
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Glove Stats 1.0.6Shows glove combat stats with all classes. Escorts Enhanced 1.2.3Various enhancements to escort quest NPCs: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Infinite500 v2.5c: Revised high level play for ToME 1.3.1Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Adjustable Exp 1.0.4This addon allows players to adjust the amount of exp they gain per kill via Game Options. The current allowable range is 0% - 1000%, with 100% being the default rate. The range can be expanded if there's demand for it. The adjustment rate will be set to the default of 100% for each new character made, and once set will remain persistent for that specific character. Also, the level cap on gaining exp from lower leveled opponents has been removed for increased flexibility. Please let me know if there are any issues. Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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 Blazblue icons! 1.2.4Well, I was messing around with the wonderful new custom tile feature, and discovered the Blazblue Chronophantasma chibis look pretty dang good when resized down to 64x64. Thus, I decided to resize all the chibis I could find(31 in total) and release them as an addon! Requires donator status to actually use the custom tiles, I think. Other then that, let me know what you think! Some of the icons resized weird(Nu, Imperator, etc), but some turned out really amazing(Ragna!). C: Corner-Only Threat Brackets 1.1.5Changes the threat brackets in shockbolt so they're only the upper left corner and don't hide the healthbars. Steamtech UI 1.1.4 Glutton 1.2.3Gluttons are cursed with insatiable Hunger, which they use as a resource. It increases over time, and gives benefits and penalties depending on the current amount they have. They can Devour creatures, which they can then Digest to gain bonuses, sometimes permanent, including stat points and even talents. Since Gluttons can gain stat points from Devouring creatures, they gain no stat points per level. Since they can gain talents as well, they start with few categories. This is the basic class concept, and I hope you have fun with it. Disclaimer: the Glutton is very unbalanced right now (hence the alpha status). I welcome and encourage any feedback. Thanks to all of #tome for their help. Special thanks to FlarePusher and Draknodred for helping me flesh out the class concept and for developing talent ideas, and to natev for a lot of help but especially for letting me build off his resource code. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Faerie Race 1.2.3This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Items Vault 1.3.0Donators/Buyers bonus! ZOmnibus Addon Pack 1.3.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Marson's UI Modifications 1.3.0v3.7.0 *** FOR ToME v1.3.0+ ONLY *** An attempt to make 1920x1080 easier on my decaying eyesight, plus a few personal preferences. This is a revamp for the Minimalist UI. It may work for Classic, but hasn't been tested for it. Most settings can be found on the UI tab on the Game Options screen. • Adds a 'Fonts' tab to 'Game Options'. Choose separate font styles and sizes for six categories: * menus & dialogs * HUD elements * tooltips & character sheet * chat & combat log * flying text * lore • Expanded font size range to 8 - 36 points. (Stock range is 10 - 18) • Ability to add your own fonts with a fontpack addon. http://te4.org/games/addons/tome/font_example • Scales most dialog boxes to account for larger fonts. • Hotkey bar revamp: * Frame colors: green = activated talent, blue = sustained talent, yellow = equipped item, orange = unequipped item. Colors on talent screen and buff bar changed to match. * Frame colors do not change when on cooldown. * All talents/items on cooldown will have a red overlay. * Z-layer of key text (C8, etc) moved under color overlay to better differentiate from cooldown text. * Unequipped items get pale yellow color overlay similar to cooldown overlay. * Right-clicking on an item no longer clears the item; it brings up the hotkey assignment menu. (You may clear it from there, as with talents.) • 'Use Talent' screen now also lists all usable items, allowing you to associate a hotkey using the dropdown menu. Objects are separated based on whether they are worn or not and display their current cooldowns. • When assigning a hotkey, the list will show available hotkeys as 1 through 0,-,= with C,S,A,AS, modifiers (example: "Hotkey C7") instead of "Hotkey 1" through "Hotkey 60", so as to match the labels on the hotkey bar. • Enabled and modified 'Creature List' code that was in stock ToME but not used. Lists NPCs in player's sight along with their remaining energy and distance. Mousing over an NPC in the Creature List will center the screen on that creature. Toggle the list on/off with Ctrl-Tab. • 'Limit Terrain Height' option will rescale trees and mushrooms to prevent them from overlapping the grid above them. (Will not affect current level until you leave and return.) • Adds viewport options: 'Original' is the stock behavior from v1.1.5 ToME. The game will use Scroll Distance, but won't show a black border around the map. With a high Scroll Distance, you will remain centered until you get to the edge of the map, at which point the map stops moving and your character moves off-center. 'No Hiding' is now the stock behavior of v1.2.x ToME. It is a bit of a hybrid. The map will scroll similar to 1.1.5, but will show enough of a black border so that your avatar will not hide under UI elements such as the mini-map and hotkey bar. 'Centered' will force the viewport to strictly follow the Scroll Distance setting. If you have it a high number, you will be centered 100% of the time. • Adds option to enable right-click dragging of the viewport. This will coexist with mouse gestures but may not mix with them in a visually pleasing manner. • Separate adjustable background transparencies for dialogs, tooltips, combat log, chat, and hotkeys. • Adjustable tooltip width. • Ability to change tooltip location: each of the four corners / at mouse cursor / opposite corner from mouse. • Tooltip will get out of the way of target location via keyboard as well as mouse cursor. • Ability to disable ambient background noises (dogs barking, water dripping, etc.) on the UI tab in Game Options. Defaults to 'enabled' (no change from stock). • Shields (damage, temporal, etc.) will play a sound when they expire on a character you are controlling. (I've missed that my antimagic shield went down one too many times.) I've included a couple versions of the sound, including silence. (shield_off.ogg created by reg7783 and licensed under the Creative Commons 0 License.) • Adds a choice of tooltip style for the Inventory screen. 'Original' is the same as stock. 'Small Screen' moves the tooltip to either side of the screen so that it obscures less and doesn't bounce around. 'Big Screen' uses a dedicated location between the rag doll and the item list. • If your character knows the talent 'Extract Gems', a tab will appear on the inventory screen listing all items that may be converted to gems based on your current talent level, including items in the Transmogrification Chest. • Adds a 'Usable Items' tab to the Inventory screen. • Adds a 'Preview Talents' button to the character creation screen. This will allow you to view the stats and talents of the current race/class combo without needing to generate a new game. • Character creation screen will remind you if you are in dev/cheat mode. • Ability to ESC from character creation screen. • Alchemist quest shows details about the various rewards you are working towards: "Agrimley the hermit needs your help making an Elixir of Explosive Force, which permanently increase your chance to critically strike with spells by 4%." This will only apply to characters who take the quest after enabling this addon. (Also available as separate addon.) • ToME Bugfix: 'Tactical Overlay' dropdown menu. + ToME v1.3.0 compatible. + Integrated 0player's NPC List speed performance fix. + Added frame highlights when mousing over or dragging a hotkey. NPC Forgiveness 2.4 1.3.0This addon adjusts the way friendly NPC's react to hostile actions by the player. In most cases, the personal reaction of an NPC to the player (friendly/neutral/hostile) will slowly recover (by 10% each turn, minimum 1 point) back to it's default value over time. If the player doesn't further aggravate the NPC, it will eventually become neutral/friendly again. (Though it will still probably have the player targeted, depending on its ai settings which are not addressed in this addon.) The exception is if the player kills another friendly NPC within LOS, which will result in the NPC becoming permanently hostile to the player in most cases. Putting a detrimental status effect on the NPC will create a -25 (negative) reaction to the player (in addition to the penalties from any damage caused). Files affected: Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Enhanced Object Compare 1.3.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Cornac |
Class | Temporal Warden |
Level / Exp | 102 / 39% |
Size | big |
Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
Strength | 229 (base 111) |
Dexterity | 85 (base 46) |
Constitution | 143 (base 111) |
Magic | 144 (base 111) |
Willpower | 72 (base 12) |
Cunning | 131 (base 78) |
Resources
