm immunity: +20% Confusion immunity: +65% Stun/Freeze immunity: +75% Life regen: +5.50 Stamina each turn: +1.00 Maximum stamina: +36.00 Spellpower: +6 (+2 eff.) Infravision radius: +3 Movement speed: +20% Healing mod.: +22% Size category: +1 It can be used to activate talent Evasion, placing all other charms into a 17 cooldown : Effective talent level: 4.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 40% chance to completely evade them and granting you 66 defense for 19 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
Viperrigor (0 def, 5 armour) Viperrigor (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Fatigue: +1% Effects on melee hit: * Slows global speed by 40% Damage when hit (Melee): 12 nature Changes resistances: +6% acid / +6% lightning / +12% cold / +5% arcane / +14% fire Changes damage: +6% nature A pair of boots made of leather. |
blood-soaked pair of dwarven-steel boots of strife (0 def, 4 armour) blood-soaked pair of dwarven-steel boots of strife (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +9 Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +4 Fatigue: +3% Changes stats: +4 Wil / +5 Con Changes resistances penetration: +8% physical Mindpower: +7 (+1 eff.) It can be used to activate talent Blindside, placing all other charms into a 14 cooldown : Effective talent level: 1.0 Power cost: 14 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 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 34 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. |
pair of iron boots of uncanny dodging (3 def, 3 armour) pair of iron boots of uncanny dodging (3 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
restorative pair of dwarven-steel boots (0 def, 4 armour) restorative pair of dwarven-steel boots (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Life regen: +2.50 Healing mod.: +18% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
stealthy pair of hardened leather boots of invasion (0 def, 3 armour) stealthy pair of hardened leather boots of invasion (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +5 (+1 eff.) Armour: +3 Fatigue: +3% Changes stats: +11 Lck / +6 Dex Changes resistances penetration: +11% physical Stealth bonus: +11 A pair of boots made of leather. |
wanderer's pair of dwarven-steel boots of phasing (0 def, 4 armour) wanderer's pair of dwarven-steel boots of phasing (0 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Mag / +3 Wil / +4 Cun / +3 Con Physical save: +15 (+2 eff.) Mental save: +17 (+2 eff.) It can be used to blink to a nearby random location (rad 10), putting all charms on cooldown for 14 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Emeloseth the rough leather gloves (0 def, 1 armour) Emeloseth the rough leather gloves (0 def, 1 armour)Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +7.0% Armour: +1 Damage (Melee): 7 temporal / 7 cold Damage (Ranged): 7 temporal Changes stats: +1 Str Changes resistances: +6% cold / +6% temporal Changes damage: +3% cold / +4% temporal / +6% physical Critical mult.: +6.00% Only die when reaching: -20.00 life Spell crit. chance: +8% Mental crit. chance: +6% When used to modify unarmed attacks: Base power: 11.0 - 12.1 Uses stats: 30% Wil, 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +6.0% Attack speed: 100% When this weapon hits: Ice Breath (10% chance level 1). When this weapon crits: Cripple (20% chance level 1). On weapon hit: * 6% chance to gain 10% of a turn Damage Shield penetration (this weapon only): +30% Burst (radius 2) on crit: +6 ice Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Getikaltholdir the Brighthunger (0 def, 2 armour) Getikaltholdir the Brighthunger (0 def, 2 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +51 (+7 eff.) Armour penetration: +21 Physical power: +14 (+3 eff.) Armour: +2 Effects on melee hit: * 17% chance to cause random gloom Damage (Melee): 8 acid / 27 darkness / 8 fire / 8 cold / 28 mind / 7 lightning Damage when hit (Melee): 4 mind / 8 light Changes stats: +13 Str / +31 Dex / +4 Mag / +10 Wil / +21 Cun Changes resistances: +3% light Changes damage: +9% light Talent cooldown: Double Strike (-2 turns) Physical save: +20 (+3 eff.) Mental save: -9 (-1 eff.) Psi when hit: +0.08 Maximum hate: +2.00 Mindpower: +8 (+2 eff.) When used to modify unarmed attacks: Base power: 23.0 - 25.3 Uses stats: 30% Wil, 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +51 Armour Penetration: +19 Physical crit. chance: +38.0% Attack speed: 100% When this weapon hits: Reproach (10% chance level 3). When this weapon hits: Perfect Strike (30% chance level 3). When this weapon hits: Set Up (20% chance level 3). Damage (Melee): +13 ice / +19 fire / +19 lightning / +19 acid Burst (radius 1) on hit: +8 mind Burst (radius 2) on