Life | 5149/5493 |
Paradox | 300 |
Healing Factor | 0.67 |
Regeneration | 3.5175 |
Speed
Mental | -9.9920072216264E-13% |
Attack | -9.9920072216264E-13% |
Movement | +169.45754109828% |
Spell | -9.9920072216264E-13% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 21 |
See Stealth | 91.8547757168 |
See Invisible | 100.8547757168 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
Damage | 353 |
Accuracy | 112 |
Crit Chance | 148% |
APR | 46 |
Speed | 0.70 |
Offense: Spell
Spellpower | 81.6 |
Crit Chance | 65% |
Speed | 1 |
Offense: Mind
Mindpower | 75.2 |
Crit Chance | 89% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Offense: Damage Penetration
All | +6% |
Defense: Base
Armour (hardiness) | 102.4 (100%) |
Defense | 89.22095514336 |
Ranged Defense | 90.82095514336 |
Fatigue | 0 |
Physical Save | 92.84 |
Spell Save | 81.12 |
Mental Save | 101.50833333333 |
Defense: Resistances
All | + 57%( 70%) |
Defense: Immunities
Pinning Resistance | 62% |
Confusion Resistance | 100% |
Disarm Resistance | 47% |
Knockback Resistance | 72% |
Instadeath Resistance | 100% |
Blind Resistance | 26% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 959 life over 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 737 damage for 3 turns. Its effects scale with your Strength stat. |
Class Talents
Chronomancy / Threaded Combat | 1.30 |
| 1/5 |
| 10/5 |
| 1/5 |
| 10/5 |
Chronomancy / Spacetime Folding | 1.66 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Hounds | 1.46 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Guardian | 1.50 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
Chronomancy / Blade Threading | 1.30 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
Chronomancy / Bow Threading | 1.30 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
Chronomancy / Stasis | 1.10 |
| 10/5 |
| 10/5 |
| 0/5 |
| 0/5 |
Chronomancy / Speed Control | 1.50 |
| 10/5 |
| 10/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.30 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 10/5 |
| 10/5 |
| 10/5 |
| 0/5 |
Chronomancy / Chronomancy | 1.50 |
| 1/5 |
| 10/5 |
| 10/5 |
| 1/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 10/5 |
| 10/5 |
| 1/5 |
| 10/5 |
Technique / Combat training | 1.30 |
| 10/5 |
| 10/5 |
| 10/5 |
| 0/5 |
| 0/5 |
Chronomancy / Fate Weaving | 1.10 |
| 10/5 |
| 1/5 |
| 10/5 |
| 0/5 |
Celestial / Chants | 0.90 |
| 6/5 |
| 1/5 |
| 10/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Phase Pulse |
talent | Weapon Folding |
talent | Contingency |
talent | Chant of Resistance |
beneficial effect | Immune to physical effects. Spine of the World |
detrimental effect | The target is poisoned, taking 49.86 nature damage per turn and decreasing all heals received by 52%. Insidious Poison |
beneficial effect | The target is moving is 169% faster. 3 Celerity |
beneficial effect | The target's defense and saves have been increased by 45. 3 Spin |
beneficial effect | The target's accuracy and power have been increased by 45. 3 Fateweaver |
Quests
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 |
You failed to protect the lost anorithil from death by temporal hound. Escort: lost anorithil (level 1 of Old Forest) | failed |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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. | active |
Equipment
On feet | Darkwitch the pair of rough leather boots (17 def, 1 armour) Darkwitch the pair of rough leather boots (17 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +17 (+3 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: -5% Effects on melee hit: * 50% chance to inflict damage reduction Damage when hit (Melee): 8 darkness Changes stats: +8 Str / +5 Mag / +5 Wil / +10 Con Changes resistances: +7% fire / +7% cold Changes resistances penetration: +15% physical Changes damage: +6% physical Maximum encumbrance: +36 Physical save: +7 (+1 eff.) Life regen: +0.60 Mana each turn: +0.19 Maximum mana: +27.00 Spell crit. chance: +2% Size category: +1 It can be used to blink to a nearby random location (rad 8), putting all charms on cooldown for 10 turns. A pair of boots made of leather. Press to compare |
Quiver | Sootgrit (19/23, 43-60.2 power, 14 apr) Sootgrit (19/23, 43-60.2 power, 14 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 43.0 - 60.2 Uses stats: 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +28.5% Capacity: 23 Turns elapse between self-loadings: 6 On weapon hit: * 30% chance to cause random gloom * 57% chance to corrode armour * 20% chance to curse the target * 10% chance to stun, blind, pin, or confuse the target * 25% chance to put talents on cooldown On weapon crit: * wounds the target * cripple the target Damage (Ranged): +17 temporal / +44 darkness / +8 acid / +17 physical / +17 bleed / +17 blight / +21 mind / +17 cold Burst (radius 1) on hit: +4 acid / +44 fire / +12 arcane Burst (radius 2) on crit: +8 arcane / +4 acid Damage against: +17% Living Arrows are used with bows to pierce your foes to death. Press to compare |
Light source | brass lantern 'Tainttrencher' brass lantern 'Tainttrencher'Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +6 Defense: +6 (+1 eff.) Damage when hit (Melee): 12 mind Changes resistances: +7% light / +6% nature Changes resistances penetration: +15% darkness / +5% nature / +6% all Changes damage: +10% darkness / +3% nature Damage affinity(heal): +5% darkness Physical save: +12 (+2 eff.) Spell save: +12 (+2 eff.) Mental save: +19 (+3 eff.) Light radius: +4 Infravision radius: +3 See stealth: +6 See invisible: +9 It can be used to activate talent Moonlight Ray, placing all other charms into a 4 cooldown : Effective talent level: 4.0 Power cost: 4 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 300.44 damage. The damage dealt will increase with your Spellpower. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. Press to compare |
On head | voratun helm 'Arcstun' (0 def, 10 armour) voratun helm 'Arcstun' (0 def, 10 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +10 Fatigue: +5% Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 10 physical Changes stats: +15 Str / +10 Dex / +5 Wil / +5 Cun / +11 Con Changes resistances: +3% temporal / +15% darkness / +12% blight / +6% nature / +21% mind Changes resistances penetration: +30% lightning / +15% temporal / +10% nature Changes damage: +6% nature / +6% temporal Physical save: +12 (+2 eff.) Spell save: +15 (+3 eff.) Mental save: +60 (+10 eff.) Confusion immunity: +46% Mindpower: +6 (+2 eff.) Infravision radius: +4 It can be used to activate talent Circle of Sanctity, placing all other charms into a 12 cooldown : Effective talent level: 4.0 Power cost: 12 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 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 7 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
Tool | voratun pickaxe 'Issadil' (dig speed 4 turns) voratun pickaxe 'Issadil' (dig speed 4 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +27.0% Armour: +5 Defense: +8 (+2 eff.) Fatigue: -10% Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 12 mind Changes stats: +27 Str / +12 Mag / +19 Wil / +5 Cun Changes resistances: +9% physical Changes resistances penetration: +22% physical Changes damage: +15% acid Grants telepathy: Demon/Minor Demon/Major Mental save: +9 (+2 eff.) Psi when hit: +0.12 Maximum mana: +119.00 Spell crit. chance: +20% Mindpower: +4 (+1 eff.) Mental crit. chance: +28% Infravision radius: +6 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
On fingers | Growward the copper ring Growward the copper ringPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +16 (+3 eff.) Armour penetration: +9 Defense: +17 (+3 eff.) Effects on melee hit: * Slows global speed by 15% Changes stats: +2 Str / +7 Dex / +4 Wil / +11 Cun / +5 Con Changes resistances: +24% darkness Changes damage: +12% darkness Mental save: +8 (+1 eff.) Life regen: +0.80 Maximum life: +52.00 Light radius: +1 See invisible: +6 Healing mod.: +14% It can be used to activate talent Disengage, placing all other charms into a 4 cooldown : Effective talent level: 2.0 Power cost: 4 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. Press to compare |
On fingers | copper ring 'Emylrana' copper ring 'Emylrana'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +7 (+1 eff.) Defense: +12 (+2 eff.) Ranged Defense: +4 (+1 eff.) Changes stats: +9 Cun / +5 Dex Changes resistances: +27% acid / +3% physical / +28% fire / +27% cold / +26% lightning Reduces incoming crit damage: 5.00% Physical save: +9 (+2 eff.) Spell save: +26 (+5 eff.) Mental save: +7 (+1 eff.) Blindness immunity: +26% Confusion immunity: +31% Pinning immunity: +10% Infravision radius: +4 See stealth: +9 See invisible: +9 Rings can have magical properties. Press to compare |
Around waist | Huruthad HuruthadPowered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Armour: +8 Defense: +23 (+5 eff.) Damage when hit (Melee): 12 acid Changes stats: +5 Str / +12 Dex / +6 Mag / +7 Wil / +13 Cun / +6 Con Changes resistances: +3% blight / +40% fire / +6% nature / +45% cold Changes resistances penetration: +10% acid Reduces incoming crit damage: 15.00% Stealth bonus: +13 Physical save: +20 (+4 eff.) Spell save: +19 (+4 eff.) Mental save: +38 (+6 eff.) Knockback immunity: +20% Mana each turn: +0.60 Only die when reaching: -40.00 life Maximum mana: +44.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +15% A belt that goes around your waist. Press to compare |
In main hand | Xanyretta XanyrettaRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +10 Travel speed: +200% Damage (Ranged): +39 acid Burst (radius 2) on crit: +2 arcane When wielded/worn: Accuracy: +26 (+4 eff.) Physical crit. chance: +26.0% Physical power: +15 (+2 eff.) Changes stats: +10 Str / +1 Dex / +2 Mag Changes resistances: +6% arcane Changes resistances penetration: +47% physical Changes damage: +39% acid / +3% arcane Infravision radius: +2 Damage Shield penetration: +119% Longbows are used to shoot arrows at your foes. Press to compare |
On hands | drakeskin leather gloves 'Flamegrinder' (0 def, 8 armour) drakeskin leather gloves 'Flamegrinder' (0 def, 8 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +39 (+6 eff.) Armour: +8 Effects on melee hit: * 30% chance to daze Damage (Melee): 11 light / 20 temporal Damage (Ranged): 20 temporal Damage when hit (Melee): 4 fire Changes stats: +3 Str / +4 Dex / +6 Mag / +6 Cun Changes resistances: +15% temporal / +23% light / +10% darkness Changes damage: +11% temporal / +11% light / +3% physical Physical save: +9 (+2 eff.) Mental save: +25 (+4 eff.) Disarm immunity: +47% Life regen: +3.60 Stamina each turn: +2.40 Maximum life: +80.00 Maximum stamina: +40.00 Infravision radius: +2 When used to modify unarmed attacks: Base power: 38.0 - 41.8 Uses stats: 40% Cun, 40% Mag, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +32 Armour Penetration: +5 Physical crit. chance: +17.0% Attack speed: 100% When this weapon hits: Battle Shout (10% chance level 5). When this weapon hits: Perfect Control (10% chance level 5). When this weapon hits: Slumber (10% chance level 5). On weapon hit: * 15% chance to gain 10% of a turn * 15% chance to blind Burst (radius 1) on hit: +8 fire Burst (radius 2) on crit: +4 physical / +40 light / +50 darkness It can be used to activate talent Starfall, placing all other charms into a 8 cooldown : Effective talent level: 1.0 Power cost: 8 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 121.66 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Attackspeed is 100% for non-Brawlers! Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
Main armor | Ce'Nuyavea (7 def, 27 armour) Ce'Nuyavea (7 def, 27 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Powered by arcane forces Infused by nature Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +27 Defense: +7 (+1 eff.) Fatigue: +26% Effects on melee hit: * 10% chance to gain 10% of a turn Damage (Melee): 20 acid / 20 fire Damage when hit (Melee): 15 acid / 18 physical / 8 light / 15 fire / 8 temporal Changes stats: +8 Str / +8 Wil / +1 Cun Changes resistances: +51% acid / +21% physical / +42% darkness / +26% temporal / +26% blight / +25% cold / +9% lightning / +62% fire Allows you to breathe in: water Critical mult.: +10.00% Psi when hit: +0.04 Mental crit. chance: +4% Light radius: +4 Heals friendly targets nearby when you use a nature summon: +10 It can be used to activate talent Track, placing all other charms into a 12 cooldown : Effective talent level: 2.0 Power cost: 12 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 41 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. Press to compare |
Cloak | Bleakbolt the linen cloak (8 def, 7 armour) Bleakbolt the linen cloak (8 def, 7 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +2 Physical crit. chance: +3.0% Armour: +7 Defense: +8 (+2 eff.) Changes stats: +3 Cun / +3 Wil Changes resistances: +3% physical / +12% temporal / +27% darkness / +14% cold Changes resistances penetration: +7% darkness / +5% physical Changes damage: +13% darkness Stealth bonus: +9 Physical save: +7 (+1 eff.) Maximum stamina: +15.00 Mental crit. chance: +5% Healing mod.: +5% Defense after a teleport: +14 Resist all after a teleport: +11% New effects duration reduction after a teleport: +11% 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 4 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
Around neck | Yvarin the copper amulet Yvarin the copper amuletPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +18 (+3 eff.) Armour penetration: +15 Physical crit. chance: +12.0% Changes stats: +9 Wil / +2 Mag Changes resistances: +7% arcane / +28% temporal Changes damage: +5% temporal / +5% light / +7% blight / +7% fire / +5% physical / +5% darkness Talent masteries: +0.16 Chronomancy / Spacetime Folding +0.16 Chronomancy / Temporal Hounds Critical mult.: +53.00% Physical save: +13 (+3 eff.) Spell save: +13 (+3 eff.) Mental save: +27 (+4 eff.) Confusion immunity: +26% Pinning immunity: +52% Knockback immunity: +52% Mana each turn: +0.24 Spellpower: +19 (+4 eff.) Spell crit. chance: +6% Mindpower: +13 (+3 eff.) Damage Shield penetration: +10% Amulets can have magical properties. Press to compare |
Inventory
healing infusion (heal 50) healing infusion (heal 50)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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and poison effect. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the titan (heal 363) healing infusion of the titan (heal 363)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: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 363 and cleanse 1 wound and poison effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 564 over 5 turns) regeneration infusion of the wizard (heal 564 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 564 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare |
wild infusion of the titan (resist 25%; cure mental, magical) wild infusion of the titan (resist 25%; cure mental, magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or magical effect and reduce all damage taken by 25% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare |
shielding rune of the titan (absorb 487 for 3 turns) shielding rune of the titan (absorb 487 for 3 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 487 damage for 3 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare |
shielding rune of the wizard (absorb 482 for 4 turns) shielding rune of the wizard (absorb 482 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 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 482 damage for 4 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare |
Duvoyasin DuvoyasinPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +5 Physical crit. chance: +4.0% Fatigue: -5% Damage when hit (Melee): 4 arcane / 16 acid Changes stats: +2 Mag Changes resistances: +5% arcane / +15% acid Changes damage: +11% acid / +5% fire / +5% cold / +5% lightning Critical mult.: +11.00% Life regen: +1.30 Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Amulets can have magical properties. Press to compare |
starlit copper amulet of mastery (0.10 Chronomancy / Threaded Combat) starlit copper amulet of mastery (0.10 Chronomancy / Threaded Combat)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% light / +11% darkness Talent mastery: +0.10 Chronomancy / Threaded Combat Blindness immunity: +20% Amulets can have magical properties. Press to compare |
steel amulet 'Aryba' steel amulet 'Aryba'Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +7 (+1 eff.) Defense: +11 (+2 eff.) Changes stats: +8 Lck Changes resistances: +3% lightning / +6% physical / +6% darkness / +6% mind / +12% temporal Changes damage: +7% physical Physical save: +15 (+3 eff.) Spell save: +14 (+3 eff.) Mental save: +34 (+6 eff.) Poison immunity: +20% Stamina each turn: +0.50 Combat speed: +10% Reduce all damage from unseen attackers: 12% Amulets can have magical properties. Press to compare |
Noonnail the gold amulet Noonnail the gold amuletInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +16 (+3 eff.) Armour penetration: +13 Physical crit. chance: +10.0% Physical power: +8 (+1 eff.) Fatigue: -16% Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 20 acid Changes stats: +8 Dex / +3 Wil / +15 Cun / +8 Con Changes resistances: +22% lightning / +9% light / +6% acid Changes resistances penetration: +20% acid Changes damage: +8% physical Critical mult.: +29.00% Mental save: +11 (+2 eff.) Confusion immunity: +19% Stun/Freeze immunity: +38% Life regen: +4.20 Stamina each turn: +1.10 Mindpower: +11 (+3 eff.) Mental crit. chance: +7% Movement speed: +10% Combat speed: +10% Amulets can have magical properties. Press to compare |
Belunor BelunorInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +7 (+1 eff.) Armour: +8 Fatigue: -4% Changes stats: +14 Str / +5 Wil / +5 Cun / +7 Con Changes resistances: +24% cold Changes damage: +12% cold Life regen: +0.80 Stamina each turn: +0.20 Maximum life: +71.00 Maximum stamina: +5.00 Mindpower: +7 (+2 eff.) Healing mod.: +18% Rings can have magical properties. Press to compare |
Ce'Nimiba the Vilenigh Ce'Nimiba the VilenighPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +15 (+2 eff.) Armour penetration: +9 Defense: +9 (+2 eff.) Effects on melee hit: * Slows global speed by 15% Changes stats: +3 Dex / +3 Mag / +3 Cun Changes resistances: +18% lightning Changes resistances penetration: +5% nature Changes damage: +15% nature Disarm immunity: +24% Pinning immunity: +26% Knockback immunity: +24% Maximum life: +23.00 Spellpower: +6 (+1 eff.) It can be used to activate talent Disengage, placing all other charms into a 4 cooldown : Effective talent level: 2.0 Power cost: 4 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. Press to compare |
mule's copper ring mule's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +20 Rings can have magical properties. Press to compare |
Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. Press to compare |
Kor's Fall (10-12 power, 0 apr, physical element) Kor's Fall (10-12 power, 0 apr, physical element)Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 160% Mag Damage type: Darkness Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+1 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 3 power out of 6/6) : Effective talent level: 3.0 Power cost: 3 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 187.27 physical damage to all targets in line. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. Press to compare |
Penitence (15-18 power, 4 apr, physical element) Penitence (15-18 power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 170% Mag Damage type: Nature Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes resistances: +30% blight Damage affinity(heal): +20% nature Spellpower: +15 (+3 eff.) Spell crit. chance: +10% It can be used to cure up to 6 diseases or poisons (based on Magic), costing 4 power out of 60/60. A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Press to compare |
Bolbum's Big Knocker (64-76.8 power, 10 apr, physical element) Bolbum's Big Knocker (64-76.8 power, 10 apr, physical element)Requires: - Magic 38 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 64.0 - 76.8 Uses stat: 190% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +10 Attack speed: 100% Damage (Melee): +10 % chance of confusion When wielded/worn: Accuracy: +7 (+1 eff.) Changes damage: +20% physical Talent mastery: +0.20 Spell / Staff combat Spellpower: +12 (+2 eff.) Spell crit. chance: +18% It can be used to activate talent Channel Staff (costing 4 power out of 20/20) : Effective talent level: 2.0 Power cost: 4 out of 20/20. Range: 8 Travel Speed: 2000% of base Is: a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 84% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. Press to compare |
Staff of Destruction (20-24 power, 4 apr, physical element) Staff of Destruction (20-24 power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 200% Mag Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% lightning / +20% fire / +20% arcane / +20% cold Talent granted: +1 Command Staff Spellpower: +10 (+2 eff.) Spell crit. chance: +15% Talent on hit(spell): Impending Doom (10% chance level 1). This unique-looking staff is carved with runes of destruction. Press to compare |
Airblow the voratun battleaxe (76.5-114.75 power, 4 apr) Airblow the voratun battleaxe (76.5-114.75 power, 4 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 76.5 - 114.8 Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% Damage (Melee): +40 cold / +26 mind / +20 light Burst (radius 1) on hit: +4 lightning Burst (radius 2) on crit: +4 lightning Damage against: +37% Undead When wielded/worn: Armour penetration: +20 Effects on melee hit: * 41% chance to daze Damage when hit (Melee): 8 lightning Changes resistances: +6% fire Changes resistances penetration: +5% fire / +20% physical Changes damage: +6% fire / +17% physical It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 3 turns. Massive two-handed battleaxes. Press to compare |
The Gaping Maw (72-108 power, 4 apr) The Gaping Maw (72-108 power, 4 apr)Requires: - Magic 60 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 72.0 - 108.0 Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon crit: * deal manaburn damage equal to your mindpower in a radius 3 cone Damage (Melee): +50 acid / +50 nature slow When wielded/worn: Talents cooldown: Mana Clash (-2 turns) Ice Claw (-1 turn) Swallow (-2 turns) This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. Press to compare |
Unstoppable Mauler (48-72 power, 15 apr) Unstoppable Mauler (48-72 power, 15 apr)Requires: - Magic 40 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 48.0 - 72.0 Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Sunder Armour (15% chance level 3). When wielded/worn: Accuracy: +20 (+3 eff.) Pinning immunity: +100% Knockback immunity: +100% It can be used to activate talent Fearless Cleave (costing 8 power out of 18/18) : Effective talent level: 3.0 Power cost: 8 out of 18/18. Range: melee/personal Travel Speed: instantaneous Description: Take a step toward your foes using the momentum to cleave all creatures in a 3 wide arc in front of you for 155% weapon damage. If you failed to move the damage is instead 78%. A huge greatmaul of incredible weight. Wielding it, you feel utterly unstoppable. Press to compare |
Colaryem (48-76.8 power, 12 apr) Colaryem (48-76.8 power, 12 apr)Requires: - Magic 10 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 48.0 - 76.8 Uses stat: 180% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Physical crit. chance: +11.0% Attack speed: 50% When wielded/worn: Fatigue: -12% Changes stats: +7 Dex Changes resistances: +7% lightning Changes damage: +7% lightning Maximum encumbrance: +50 Movement speed: +10% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. Press to compare |
Neryta (11-15.4 power, 2 apr) Neryta (11-15.4 power, 2 apr)Requires: - Magic 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 1 Base power: 11.0 - 15.4 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +7 lightning / +9 cold Burst (radius 2) on crit: +8 mind When wielded/worn: Armour penetration: +7 Physical crit. chance: +6.0% Changes stats: +2 Cun Changes damage: +3% mind Critical mult.: +12.00% Hate when firing a critical mind attack: +1.00 Maximum psi: +10.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +3% Sharp, long, and deadly. Press to compare |
iron longsword (11.5-16.1 power, 2 apr) iron longsword (11.5-16.1 power, 2 apr)Requires: - Magic 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.5 - 16.1 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. Press to compare |
Bloomstreaker the voratun longsword (43-60.2 power, 6 apr) Bloomstreaker the voratun longsword (43-60.2 power, 6 apr)Requires: - Magic 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 43.0 - 60.2 Uses stat: 150% Mag Damage type: Light Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 35% chance to daze * Slows global speed by 50% * 29% chance to disease On weapon crit: * splashes the target with acid * cripple the target Damage (Melee): +16 acid / +20 light / +27 blight / +22 cold Burst (radius 1) on hit: +16 light Damage against: +25% Undead When wielded/worn: Armour penetration: +15 Physical crit. chance: +15.0% Physical power: +15 (+2 eff.) Damage when hit (Melee): 8 mind Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +10 Con Changes resistances: +3% nature Changes resistances penetration: +12% lightning / +28% physical Changes damage: +6% mind / +14% physical Disarm immunity: +35% Mental crit. chance: +4% Heals friendly targets nearby when you use a nature summon: +10 Sharp, long, and deadly. Press to compare |
Crooked Club (25-35 power, 4 apr) Crooked Club (25-35 power, 4 apr)Requires: - Magic 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Base power: 25.0 - 35.0 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +10.0% Attack speed: 100% When this weapon hits: Battle Call (10% chance level 1). Damage (Melee): +14 % chance of confusion Burst (radius 2) on crit: +20 physical repulsion When wielded/worn: Accuracy: +12 (+2 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. Press to compare |
Nimbuswrither the stralite mace (36.5-51.1 power, 5 apr) Nimbuswrither the stralite mace (36.5-51.1 power, 5 apr)Requires: - Magic 35 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 4 Base power: 36.5 - 51.1 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +14 darkness / +11 cold Damage against: +13% Living When wielded/worn: Physical crit. chance: +10.0% Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Changes resistances: +3% fire Changes resistances penetration: +10% lightning Changes damage: +6% lightning Disease immunity: +5% Confusion immunity: +5% Blunt and deadly. Press to compare |
Adydann (46-64.4 power, 6 apr) Adydann (46-64.4 power, 6 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 46.0 - 64.4 Uses stat: 150% Mag Damage type: Blight Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target * Random elemental explosion * 25% chance to put talents on cooldown On weapon crit: * wounds the target reducing their healing * cripple the target Damage (Melee): +31 lightning Burst (radius 1) on hit: +20 fire When wielded/worn: Armour penetration: +41 Physical crit. chance: +52.0% Physical power: +15 (+2 eff.) Changes stats: +2 Dex / +4 Mag Changes resistances: +6% blight Changes resistances penetration: +17% acid / +15% physical / +16% fire / +17% lightning / +17% cold Changes damage: +6% blight / +15% physical Critical mult.: +32.00% Mana each turn: +0.12 Maximum mana: +40.00 Spellpower: +6 (+1 eff.) Infravision radius: +3 Damage Shield penetration: +10% Blunt and deadly. Press to compare |
Adalema the voratun waraxe (54-75.6 power, 6 apr) Adalema the voratun waraxe (54-75.6 power, 6 apr)Requires: - Magic 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 54.0 - 75.6 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * 35% chance to daze On weapon crit: * wounds the target reducing their healing * cripple the target Damage (Melee): +19 darkness Burst (radius 2) on crit: +4 arcane Damage against: +16% Living When wielded/worn: Accuracy: +15 (+2 eff.) Physical crit. chance: +45.0% Physical power: +12 (+2 eff.) Defense: +13 (+3 eff.) Changes stats: +6 Str / +2 Dex / +6 Mag / +4 Wil / +5 Cun / +6 Con Changes resistances penetration: +11% lightning Changes damage: +3% arcane Mental save: +3 (+0 eff.) Disarm immunity: +42% Light radius: +3 Infravision radius: +3 One-handed war axes. Press to compare |