crit: +4 mind It can be used to activate talent Steady Shot, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Moldlady (0 def, 17 armour) Moldlady (0 def, 17 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +19 (+3 eff.) Armour penetration: +8 Armour: +17 Effects on melee hit: * 45% chance to corrode armour Damage (Melee): 8 lightning / 14 temporal / 14 darkness / 8 acid / 12 arcane / 8 cold / 11 mind / 8 fire Damage (Ranged): 14 temporal Changes stats: +7 Dex / +12 Mag / +12 Wil / +11 Cun / +4 Con Changes resistances: +9% acid / +11% temporal / +21% darkness / +8% arcane / +8% mind Changes resistances penetration: +10% mind Changes damage: +8% mind / +7% temporal / +8% darkness / +9% nature Physical save: +22 (+3 eff.) Spell save: +8 (+1 eff.) Mental save: +41 (+6 eff.) Disarm immunity: +33% Maximum life: +178.00 Infravision radius: +3 When used to modify unarmed attacks: Base power: 42.0 - 58.8 Uses stats: 30% Wil, 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +39 Armour Penetration: +17 Physical crit. chance: +16.0% Attack speed: 83% When this weapon hits: Battle Shout (30% chance level 3). When this weapon hits: Perfect Strike (15% chance level 3). When this weapon hits: Psychic Lobotomy (20% chance level 3). When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Manathrust (10% chance level 3). When this weapon crits: Dominate (10% chance level 3). On weapon hit: * 11% chance to gain 10% of a turn * 10% chance to inflict damage reduction Damage (Melee): +19 lightning / +19 darkness / +15 fire / +13 ice / +19 physical / +19 acid / +12 arcane Burst (radius 1) on hit: +4 acid / +4 mind Burst (radius 2) on crit: +8 acid / +10 mind / +4 nature Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 17 cooldown : Effective talent level: 2.0 Power cost: 17 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 22% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Rholeg the Sparkpulverizer (0 def, 7 armour) Rholeg the Sparkpulverizer (0 def, 7 armour)Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +40 (+6 eff.) Armour penetration: +15 Physical power: +20 (+4 eff.) Armour: +7 Damage (Melee): 30 acid Damage when hit (Melee): 12 blight / 8 lightning Changes stats: +16 Str / +13 Dex / +5 Wil / +25 Cun / +5 Con Changes resistances: +27% acid / +29% darkness Changes damage: +22% acid / +6% blight / +3% lightning Talent mastery: +0.20 Technique / Grappling Talent cooldown: Double Strike (-1 turn) Physical save: +15 (+2 eff.) Mental save: +15 (+2 eff.) Disarm immunity: +50% Life regen: +3.40 Stamina each turn: +2.00 Maximum life: +80.00 Maximum stamina: +40.00 Infravision radius: +8 When used to modify unarmed attacks: Base power: 46.5 - 51.2 Uses stats: 30% Wil, 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +57 Armour Penetration: +15 Physical crit. chance: +39.0% Attack speed: 100% When this weapon hits: Acid Breath (20% chance level 5). When this weapon hits: Set Up (10% chance level 5). When this weapon hits: Slumber (10% chance level 5). When this weapon hits: Battle Shout (10% chance level 5). When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). When this weapon crits: Dominate (20% chance level 5). On weapon hit: * 52% chance to daze Damage (Melee): +58 darkness Burst (radius 1) on hit: +4 blight Burst (radius 2) on crit: +50 acid It can be used to activate talent Track, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 44 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Spellhunt Remnants (2 def, 3 armour) Spellhunt Remnants (2 def, 3 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +3 Defense: +2 (+1 eff.) Spell save: +6 (+1 eff.) Mindpower: +6 (+1 eff.) Mental crit. chance: +2% When used to modify unarmed attacks: Base power: 18.0 - 25.2 Uses stats: 30% Wil, 40% Cun, 40% Dex, 40% Str Damage type: Physical Armour Penetration: +8 Physical crit. chance: +6.0% Attack speed: 83% When this weapon hits: Destroy Magic (100% chance level 2). Damage (Melee): +12 silence It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
Xaneranor (0 def, 11 armour) Xaneranor (0 def, 11 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +11 (+2 eff.) Armour: +11 Damage (Melee): 14 temporal / 13 arcane / 14 darkness Damage (Ranged): 14 temporal Changes stats: +12 Str / +12 Dex / +17 Mag / +8 Wil / +15 Cun / +4 Con Changes resistances: +11% temporal / +22% darkness / +11% arcane / +12% mind / +12% nature Changes damage: +7% temporal / +15% arcane / +7% darkness Talent cooldown: Double Strike (-3 turns) Physical save: +54 (+7 eff.) Spell save: +18 (+3 eff.) Mental save: +26 (+4 eff.) Disease immunity: +5% Disarm immunity: +38% Confusion immunity: +5% Only die when reaching: -20.00 life Maximum life: +128.00 Infravision radius: +3 When used to modify unarmed attacks: Base power: 33.0 - 46.2 Uses stats: 30% Wil, 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +50 Armour Penetration: +9 Physical crit. chance: +45.0% Attack speed: 83% When this weapon hits: Set Up (30% chance level 3). When this weapon hits: Battle Shout (20% chance level 3). When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Manathrust (10% chance level 3). When this weapon crits: Dominate (10% chance level 3). On weapon hit: * 20% chance to disease * 11% chance to inflict damage reduction * 11% chance to gain 10% of a turn Damage (Melee): +14 darkness / +19 physical / +39 arcane Burst (radius 1) on hit: +4 arcane / +8 blight Burst (radius 2) on crit: +22 arcane It can be used to activate talent Track, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 44 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
heroic dwarven-steel gauntlets of the juggernaut (0 def, 7 armour) heroic dwarven-steel gauntlets of the juggernaut (0 def, 7 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Changes stats: +4 Con Physical save: +19 (+3 eff.) Spell save: +8 (+1 eff.) Mental save: +17 (+2 eff.) Disarm immunity: +38% Maximum life: +54.00 When used to modify unarmed attacks: Base power: 27.5 - 38.5 Uses stats: 30% Wil, 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +9 Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 83% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Battle Shout (10% chance level 3). Damage (Melee): +13 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
spellstreaming dwarven-steel gauntlets of the starseeker (0 def, 2 armour) spellstreaming dwarven-steel gauntlets of the starseeker (0 def, 2 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +4 Cun / +4 Mag Changes resistances: +8% light / +8% darkness Mana each turn: +0.28 Spellpower: +11 (+3 eff.) Spell crit. chance: +6% Infravision radius: +1 When used to modify unarmed attacks: Base power: 21.5 - 30.1 Uses stats: 30% Wil, 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 83% When this weapon hits: Elemental Bolt (10% chance level 3). Damage (Melee): +13 arcane Burst (radius 2) on crit: +34 light / +31 darkness It can be used to activate talent Starfall, placing all other charms into a 12 cooldown : Effective talent level: 1.0 Power cost: 12 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 116.33 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
steady dwarven-steel gauntlets of the juggernaut (0 def, 2 armour) steady dwarven-steel gauntlets of the juggernaut (0 def, 2 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Armour: +2 Changes stats: +3 Con Physical save: +29 (+4 eff.) Spell save: +8 (+1 eff.) Mental save: +13 (+2 eff.) Disarm immunity: +62% When used to modify unarmed attacks: Base power: 19.5 - 27.3 Uses stats: 30% Wil, 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +8 Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 83% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Perfect Control (10% chance level 3). Damage (Melee): +11 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Gloryravea the Flaresweeper (0 def, 1 armour) Gloryravea the Flaresweeper (0 def, 1 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +10 Physical crit. chance: +3.0% Physical power: +7 (+1 eff.) Armour: +1 Fatigue: +1% Effects on melee hit: * 45% chance to corrode armour Damage when hit (Melee): 8 acid / 12 physical / 16 temporal / 4 fire Changes stats: +16 Str / +12 Dex / +7 Wil / +9 Cun / +8 Lck Changes resistances: +6% acid / +7% physical / +7% darkness / +7% blight / +7% cold / +10% fire Changes resistances penetration: +10% temporal Changes damage: +18% temporal / +9% fire Physical save: +7 (+1 eff.) Spell save: +7 (+1 eff.) Mental save: +7 (+1 eff.) Stamina when hit: +1.20 Equilibrium when hit: +1.10 Spell crit. chance: +4% Mindpower: +4 (+1 eff.) Mental crit. chance: +4% Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 17 cooldown : Effective talent level: 2.0 Power cost: 17 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 cap made of leather. |
Mesus the Pyrerip (3 def, 4 armour) Mesus the Pyrerip (3 def, 4 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +4 Defense: +3 (+1 eff.) Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 8 blight / 8 fire Changes stats: +36 Mag / +36 Wil / +49 Cun / +15 Con Changes resistances: +18% lightning / +18% physical / +20% darkness / +18% fire Changes resistances penetration: +35% fire Changes damage: +6% lightning / +20% physical / +19% darkness / +9% mind / +15% arcane Mental save: +90 (+12 eff.) Confusion immunity: -20% Fear immunity: -20% Life regen: +5.80 Equilibrium when hit: +3.00 Psi when hit: +3.00 Hate when hit: +3.00 Maximum hate: +15.00 Spellpower: +23 (+6 eff.) Mindpower: +9 (+2 eff.) Mental crit. chance: +12% Damage Shield Power: +15% Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 6 cooldown : Effective talent level: 4.0 Power cost: 6 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 22 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 8 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Xanibeth the hardened leather cap (13 def, 20 armour) Xanibeth the hardened leather cap (13 def, 20 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +13 Physical crit. chance: +8.0% Physical power: +35 (+6 eff.) Armour: +20 Defense: +13 (+3 eff.) Fatigue: +3% Changes stats: +42 Str / +18 Dex / +11 Wil / +12 Cun / +19 Con Changes resistances: +11% lightning / +19% darkness / +22% fire / +10% all / +11% acid / +22% physical / -30% light / +17% cold / +3% mind / +8% arcane Changes resistances penetration: +10% mind Changes damage: +9% physical Allows you to breathe in: water Maximum encumbrance: +10 Physical save: +83 (+11 eff.) Mental save: +11 (+2 eff.) Life regen: +5.20 Only die when reaching: -60.00 life Infravision radius: +9 It can be used to activate talent Battle Cry, placing all other charms into a 16 cooldown : Effective talent level: 2.0 Power cost: 16 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
defender's hardened leather cap of the depths (6 def, 10 armour) defender's hardened leather cap of the depths (6 def, 10 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +10 Defense: +6 (+1 eff.) Fatigue: +3% Changes resistances: +5% all / +16% cold Allows you to breathe in: water Physical save: +11 (+2 eff.) A cap made of leather. |
dwarven-steel helm of precognition (9 def, 4 armour) dwarven-steel helm of precognition (9 def, 4 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour: +4 Defense: +9 (+2 eff.) Fatigue: +4% Effects when hit in melee: * 13% chance to gain 10% of a turn Changes stats: +6 Cun A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Xanorille' (1 def, 2 armour) linen wizard hat 'Xanorille' (1 def, 2 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Fatigue: -2% Changes stats: +13 Mag / +8 Wil / +11 Con Changes resistances: +4% lightning / +4% temporal / +12% darkness / +4% fire / +4% nature / +4% acid / +17% physical / +4% blight / +4% cold / +12% mind / +4% light Changes resistances penetration: +5% physical Changes damage: +9% acid / +8% physical / +7% darkness / +12% mind / +23% arcane Grants telepathy: Dragon Physical save: +7 (+1 eff.) Mana each turn: +0.32 Maximum hate: +7.00 Spellpower: +10 (+3 eff.) Spell crit. chance: +6% Mindpower: +6 (+1 eff.) Mental crit. chance: +2% Healing mod.: +25% Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 6 cooldown : Effective talent level: 4.0 Power cost: 6 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 22 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 8 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
warlord's rough leather cap of trickery (0 def, 1 armour) warlord's rough leather cap of trickery (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Physical power: +7 (+1 eff.) Armour: +1 Fatigue: +1% Changes stats: +4 Str / +3 Dex / +4 Wil / +3 Cun Changes resistances: +7% physical Physical save: +7 (+1 eff.) A cap made of leather. |
stralite mail armour 'Cobrabone' (43 def, 60 armour) stralite mail armour 'Cobrabone' (43 def, 60 armour)Requires: - Strength 38 - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Physical crit. chance: +9.0% Physical power: +20 (+4 eff.) Armour: +60 Defense: +43 (+8 eff.) Fatigue: +10% Effects on melee hit: * Slows global speed by 15% * 60% chance to inflict damage reduction Damage (Melee): 20 acid / 19 fire Damage when hit (Melee): 15 acid / 18 physical / 15 fire Changes stats: +24 Str / +9 Mag / +23 Wil / +31 Cun / +15 Con Changes resistances: +30% lightning / +25% physical / -18% light / +31% darkness / +72% fire / +12% cold / +9% mind / +38% acid Changes resistances penetration: +25% lightning / +20% fire / +15% nature Changes damage: +3% nature / +12% fire Physical save: +35 (+5 eff.) Spell save: +9 (+2 eff.) Mental save: +140 (+19 eff.) Maximum life: +85.00 Spellpower: +22 (+6 eff.) Spell crit. chance: +9% Mindpower: +16 (+3 eff.) Mental crit. chance: +9% Light radius: +2 It can be used to activate talent Track, placing all other charms into a 17 cooldown : Effective talent level: 2.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 44 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
Erelizilachak the drakeskin leather armour (45 def, 18 armour) Erelizilachak the drakeskin leather armour (45 def, 18 armour)Requires: - Strength 20 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +20 Physical crit. chance: +26.0% Physical power: +44 (+8 eff.) Armour: +18 Defense: +45 (+8 eff.) Fatigue: +8% Changes stats: +38 Str / +9 Dex / +23 Mag / +38 Wil / +23 Cun Changes resistances: +70% lightning / +30% temporal / +19% darkness / +60% fire / +9% mind / +14% physical Changes resistances penetration: +5% blight Changes damage: +3% acid Critical mult.: +25.00% Physical save: +20 (+3 eff.) Spell save: +20 (+3 eff.) Mental save: +93 (+13 eff.) Life regen: +15.00 Stamina each turn: +1.50 Spellpower on spell critical (stacks up to 3 times): +2 Maximum vim: +10.00 Spellpower: +59 (+14 eff.) Spell crit. chance: +18% Mindpower: +48 (+8 eff.) Mental crit. chance: +20% Light radius: +2 Healing mod.: +30% Chance to avoid any damage: +12% It can be used to activate talent Track, placing all other charms into a 17 cooldown : Effective talent level: 2.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 44 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
Flowerhue the stralite plate armour (20 def, 34 armour) Flowerhue the stralite plate armour (20 def, 34 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +34 Defense: +20 (+4 eff.) Fatigue: +17% Effects on melee hit: * Slows global speed by 45% Damage (Melee): 14 acid / 20 fire Damage when hit (Melee): 15 acid / 12 fire / 18 physical Changes stats: +26 Str / +3 Mag / +19 Wil / +20 Cun / +15 Con Changes resistances: +79% acid / +46% physical / +18% darkness / +24% cold / +3% blight / +66% fire / +9% mind / +22% lightning Talent cooldown: Rush (-5 turns) Allows you to breathe in: water Physical save: +51 (+7 eff.) Mental save: +124 (+17 eff.) Disarm immunity: +30% Pinning immunity: +5% Stun/Freeze immunity: +34% Knockback immunity: +36% Life regen: +6.80 Mana when firing critical spell: +4.00 Maximum life: +338.00 Light radius: +2 Healing mod.: +47% It can be used to activate talent Track, placing all other charms into a 17 cooldown : Effective talent level: 2.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 44 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
iron plate armour 'Gysetha' (10 def, 26 armour) iron plate armour 'Gysetha' (10 def, 26 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 1 When wielded/worn: Armour: +26 Defense: +10 (+2 eff.) Fatigue: +20% Damage (Melee): 11 acid / 11 fire Damage when hit (Melee): 10 acid / 10 fire / 12 physical Changes stats: +12 Cun / +10 Wil Changes resistances: +14% acid / +32% fire / +24% blight Changes damage: +12% blight Physical save: +19 (+3 eff.) Mental save: +47 (+7 eff.) Blindness immunity: +25% Confusion immunity: +5% Knockback immunity: +5% Life regen: +3.10 Maximum life: +104.00 Healing mod.: +28% A suit of armour made of metal plates. |
Sanguine Shield (14 def, 4 armour, 40-48 power, 220 block) Sanguine Shield (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 stats: 30% Wil, 120% Str Damage type: Physical Mastery: Shield Expertise 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 (+3 eff.) Ranged Defense: +14 (+2 eff.) Fatigue: +19% Changes stats: +10 Con Changes resistances: +25% blight Talent granted: +5 Block Life regen: +5.00 Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
Smoldersage (10 def, 12 armour, 49-58.8 power, 236 block) Smoldersage (10 def, 12 armour, 49-58.8 power, 236 block)Requires: - Strength 35 - Talent Armour Training (level 2) Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 49.0 - 58.8 Uses stats: 30% Wil, 100% Str Damage type: Physical Mastery: Shield Expertise Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +236 Damage (Melee): +36 lightning / +18 fire / +36 light / +52 acid Burst (radius 2) on crit: +101 light / +94 darkness When wielded/worn: Armour: +12 Defense: +10 (+2 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +14% Effects on melee hit: * 30% chance to daze Effects when hit in melee: * 36% chance to daze * 53% chance to corrode armour * 68% chance to blind Damage when hit (Melee): 16 arcane / 34 fire Changes stats: +4 Str / +10 Dex / +10 Mag / +36 Con Changes resistances: +50% lightning / +56% darkness / +82% light / +18% mind / +128% fire / +12% cold / +8% arcane / +91% acid Changes damage: +6% mind / +12% arcane Talent granted: +4 Block Physical save: +13 (+2 eff.) Psi when hit: +0.16 Maximum psi: +20.00 Mindpower: +4 (+1 eff.) Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Handheld deflection devices. |
corrosive voratun shield of radiance (12 def, 3 armour, 63-75.6 power, 208.5 block) corrosive voratun shield of radiance (12 def, 3 armour, 63-75.6 power, 208.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 63.0 - 75.6 Uses stats: 30% Wil, 100% Str Damage type: Physical Mastery: Shield Expertise Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +208 Damage (Melee): +20 acid / +20 light When wielded/worn: Armour: +3 Defense: +12 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Effects when hit in melee: * 40% chance to blind * 20% chance to corrode armour Changes stats: +12 Con / +6 Mag Changes resistances: +20% acid / +20% light Talent granted: +5 Block Handheld deflection devices. |