iron dagger (9.5-12.35 power, 5 apr) iron dagger (9.5-12.35 power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.4 Uses stats: 45% Dex, 95% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. Press to compare |
iron dagger 'Blazebringer' (11-14.3 power, 5 apr) iron dagger 'Blazebringer' (11-14.3 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 11.0 - 14.3 Uses stats: 95% Mag, 45% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc This weapon will act as a psionic focus. Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 12% chance to cause random gloom * 20% chance to blind * Random elemental explosion Damage (Melee): +12 light / +6 mind Burst (radius 1) on hit: +4 light When wielded/worn: Damage when hit (Melee): 8 acid Changes stats: +2 Cun / +2 Wil Changes resistances: +6% light Changes resistances penetration: +13% acid / +8% fire / +7% lightning / +7% cold Sharp, short and deadly. Press to compare |
Galegore the dwarven-steel dagger (30.5-39.65 power, 7 apr) Galegore the dwarven-steel dagger (30.5-39.65 power, 7 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 30.5 - 39.6 Uses stats: 95% Mag, 45% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +9.0% Attack speed: 100% On weapon crit: * wounds the target reducing their healing * cripple the target Damage Shield penetration (this weapon only): +20% When wielded/worn: Accuracy: +18 (+3 eff.) Armour penetration: +9 Physical crit. chance: +38.0% Physical power: +9 (+1 eff.) Defense: +17 (+3 eff.) Changes resistances: +15% temporal / +6% all Changes resistances penetration: +9% nature Changes damage: +6% lightning / +9% physical Critical mult.: +13.00% Disarm immunity: +60% Sharp, short and deadly. Press to compare |
Serpent's Glare (7-7.7 power, 15 apr, nature damage) Serpent's Glare (7-7.7 power, 15 apr, nature damage)Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 30% Wil, 50% Mag, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +15 Physical crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% It can be used to activate talent Spit Poison (costing 4 power out of 8/8) : Effective talent level: 2.0 Power cost: 4 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 402.83 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. Press to compare |
Hathyhek the elm longbow Hathyhek the elm longbowRequires: - Dexterity 11 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 When this weapon hits: Arcane Vortex (10% chance level 3). Damage (Ranged): +8 fire When wielded/worn: Accuracy: +7 (+1 eff.) Physical crit. chance: +7.0% Physical power: +7 (+1 eff.) Changes stats: +3 Str / +1 Dex / +3 Mag / +1 Con Changes resistances: +6% temporal Changes damage: +7% arcane / +9% fire Grants telepathy: Dragon Spellpower: +7 (+1 eff.) Longbows are used to shoot arrows at your foes. Press to compare |
elm longbow elm longbowRequires: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 Longbows are used to shoot arrows at your foes. Press to compare |
Corpsebow CorpsebowRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 When wielded/worn: Effects on ranged hit: * 40% chance to disease Damage (Ranged): 20 blight Changes damage: +40% blight Disease immunity: +50% It can be used to activate talent Cyst Burst (costing 4 power out of 20/20) : Effective talent level: 5.0 Power cost: 4 out of 20/20. Range: 8 Travel Speed: instantaneous Is: a spell Description: Make your target's diseases burst, doing 90.62 blight damage for each disease it is infected with. This will also spread any decrepitude, weakness, rotting or epidemic diseases to any nearby foes in a radius of 3. The damage will increase with your Spellpower. A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. Press to compare |
Mayussra the Unlighttrial Mayussra the UnlighttrialRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Acid Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +7 When this weapon hits: Shoot (10% chance level 1). On weapon hit: * 40% chance to inflict damage reduction * 40% chance to corrode armour Travel speed: +200% Burst (radius 2) on crit: +2 darkness When wielded/worn: Changes resistances: +3% acid Changes resistances penetration: +8% temporal / +47% physical Changes damage: +38% physical / +3% darkness / +14% temporal Talent cooldown: Arrow Stitching (-1 turn) Damage Shield penetration: +29% Longbows are used to shoot arrows at your foes. Press to compare |
Porobrelaith the Strikemoon Porobrelaith the StrikemoonRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces Infused by nature Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Lightning Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 When this weapon hits: Shoot (10% chance level 1). Damage (Ranged): +11 acid / +17 fire / +13 nature / +13 lightning Burst (radius 1) on hit: +2 physical When wielded/worn: Physical crit. chance: +1.0% Physical power: +9 (+1 eff.) Changes stats: +5 Str / +5 Dex Changes resistances: +6% all Changes resistances penetration: +46% physical / +7% nature / +9% fire Changes damage: +14% acid / +14% physical / +20% lightning Maximum encumbrance: +10 Physical save: +6 (+1 eff.) Life regen: +0.40 Light radius: +3 Global speed: +3% Longbows are used to shoot arrows at your foes. Press to compare |
Zubytta the Flashwasp Zubytta the FlashwaspRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 Damage (Ranged): +7 cold When wielded/worn: Changes stats: +3 Dex / +4 Mag / +1 Cun Changes resistances: +9% lightning Changes resistances penetration: +9% physical / +7% temporal Changes damage: +9% lightning / +14% temporal / +11% physical / +12% cold Talent cooldown: Arrow Stitching (-1 turn) Infravision radius: +2 Longbows are used to shoot arrows at your foes. Press to compare |
mighty ash longbow of lightning mighty ash longbow of lightningRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 Damage (Ranged): +5 lightning When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +1 Str Changes damage: +9% lightning Longbows are used to shoot arrows at your foes. Press to compare |
Nithan's Force Nithan's ForceRequires: - Dexterity 32 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +10 When wielded/worn: Changes stats: +10 Str / +5 Con Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +35% physical Pinning immunity: +30% Knockback immunity: +30% It can be used to activate talent Pulverizing Auger (costing 10 power out of 25/25) : Effective talent level: 3.0 Power cost: 10 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Fire a powerful beam of stone shaterring forces, digging out any walls in its path up to 3. The beam also affect any creatures in its path, dealing 289.63 physical damage to all. The damage will increase with your Spellpower. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall. It appears he may have had some magical assistance... Press to compare |
Airpanic the quiver of elm arrows (39/48, 21.5-30.1 power, 13 apr) Airpanic the quiver of elm arrows (39/48, 21.5-30.1 power, 13 apr)Requires: - Dexterity 11 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 1 Base power: 21.5 - 30.1 Uses stats: 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +13 Physical crit. chance: +5.0% Capacity: 48 Turns elapse between self-loadings: 4 On weapon hit: * 20% chance to daze * 41% chance to gain 10% of a turn * Random elemental explosion On weapon crit: * wounds the target Travel speed: +200% Damage (Ranged): +4 lightning / +9 darkness / +8 cold / +8 bleed Burst (radius 1) on hit: +4 lightning / +4 temporal Burst (radius 2) on crit: +12 lightning / +8 temporal Damage against: +7% Living Arrows are used with bows to pierce your foes to death. Press to compare |
quiver of elm arrows (16/17, 15-21 power, 5 apr) quiver of elm arrows (16/17, 15-21 power, 5 apr)Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 15.0 - 21.0 Uses stats: 70% Dex, 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 17 Arrows are used with bows to pierce your foes to death. Press to compare |
Hornet Stingers (20/20, 18-25.2 power, 10 apr) Hornet Stingers (20/20, 18-25.2 power, 10 apr)Requires: - Dexterity 18 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Base power: 18.0 - 25.2 Uses stats: 70% Dex, 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +5.0% Capacity: 20 Damage (Ranged): +45 crippling poison A vile poison drips from the tips of these arrows. Press to compare |
Pitchparry (22/22, 19.5-27.3 power, 9 apr) Pitchparry (22/22, 19.5-27.3 power, 9 apr)Requires: - Dexterity 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Base power: 19.5 - 27.3 Uses stats: 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +9 Physical crit. chance: +1.5% Capacity: 22 On weapon hit: * 40% chance to inflict damage reduction * 25% chance to put talents on cooldown Damage (Ranged): +7 darkness / +7 temporal / +5 nature Damage against: +6% Living When wielded/worn: Ammo reloads per turn: +1 Arrows are used with bows to pierce your foes to death. Press to compare |
barbed quiver of ash arrows of daylight (14/23, 20-28 power, 7 apr) barbed quiver of ash arrows of daylight (14/23, 20-28 power, 7 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 20.0 - 28.0 Uses stats: 70% Dex, 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 23 On weapon crit: * wounds the target Damage (Ranged): +5 light / +7 bleed Damage against: +5% Undead Arrows are used with bows to pierce your foes to death. Press to compare |