coruscating voratun shield of radiance (12 def, 3 armour, 73.5-88.2 power, 206 block) coruscating voratun shield of radiance (12 def, 3 armour, 73.5-88.2 power, 206 block)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 73.5 - 88.2 Uses stats: 30% Wil, 100% Str Damage type: Physical Mastery: Shield Expertise Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +206 Damage (Melee): +20 light / +17 fire When wielded/worn: Armour: +3 Defense: +12 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Effects when hit in melee: * 40% chance to blind Damage when hit (Melee): 40 fire Changes stats: +6 Str / +6 Mag / +7 Con Changes resistances: +20% light / +19% fire Talent granted: +5 Block Handheld deflection devices. |
impervious voratun shield (12 def, 12 armour, 65-78 power, 286 block) impervious voratun shield (12 def, 12 armour, 65-78 power, 286 block)Requires: - Strength 48 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 65.0 - 78.0 Uses stats: 30% Wil, 100% Str Damage type: Physical Mastery: Shield Expertise Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +286 When wielded/worn: Armour: +12 Defense: +12 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Changes stats: +5 Con Talent granted: +5 Block Physical save: +9 (+1 eff.) Handheld deflection devices. |
voratun shield 'Thunderstar' (27 def, 18 armour, 97-116.4 power, 190.5 block) voratun shield 'Thunderstar' (27 def, 18 armour, 97-116.4 power, 190.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 97.0 - 116.4 Uses stats: 30% Wil, 100% Str Damage type: Physical Mastery: Shield Expertise Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +190 On weapon hit: * 40% chance to daze * 30% chance to corrode armour * deal bonus physical damage equal to your armor On weapon crit: * smash the target with your shield crippling them Damage (Melee): +4 lightning / +20 temporal / +20 fire / +19 nature Burst (radius 1) on hit: +8 lightning / +12 mind When wielded/worn: Physical crit. chance: +17.0% Physical power: +30 (+5 eff.) Armour: +18 Armour Hardiness: +10% Defense: +27 (+5 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Damage (Melee): 10 acid Effects when hit in melee: * 35% chance to gain 10% of a turn Damage when hit (Melee): 35 acid / 16 temporal / 40 fire / 20 nature / 16 lightning Changes stats: +6 Str / +1 Dex / +1 Mag / +6 Cun / +2 Con Changes resistances: +40% acid / +20% physical / +40% temporal / +92% fire / +16% blight / +41% cold / +20% nature / +43% lightning Changes damage: +3% mind Talent granted: +5 Block Maximum life: +110.00 Mindpower: +8 (+2 eff.) Deflect projectiles away: +14% Activating this item is instant. It can be used to activate talent Time Shield, placing all other charms into a 17 cooldown : Effective talent level: 5.0 Power cost: 17 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 (10 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 50%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
2 agate 2 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. |
355 alchemist agate 355 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
7 onyx 7 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. |
2 aquamarine 2 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. |
4 lapis lazuli 4 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. |
opal 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. |
2 sapphire 2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+2 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. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe of the Iron Throne (dig speed 15 turns) dwarven-steel pickaxe of the Iron Throne (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Maximum life: +29.00 Maximum stamina: +19.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
9 emerald 9 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. |
2 jade 2 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. |
spinel spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 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. |
Summertide Phial Summertide PhialInfused 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% It can be used to call light (212 power, based on Willpower), costing 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. |
scorching brass lantern of focus scorching brass lantern of focusPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 12 fire Changes stats: +3 Wil Changes resistances: +6% fire Changes damage: +6% mind Light radius: +2 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. |
survivor's brass lantern of health survivor's brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +6 (+1 eff.) Maximum life: +40.00 Light radius: +2 Healing mod.: +10% 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. |
Blood-Runed Athame Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+1 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 12 power out of 25/25) : Effective talent level: 3.0 Power cost: 12 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 27 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 80% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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 6 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. |
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. |
4 garnet 4 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. |
Rod of Recall (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 114 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
Betoramina the Blazeglamour [power 441] (42 cooldown) Betoramina the Blazeglamour [power 441] (42 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Changes resistances: +6% blight / +3% nature Maximum wards: +2 physical / +4 mind / +4 darkness Changes resistances penetration: +10% fire / +25% arcane / +5% mind Talents cooldown: Telekinetic Blast (+20 turn) Silence (+25 turn) Talents granted: +13 Telekinetic Blast +17 Silence +1 Ward Physical save: +20 (+3 eff.) Spell save: +12 (+2 eff.) Mental save: +16 (+2 eff.) Poison immunity: +25% Pinning immunity: +5% It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 441 for 7 turns, putting all charms on cooldown for 42 turns. When used: 200% chance to regenerate 31 psi. Torques are made by powerful psionics to store psionic powers. |
Layydhema the Flarequick [power 23] (12 cooldown) Layydhema the Flarequick [power 23] (12 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Physical power: +6 (+1 eff.) Damage when hit (Melee): 12 physical Changes stats: +5 Con Maximum wards: +2 physical / +2 mind / +2 darkness Changes damage: +3% fire Talents cooldown: Telekinetic Blast (+15 turn) Silence (+15 turn) Talents granted: +6 Telekinetic Blast +1 Ward +5 Silence Physical save: +6 (+1 eff.) Disease immunity: +20% Stun/Freeze immunity: +20% Only die when reaching: -60.00 life It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 23 for 7 turns, putting all charms on cooldown for 12 turns. When used: 200% chance to regenerate 1 hate. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of clear mind 'Loryrain' [power 9] (20 cooldown) dwarven-steel torque of clear mind 'Loryrain' [power 9] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +1 Con Changes resistances: +6% arcane Maximum wards: +5 physical / +7 mind / +5 darkness Changes damage: +6% mind / +3% physical Talents cooldown: Telekinetic Blast (+25 turn) Silence (+10 turn) Talents granted: +13 Telekinetic Blast +2 Ward +7 Silence Critical mult.: +8.00% Life regen: +0.20 Hate when firing a critical mind attack: +3.00 Mental crit. chance: +1% Healing mod.: +10% It can be used to absorb and nullify at most 9 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
overpowered iron torque of charged psionic shield [power 43] (17 cooldown) overpowered iron torque of charged psionic shield [power 43] (17 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 43 for 7 turns, putting all charms on cooldown for 17 turns. Torques are made by powerful psionics to store psionic powers. |
Tree of Life Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +6 Con / +7 Wil 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. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 6 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
5 amethyst 5 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. |
7 quartz 7 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. |
3 amber 3 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. |
7 citrine 7 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. |
2 zircon 2 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
A dangerous secret (Uniques)
Found the mysterious staff and told Last Hope about it.By Trunk the Ogre Bastion level 136
11st Haze 122nd year of Ascendancy at 23:20 see stats
Against all odds (Uniques)
Killed Ukruk in the ambush.By Trunk the Ogre Bastion level 105
57th Dusk 122nd year of Ascendancy at 21:57 see stats
Brave new world (Uniques)
Went to the Far East and took part in the war.By Trunk the Ogre Bastion level 168
22nd Haze 122nd year of Ascendancy at 22:20 see stats
Destroyer's bane (Uniques)
Killed Golbug the Destroyer.By Trunk the Ogre Bastion level 159
18th Haze 122nd year of Ascendancy at 18:17 see stats
Exterminator (Uniques)
Killed 1000 creatures.By Trunk the Ogre Bastion level 104
57th Dusk 122nd year of Ascendancy at 10:05 see stats