Branidetar the Ravencutter (21/21, 44-61.6 power, 14 apr) Branidetar the Ravencutter (21/21, 44-61.6 power, 14 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 44.0 - 61.6 Uses stats: 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Accuracy: +15 Armour Penetration: +14 Physical crit. chance: +2.5% Capacity: 21 Turns elapse between self-loadings: 3 On weapon hit: * 40% chance to inflict damage reduction * 13% chance to disease Damage (Ranged): +14 light / +13 blight / +14 cold / +4 mind Burst (radius 1) on hit: +12 darkness / +16 mind Burst (radius 2) on crit: +8 darkness Damage against: +22% Undead Arrows are used with bows to pierce your foes to death. Press to compare |
The Titan's Quiver (13/18, 62-86.8 power, 20 apr) The Titan's Quiver (13/18, 62-86.8 power, 20 apr)Requires: - Magic 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 62.0 - 86.8 Uses stats: 50% Dex, 120% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +20 Physical crit. chance: +8.0% Capacity: 18 On weapon crit: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. Press to compare |
Pouch of the Subconscious (20/20, 38-45.6 power, 15 apr) Pouch of the Subconscious (20/20, 38-45.6 power, 15 apr)Requires: - Dexterity 28 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 38.0 - 45.6 Uses stats: 50% Mag, 50% Cun, 10% Wil, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Capacity: 20 On weapon hit: * 50% chance to reload 1 ammo Damage (Ranged): +25 mind / +30 mind slow You find yourself constantly fighting an urge to handle this strange pouch of shot. Press to compare |
Coral Spray (8 def, 8 armour, 48 block) Coral Spray (8 def, 8 armour, 48 block)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When wielded/worn: Armour: +8 Defense: +8 (+2 eff.) Fatigue: +12% Changes resistances: +15% cold / +10% fire Talent granted: +2 Block Maximum air capacity: +20.00 Special effect on block: Chance that a blast of icy cold water will spray at the target. A chunk of jagged coral, dredged from the ocean. Press to compare |
Lunar Shield (12 def, 7 armour, 250 block) Lunar Shield (12 def, 7 armour, 250 block)Requires: - Strength 35 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +7 Defense: +12 (+2 eff.) Ranged Defense: +5 (+1 eff.) Fatigue: +2% Changes resistances: +25% darkness Changes damage: +15% darkness Talent masteries: +0.20 Celestial / Star fury +0.10 Celestial / Twilight Talent granted: +5 Block Spellpower: +10 (+2 eff.) Light radius: +1 Talent on hit(spell): Moonlight Ray (10% chance level 2). A large section of chitin removed from Nimisil. It continues to give off a strange white glow. Press to compare |
The Black Wall (12 def, 9 armour, 200 block) The Black Wall (12 def, 9 armour, 200 block)Requires: - Strength 28 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +9 Defense: +12 (+2 eff.) Ranged Defense: +15 (+3 eff.) Fatigue: +28% Damage when hit (Melee): 10 darkness Changes resistances: +2% all Talent masteries: +0.20 Technique / Shield defense +0.20 Technique / Shield offense +0.20 Corruption / Doom shield Talent granted: +5 Block Shadow Power: +5 Increases all resists by 0.4% for each point of your Shadow Power. "With this, no one will ever harm you again." Press to compare |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+2 eff.) Damage when hit (Melee): 10 cold Changes resistances: +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent mastery: +0.10 Spell / Water Spellpower: +4 (+1 eff.) Movement speed: +15% This deep blue robe flows and ripples as if pushed by an invisible tide. Press to compare |
Evermoss Robe (12 def, 0 armour) Evermoss Robe (12 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +12 (+2 eff.) Damage when hit (Melee): 35 nature slow Changes stats: +5 Wil Changes resistances: +25% nature Changes resistances penetration: +10% nature Changes damage: +30% nature Talent mastery: +0.10 Wild-gift / Moss Physical save: +15 (+3 eff.) Life regen: +0.20 Mindpower: +12 (+3 eff.) Mental crit. chance: +5% Healing mod.: +15% This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. Press to compare |
rough leather armour (1 def, 2 armour) rough leather armour (1 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% A suit of armour made of leather. Press to compare |
spiked rough leather armour of resilience (1 def, 2 armour) spiked rough leather armour of resilience (1 def, 2 armour)Requires: - Strength 10 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Damage when hit (Melee): 11 physical Maximum life: +22.00 A suit of armour made of leather. Press to compare |
Behemoth Hide (4 def, 6 armour) Behemoth Hide (4 def, 6 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 (+1 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +10% Changes stats: +2 Str / +2 Con Maximum encumbrance: +20 Knockback immunity: +10% Life regen: +0.70 Stamina each turn: +0.70 Maximum life: +45.00 Maximum stamina: +43.00 Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... Press to compare |
Eel-skin armour (10 def, 1 armour) Eel-skin armour (10 def, 1 armour)Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +1 Defense: +10 (+2 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Poison immunity: +30% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 8 power out of 50/50) : Effective talent level: 2.0 Power cost: 8 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 76.36 to 229.08 damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. Press to compare |
Breath of Eyal (10 def, 10 armour) Breath of Eyal (10 def, 10 armour)Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +10 Defense: +10 (+2 eff.) Fatigue: +20% Changes resistances: +20% lightning / +20% temporal / +20% light / +20% fire / +20% nature / +20% acid / +20% blight / +20% cold / +15% arcane / +20% darkness Spell save: +20 (+4 eff.) Mindpower: +10 (+2 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. Press to compare |
Death's Embrace (18 def, 18 armour) Death's Embrace (18 def, 18 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +15% Defense: +18 (+4 eff.) Damage when hit (Melee): 15 darkness / 15 cold Changes stats: +5 Dex / +5 Mag / +5 Cun Changes resistances: +30% temporal / +30% darkness / +30% cold Changes damage: +20% darkness / +20% cold Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Shades +0.10 Cunning / Stealth Critical mult.: +20.00% Stealth bonus: +10 Spellpower: +10 (+2 eff.) Healing mod.: -15% It can be used to turn yourself invisible (power 56, based on Cunning and Magic) for 10 turns, costing 20 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. Press to compare |
spiked steel mail armour of fire resistance (2 def, 6 armour) spiked steel mail armour of fire resistance (2 def, 6 armour)Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +14% Damage when hit (Melee): 12 physical Changes resistances: +15% fire A suit of armour made of mail. Press to compare |
Corpseire the stralite mail armour (4 def, 8 armour) Corpseire the stralite mail armour (4 def, 8 armour)Requires: - Strength 38 - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +16% Effects on melee hit: * Slows global speed by 41% Changes stats: +8 Str / +8 Wil / +7 Cun Changes resistances: +27% lightning / +24% cold / +16% darkness / +9% physical Changes resistances penetration: +10% darkness Changes damage: +12% nature / +9% darkness Mental save: +22 (+4 eff.) Life regen: +2.40 Maximum life: +80.00 Light radius: +2 Healing mod.: +26% It can be used to activate talent Track, placing all other charms into a 12 cooldown : Effective talent level: 2.0 Power cost: 12 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 41 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. Press to compare |
Ce'Naretta the iron plate armour (3 def, 9 armour) Ce'Naretta the iron plate armour (3 def, 9 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Infused by nature Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 1 When wielded/worn: Armour: +9 Defense: +3 (+1 eff.) Fatigue: +20% Damage when hit (Melee): 8 arcane / 4 mind Changes stats: +4 Cun / +4 Wil Changes resistances: +6% acid / +6% cold / +18% mind Changes resistances penetration: +5% mind Changes damage: +12% mind Allows you to breathe in: water Mental save: +24 (+4 eff.) A suit of armour made of metal plates. Press to compare |
Zerygen the Morningrot (10 def, 11 armour) Zerygen the Morningrot (10 def, 11 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 1 When wielded/worn: Armour: +11 Defense: +10 (+2 eff.) Fatigue: +20% Effects on melee hit: * 30% chance to blind * 15% chance to corrode armour Damage when hit (Melee): 8 acid Changes stats: +2 Cun Changes resistances: +18% acid / +17% cold / +3% light Changes resistances penetration: +15% light Mental save: +13 (+2 eff.) Maximum life: +52.00 Light radius: +3 A suit of armour made of metal plates. Press to compare |
Sunhash SunhashPowered by arcane forces Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 40% chance to blind Damage when hit (Melee): 8 mind Changes stats: +1 Wil Changes resistances: +6% acid / +3% light / +5% fire / +6% cold / +6% lightning Changes damage: +6% light Maximum life: +88.00 Maximum mana: +35.00 Maximum stamina: +33.00 Maximum hate: +11.00 Maximum psi: +42.00 Maximum vim: +23.00 Maximum pos.energy: +22.00 Maximum neg.energy: +24.00 Light radius: +1 Reduces paradox anomalies(equivalent to willpower): +11 A belt that goes around your waist. Press to compare |
blurring rough leather belt of carrying blurring rough leather belt of carryingPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +8 (+2 eff.) Fatigue: -4% Stealth bonus: +5 Maximum encumbrance: +21 A belt that goes around your waist. Press to compare |
Aerulaith AerulaithPowered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +27.0% Physical power: +22 (+3 eff.) Fatigue: -9% Damage when hit (Melee): 12 arcane Changes stats: +6 Dex / +13 Mag / +6 Cun Changes damage: +18% temporal Critical mult.: +40.00% Maximum encumbrance: +60 Spell save: +15 (+3 eff.) Mana each turn: +1.30 Maximum life: +70.00 Maximum mana: +111.00 Spell crit. chance: +1% Mental crit. chance: +14% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Size category: +1 A belt that goes around your waist. Press to compare |
Hatheran the linen cloak (1 def, 0 armour) Hatheran the linen cloak (1 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +3 Defense: +1 (+0 eff.) Changes stats: +2 Dex / +2 Mag / +2 Wil / +2 Cun Changes resistances: +5% arcane / +6% blight Changes damage: +9% arcane / +6% blight A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
pair of rough leather boots 'Turylathalathadil' (13 def, 1 armour) pair of rough leather boots 'Turylathalathadil' (13 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +4 (+1 eff.) Armour: +1 Defense: +13 (+3 eff.) Fatigue: +1% Damage when hit (Melee): 16 blight Changes stats: +2 Wil / +4 Cun / +2 Con Changes resistances penetration: +5% blight / +7% physical Changes damage: +6% blight Silence immunity: +26% Confusion immunity: +26% Stun/Freeze immunity: +25% Stamina each turn: +0.50 Maximum stamina: +14.00 Spellpower: +4 (+1 eff.) It can be used to activate talent Evasion, placing all other charms into a 12 cooldown : Effective talent level: 4.8 Power cost: 12 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 38% chance to completely evade them and granting you 57 defense for 13 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. Press to compare |
Lisedhemiwe the pair of iron boots (0 def, 3 armour) Lisedhemiwe the pair of iron boots (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +5 Str / +1 Wil / +3 Con Changes resistances: +6% cold Physical save: +9 (+2 eff.) Spellpower: +4 (+1 eff.) It can be used to activate talent Rush, placing all other charms into a 10 cooldown : Effective talent level: 3.0 Power cost: 10 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Press to compare |
Mardodar (0 def, 7 armour) Mardodar (0 def, 7 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 Fatigue: -3% Damage when hit (Melee): 8 mind Changes stats: +3 Str / +3 Con Changes resistances: +7% acid / +7% temporal / +7% fire / +7% cold / +14% lightning Changes damage: +9% blight / +9% arcane / +6% mind Grants telepathy: Demon/Minor Demon/Major Maximum encumbrance: +26 Physical save: +21 (+4 eff.) Spell save: +14 (+3 eff.) Mental save: +34 (+6 eff.) Spellpower: +6 (+1 eff.) Spell crit. chance: +4% Heals friendly targets nearby when you use a nature summon: +30 It can be used to activate talent Rush, placing all other charms into a 10 cooldown : Effective talent level: 1.0 Power cost: 10 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Press to compare |
Sepsisnaught (0 def, 3 armour) Sepsisnaught (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +10 Physical crit. chance: +8.0% Physical power: +8 (+1 eff.) Armour: +3 Fatigue: -3% Damage when hit (Melee): 8 nature Changes stats: +3 Mag / +3 Wil Changes damage: +3% nature Critical mult.: +20.00% Maximum encumbrance: +26 Physical save: +7 (+1 eff.) Mental save: +18 (+3 eff.) Hate when firing a critical mind attack: +3.00 Spellpower: +4 (+1 eff.) It can be used to blink to a nearby random location (rad 8), putting all charms on cooldown for 10 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Press to compare |
pair of iron boots 'Ce'Nyrin' (0 def, 8 armour) pair of iron boots 'Ce'Nyrin' (0 def, 8 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +8 Fatigue: +2% Changes stats: +3 Str / +2 Con Changes resistances: +6% cold / +3% temporal / +5% arcane / +3% darkness Silence immunity: +5% Pinning immunity: +5% Knockback immunity: +5% Stamina each turn: +0.40 Only die when reaching: -40.00 life Maximum stamina: +14.00 Infravision radius: +2 It can be used to activate talent Rush, placing all other charms into a 10 cooldown : Effective talent level: 3.0 Power cost: 10 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Press to compare |
restful rough leather gloves (0 def, 1 armour) restful rough leather gloves (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Life regen: +1.00 Stamina each turn: +0.60 Maximum stamina: +11.00 When used to modify unarmed attacks: Base power: 6.5 - 7.2 Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 100% When this weapon hits: Slumber (10% chance level 1). Attackspeed is 100% for non-Brawlers! Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
Aleduzor the iron gauntlets (0 def, 5 armour) Aleduzor the iron gauntlets (0 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +7 (+1 eff.) Physical power: +8 (+1 eff.) Armour: +5 Damage (Melee): 6 arcane / 8 light Changes stats: +3 Str / +7 Mag / +5 Wil / +4 Cun / +2 Con Changes resistances: +13% darkness / +13% light / +5% arcane / +3% mind / +12% nature Changes damage: +5% light Physical save: +34 (+7 eff.) Spell save: +4 (+1 eff.) Mental save: +5 (+1 eff.) Disease immunity: +5% Silence immunity: +15% Disarm immunity: +26% Pinning immunity: +5% Knockback immunity: +10% Infravision radius: +3 When used to modify unarmed attacks: Base power: 16.5 - 23.1 Uses stats: 40% Cun, 40% Mag, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +6 Armour Penetration: +3 Physical crit. chance: +7.0% Attack speed: 83% 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 1). On weapon hit: * 7% chance to blind Damage (Melee): +9 darkness / +9 physical / +7 arcane Burst (radius 2) on crit: +17 light / +18 darkness It can be used to activate talent Track, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 41 for 5 turns. The radius will increase with your Cunning. Attackspeed is 100% for non-Brawlers! Metal gloves protecting the hands up to the middle of the lower arm. Press to compare |
naturalist's iron gauntlets of strength (+3) (0 def, 1 armour) naturalist's iron gauntlets of strength (+3) (0 def, 1 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +1 Damage (Melee): 5 nature Changes stats: +3 Str Changes resistances: +5% nature Changes damage: +3% nature When used to modify unarmed attacks: Base power: 13.5 - 18.9 Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.0% Attack speed: 83% When this weapon hits: Poison Breath (10% chance level 1). Burst (radius 2) on crit: +5 nature Attackspeed is 100% for non-Brawlers! Metal gloves protecting the hands up to the middle of the lower arm. Press to compare |
Isotira the linen wizard hat (1 def, 0 armour) Isotira the linen wizard hat (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Cun / +2 Wil Changes resistances: +18% darkness / +11% temporal Changes resistances penetration: +5% arcane Changes damage: +3% blight / +11% temporal / +12% darkness Critical mult.: +10.00% Spell save: +3 (+1 eff.) Mental save: +13 (+2 eff.) Confusion immunity: -20% Fear immunity: -20% Vim when firing critical spell: +2.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +2% Mental crit. chance: +5% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% It can be used to activate talent Hateful Whisper, placing all other charms into a 6 cooldown : Effective talent level: 3.0 Power cost: 6 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 221 mind damage and feed you 2 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 2.4. Every victim of the whisper has a 26% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... Press to compare |
grounding linen wizard hat (1 def, 0 armour) grounding linen wizard hat (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +5% lightning / +6% temporal A pointy cloth hat, very wizardly... Press to compare |
grounding linen wizard hat of corrosion (+16%) (1 def, 0 armour) grounding linen wizard hat of corrosion (+16%) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +16% acid / +5% temporal / +6% lightning Changes damage: +11% acid A pointy cloth hat, very wizardly... Press to compare |
rough leather cap 'Emyyath' (9 def, 6 armour) rough leather cap 'Emyyath' (9 def, 6 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +6 Defense: +9 (+2 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +1% Effects on melee hit: * 15% chance to corrode armour Changes stats: +1 Str / +2 Con Changes resistances: +10% blight / +3% fire / +7% darkness / +2% all Changes resistances penetration: +5% acid Reduces incoming crit damage: 5.00% Physical save: +29 (+6 eff.) Spell save: +6 (+1 eff.) Mental save: +13 (+2 eff.) Teleport immunity: +10% It can be used to activate talent Circle of Sanctity, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 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 6 turns. A cap made of leather. Press to compare |