Eye of the storm (Uniques)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Trunk the Ogre Bastion level 123
77th Dusk 122nd year of Ascendancy at 15:17 see stats
Fear me not! (Uniques)
Survived the Fearscape!By Trunk the Ogre Bastion level 104
57th Dusk 122nd year of Ascendancy at 10:02 see stats
Level 10 (Uniques)
Got a character to level 10.By Trunk the Ogre Bastion level 10
78th Pyre 122nd year of Ascendancy at 08:59 see stats
Level 20 (Uniques)
Got a character to level 20.By Trunk the Ogre Bastion level 20
33rd Dusk 122nd year of Ascendancy at 10:48 see stats
Level 30 (Uniques)
Got a character to level 30.By Trunk the Ogre Bastion level 30
33rd Dusk 122nd year of Ascendancy at 22:46 see stats
Level 40 (Uniques)
Got a character to level 40.By Trunk the Ogre Bastion level 40
38th Dusk 122nd year of Ascendancy at 00:59 see stats
Level 50 (Uniques)
Got a character to level 50.By Trunk the Ogre Bastion level 50
39th Dusk 122nd year of Ascendancy at 16:13 see stats
Overpowered! (Uniques)
Did over 6000 damage in one attack.By Trunk the Ogre Bastion level 101
56th Dusk 122nd year of Ascendancy at 01:10 see stats
Size is everything (Uniques)
Did over 1500 damage in one attack.By Trunk the Ogre Bastion level 38
38th Dusk 122nd year of Ascendancy at 00:44 see stats
Size matters (Uniques)
Did over 600 damage in one attack.By Trunk the Ogre Bastion level 28
33rd Dusk 122nd year of Ascendancy at 16:42 see stats
Sliders (Uniques)
Activated a portal using the Orb of Many Ways.By Trunk the Ogre Bastion level 160
18th Haze 122nd year of Ascendancy at 20:42 see stats
The Arena (Uniques)
Unlocked Arena mode.By Trunk the Ogre Bastion level 15
7th Mirth 122nd year of Ascendancy at 03:15 see stats
The bigger the better! (Uniques)
Did over 3000 damage in one attack.By Trunk the Ogre Bastion level 66
49th Dusk 122nd year of Ascendancy at 18:12 see stats
The secret city (Uniques)
Discovered the truth about mages.By Trunk the Ogre Bastion level 15
3rd Summertide 122nd year of Ascendancy at 16:36 see stats
Treasure Hoarder (Uniques)
Amassed 3000 gold pieces.By Trunk the Ogre Bastion level 136
11st Haze 122nd year of Ascendancy at 08:00 see stats
Treasure Hunter (Uniques)
Amassed 1000 gold pieces.By Trunk the Ogre Bastion level 84
53rd Dusk 122nd year of Ascendancy at 06:32 see stats
Vampire crusher (Uniques)
Destroyed the Master in its lair of the Dreadfell.By Trunk the Ogre Bastion level 103
57th Dusk 122nd year of Ascendancy at 01:16 see stats
Log
Trunk hits Something for 4 lightning, , 42 light, 128 fire, 45 nature, , , 18 arcane, 64 blight, , 40 acid, 3 lightning, , 36 light, 109 fire, 38 nature, , , 15 arcane, 54 blight, , 34 acid, 3 lightning, , 36 light, 109 fire, 38 nature, , , 15 arcane, 54 blight, 34 acid, 3 lightning, , 36 light, 109 fire, 38 nature, , , 15 arcane, 54 blight, , 34 acid, 3 lightning, , 36 light, 109 fire, 38 nature, , , 15 arcane, 54 blight, , 34 acid, 3 lightning, , 36 light, 109 fire, 38 nature, , , 15 arcane, 54 blight, , 34 acid (1783 total damage).
Trunk hits Something for 10 lightning, , 36 light, 155 fire, 54 nature, , , 22 arcane, 77 blight, , 48 acid (402 total damage).
Something hits Trunk for (54 shield wall), 56 darkness, (0 shield wall), 0 darkness, (36 shield wall), 38 darkness, (0 shield wall), 0 darkness, (49 shield wall), 50 darkness, (0 shield wall), 0 darkness, (39 shield wall), 40 darkness, (0 shield wall), 0 darkness, (45 shield wall), 45 darkness, (0 shield wall), 0 darkness, (42 shield wall), 42 darkness, (0 shield wall), 0 darkness (273 total damage).
Something performs a melee critical strike against Trunk!
Trunk shrugs off the critical damage!
You feel a surge of power as a powerful creature falls nearby.
Something performs a melee critical strike against Trunk!
Trunk shrugs off the critical damage!
Something performs a melee critical strike against Trunk!
Trunk shrugs off the critical damage!
Something performs a melee critical strike against Trunk!
Trunk shrugs off the critical damage!
Something performs a melee critical strike against Trunk!
Trunk shrugs off the critical damage!
Trunk resists the confusion!
Something performs a melee critical strike against Trunk!
Trunk shrugs off the critical damage!
Something performs a melee critical strike against Trunk!
Trunk shrugs off the critical damage!
Something performs a melee critical strike against Trunk!
Trunk shrugs off the critical damage!
Something performs a melee critical strike against Trunk!
Trunk shrugs off the critical damage!
Something performs a melee critical strike against Trunk!
Trunk shrugs off the critical damage!
Something performs a melee critical strike against Trunk!
Trunk shrugs off the critical damage!
Something performs a melee critical strike against Trunk!
Trunk shrugs off the critical damage!
Saving game...