Kirorath the Lightningknight (0 def, 10 armour) Kirorath the Lightningknight (0 def, 10 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Physical crit. chance: +3.0% Physical power: +4 (+1 eff.) Armour: +10 Fatigue: +5% Damage when hit (Melee): 12 lightning Changes stats: +7 Str / +13 Dex / +4 Cun Changes resistances: +12% acid / +30% darkness / +28% blight / +15% fire / +15% lightning / +10% cold Maximum encumbrance: +50 Physical save: +41 (+8 eff.) Spell save: +28 (+6 eff.) Mental save: +29 (+5 eff.) Stamina each turn: +0.40 Infravision radius: +4 Healing mod.: +15% It can be used to activate talent Circle of Sanctity, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 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 6 turns. A cap made of leather. Press to compare |
Coalguile (4 def, 5 armour) Coalguile (4 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +5% Damage when hit (Melee): 6 physical Changes stats: +9 Str / +2 Dex / +2 Wil / +2 Cun / +8 Con Changes resistances: +18% cold / -19% light / +3% darkness Allows you to breathe in: water Reduces incoming crit damage: 5.00% Physical save: +7 (+1 eff.) Spell save: +3 (+1 eff.) Mental save: +14 (+2 eff.) Disease immunity: +20% Life regen: +1.90 Light radius: +1 Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +27% It can be used to activate talent Skullcracker, placing all other charms into a 8 cooldown : Effective talent level: 3.0 Power cost: 8 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 2968.9 Physical damage. If the attack hits, the target is confused (44% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
Decayed Visage (0 def, 0 armour) Decayed Visage (0 def, 0 armour)Requires: - Magic 25 - Willpower 20 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 10 vim draining blight Changes stats: +5 Dex / +5 Mag / +4 Wil Changes resistances: +9% darkness Changes damage: +15% blight / +7% arcane Physical save: +6 (+1 eff.) Maximum vim: +25.00 Spell crit. chance: +2% It can be used to activate talent Vimsense (costing 10 power out of 45/45) : Effective talent level: 2.0 Power cost: 10 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 29%, but also make them aware of you. The resistance reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. Press to compare |
4 agate 4 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. |
7 spinel 7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 ametrine 5 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine 6 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. |
5 zircon 5 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. |
aquamarine 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. |
2 opal 2 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 amethyst 2 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. |
2 onyx 2 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. |
emerald 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. |
garnet 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. |
quartz 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. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
703 alchemist agate 703 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. Press to compare |
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. Press to compare |
scorching brass lantern scorching brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 11 fire Changes resistances: +5% fire 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. Press to compare |
void-walker's brass lantern void-walker's brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +5% cold / +5% temporal Light radius: +2 Defense after a teleport: +11 Resist all after a teleport: +11% New effects duration reduction after a teleport: +11% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. Press to compare |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 6 (based on Magic) detrimental mental effects, costing 16 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. Press to compare |
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 (128 power, based on Willpower), costing 4 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. Press to compare |
Yvaldata (dig speed 14 turns) Yvaldata (dig speed 14 turns)Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +6 Fatigue: -5% Changes stats: +5 Str Changes resistances: +9% mind / +6% lightning Changes damage: +6% mind / +7% fire Spell save: +18 (+4 eff.) Mental save: +6 (+1 eff.) Poison immunity: +15% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% When carried: Talent granted: +1 Dig It can be used to activate talent Perfect Strike, placing all other charms into a 11 cooldown : Effective talent level: 4.0 Power cost: 11 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. Press to compare |
Elenyregodur the Demonreek (dig speed 4 turns) Elenyregodur the Demonreek (dig speed 4 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +7 Physical power: +17 (+2 eff.) Effects on melee hit: * 15% chance to inflict damage reduction Changes stats: +3 Str / +5 Dex Changes resistances: +12% nature / +9% darkness Changes damage: +7% nature Grants telepathy: Humanoid/Orc Critical mult.: +28.00% Physical save: +10 (+2 eff.) Spell save: +14 (+3 eff.) Mental save: +20 (+3 eff.) Maximum life: +126.00 Maximum stamina: +24.00 Mindpower: +8 (+2 eff.) Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
Shard of Crystalized Time Shard of Crystalized TimePowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +4 Wil / +2 Con Changes damage: +7% temporal Reduces paradox anomalies(equivalent to willpower): +10 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. Press to compare |
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. |
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. |
Rod of Recall (5/5) Rod of Recall (5/5)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 79 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Silesetta the Boltquake [power 16] (8 cooldown) Silesetta the Boltquake [power 16] (8 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 1 When wielded/worn: Effects on melee hit: * 40% chance to daze Damage when hit (Melee): 12 arcane Maximum wards: +2 acid / +2 nature / +2 light Changes resistances penetration: +5% lightning Changes damage: +6% arcane / +6% lightning Talents granted: +2 Lay Web +1 Ward It can be used to harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30%, putting all charms on cooldown for 8 turns. When used: 100% chance to regenerate 2 stamina. Natural totems are made by powerful wilders to store nature power. Press to compare |
Achievements
By Azure Zen the Cornac Temporal Warden level 31
7th Mirth 122nd year of Ascendancy at 04:13 see stats
By Azure Zen the Cornac Temporal Warden level 10
77th Pyre 122nd year of Ascendancy at 14:09 see stats
By Azure Zen the Cornac Temporal Warden level 20
2nd Mirth 122nd year of Ascendancy at 23:13 see stats
By Azure Zen the Cornac Temporal Warden level 30
6th Mirth 122nd year of Ascendancy at 21:50 see stats
By Azure Zen the Cornac Temporal Warden level 40
7th Mirth 122nd year of Ascendancy at 20:49 see stats
By Azure Zen the Cornac Temporal Warden level 50
7th Flare 122nd year of Ascendancy at 16:00 see stats
By Azure Zen the Cornac Temporal Warden level 82
7th Dusk 122nd year of Ascendancy at 20:26 see stats
By Azure Zen the Cornac Temporal Warden level 55
2nd Dusk 122nd year of Ascendancy at 04:34 see stats
By Azure Zen the Cornac Temporal Warden level 58
6th Dusk 122nd year of Ascendancy at 03:10 see stats
By Azure Zen the Cornac Temporal Warden level 55
8th Flare 122nd year of Ascendancy at 05:35 see stats
By Azure Zen the Cornac Temporal Warden level 40
8th Mirth 122nd year of Ascendancy at 04:24 see stats
By Azure Zen the Cornac Temporal Warden level 13
78th Pyre 122nd year of Ascendancy at 12:21 see stats
Log
Azure Zen's temporal clone performs a melee critical strike against Rogue!
Ivowyn the dremling resists the stun!
Thief loses sight!
You feel a surge of power as a powerful creature falls nearby.
Azure Zen's Shoot hits Rogue for 6 acid, 27 fire, 9 arcane, 8 arcane, 6 acid (56 total damage).
Azure Zen's Shoot hits Ivowyn the dremling for 1362 physical, 33 temporal, 41 darkness, 44 acid, 19 physical, 3 physical, , 10 blight, , 4 mind, 12 cold, 4 acid, 32 fire, 9 arcane, 7 arcane, 4 acid, 99 temporal (1682 total damage).
Azure Zen's temporal clone hits Rogue for 1034 physical damage.
Azure Zen's temporal clone hits Rogue for 109 physical, 48 temporal, 54 physical, 8 physical (219 total damage).
Azure Zen's temporal clone hits Thief for 109 physical, 48 temporal, 54 physical, 8 physical (219 total damage).
Azure Zen's temporal clone hits Ivowyn the dremling for 103 physical, 11 fire, 35 temporal, 51 physical, 8 physical (209 total damage).
Azure Zen's temporal clone killed Rogue!
Polalelle the warg howls
Ivowyn the dremling's light area effect hits Azure Zen for 22 light damage.
Salydhessra the dire wolf casts Curse of Impotence.
Salydhessra the dire wolf converts some damage to Psi!
Bleeding from Azure Zen hits Ivowyn the dremling for 9 physical damage.
Something hits Salydhessra the dire wolf for 1 to psi, 1 nature (2 total damage).
Insidious Poison from Rogue hits Azure Zen for 15 nature damage.
Ivowyn the dremling casts Healing Light.
Ivowyn the dremling's spell attains critical power!
Ivowyn the dremling receives 674 healing.
Azure Zen is no longer poisoned.
Azure Zen stops spinning fate.
Azure Zen deactivates Weapon Folding.
Azure Zen deactivates Contingency.
Azure Zen deactivates Chant of Resistance.
Azure Zen is less impervious to physical effects.
Azure Zen deactivates Phase Pulse.
Azure Zen stops weaving fate.