![](/images/donator-tiles/custom-tiles/Izayoi.png)
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 Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch 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. 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. Steamtech UI 1.1.4 Items Vault 1.3.0Donators/Buyers bonus! 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. Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. 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 | Doombringer |
Level / Exp | 200 / 3368% |
Size | gargantuan |
Lifes / Deaths | Killed by Rainbow Paradox at level 200 on the 56th Dusk 122nd year of Ascendancy at 09:07 5 / 3Killed by Emeluriavea the sandworm at level 200 on the 78th Dusk 122nd year of Ascendancy at 09:32 Killed by Emeluriavea the sandworm at level 200 on the 78th Dusk 122nd year of Ascendancy at 11:02 |
Primary Stats
Strength | 466 (base 210) |
Dexterity | 232 (base 14) |
Constitution | 398 (base 210) |
Magic | 357 (base 210) |
Willpower | 337 (base 100) |
Cunning | 374 (base 27) |
Resources
Life | -13639/15654 |
Positive | 0/627 |
Stamina | 1726/1726 |
Vim | 646/863 |
Healing Factor | 2.5 |
Regeneration | 151.35550226198 |
Speed
Mental | +20% |
Attack | 0% |
Movement | +55% |
Spell | 0% |
Global | +160.83330731857% |
Vision
Sight | 10 |
Lite | 32 |
Infravision | 38 |
See Stealth | 50 |
See Invisible | 39 |
Offense: Mainhand
Damage | 2560 |
Accuracy | 182 |
Crit Chance | 540% |
APR | 294 |
Speed | 0.58 |
Offense: Spell
Spellpower | 160.66666666667 |
Crit Chance | 100% |
Speed | 1 |
Cooldown Reduction | 20 |
Offense: Mind
Mindpower | 176.5 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
All | +37% |
Offense: Damage Penetration
All | +72% |
Defense: Base
Armour (hardiness) | 463.39047666059 (100%) |
Defense | 50.878524557052 |
Ranged Defense | 54.878524557052 |
Fatigue | 0 |
Physical Save | 181.9625 |
Spell Save | 171.125 |
Mental Save | 168.45277777778 |
Defense: Resistances
All | +106%( 83%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Poison Resistance | 14% |
Blind Resistance | 43% |
Silence Resistance | 50% |
Bleed Resistance | 5% |
Teleport Resistance | 0% |
Disarm Resistance | 100% |
Pinning Resistance | 50% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
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: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 2094 life over 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1603 damage for 8 turns. Its effects scale with your Constitution stat. |
Class Talents
Technique / Combat techniques | 1.10 |
| 20/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Shadowflame | 1.30 |
| 20/5 |
| 1/5 |
| 20/5 |
| 20/5 |
Corruption / Torture | 1.61 |
| 20/5 |
| 20/5 |
| 1/5 |
| 20/5 |
Technique / Combat veteran | 1.50 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Corruption / Heart of Fire | 1.40 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Corruption / Fearfire | 1.30 |
| 20/5 |
| 20/5 |
| 5/5 |
| 6/5 |
Corruption / Wrath | 1.50 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Corruption / Brutality | 1.50 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Generic Talents
Corruption / Demonic strength | 1.50 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Technique / Combat training | 1.90 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
| 0/5 |
Corruption / Oppression | 1.40 |
| 20/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 0.80 |
| 14/5 |
| 14/5 |
| 1/5 |
| 1/5 |
Celestial / Chants | 0.80 |
| 1/5 |
| 20/5 |
| 20/5 |
| 0/5 |
Cunning / Survival | 1.30 |
| 20/5 |
| 20/5 |
| 20/5 |
| 0/5 |
Corruption / Hexes | 1.10 |
| 20/5 |
| 20/5 |
| 20/5 |
| 20/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Flame of Urh'Rok |
talent | Abyssal Shield |
talent | Horrifying Blows |
talent | Share the Pain |
talent | Eternal Suffering |
talent | Chant of Resistance |
detrimental effect | The target is under a malign influence. All resists have been lowered by 30%. Maligned |
beneficial effect | The target assumes the form of a powerful demon. Destroyer |
beneficial effect | Turn into a wraith, passing through walls (but not natural obstacles), granting 55 defense and 41 armour. Wraithform |
detrimental effect | The target glows in the light, reducing its stealth and invisibility power by 1045, defense by 351 and looses all evasion bonus from being unseen. Illumination |
beneficial effect | The target is attracting all toward it, also dealing fire, light and physical damage each turn.. Irresistible Sun |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by Forgery of Haze (elder vampire). Escort: injured seer (level 3 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Dexterity by +1. | done |
You failed to protect the lone alchemist from death by Lisolema the storm drake hatchling. Escort: lone alchemist (level 3 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 8 of Dreadfell. Escort: lone alchemist (level 8 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 4 of Old Forest. Escort: lost anorithil (level 4 of Old Forest)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You 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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 3258. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
Equipment
On feet | pair of voratun boots 'Mayolewe' (48 def, 5 armour) pair of voratun boots 'Mayolewe' (48 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +26 Physical crit. chance: +17.0% Physical power: +18 (+2 eff.) Armour: +5 Defense: +48 (+14 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: -26% Damage when hit (Melee): 8 blight Changes stats: +4 Str / +28 Mag / +13 Wil / +22 Cun / +26 Con Changes resistances: +30% temporal / +30% darkness / +12% fire Changes resistances penetration: +15% physical / +19% temporal / +20% darkness / +15% mind Changes damage: +10% acid / +9% arcane / +10% blight Maximum encumbrance: +148 Physical save: +151 (+15 eff.) Spell save: +20 (+2 eff.) Mental save: +94 (+10 eff.) Disease immunity: +36% Silence immunity: +50% Confusion immunity: +80% Stun/Freeze immunity: +50% Stamina each turn: +1.20 Mana each turn: +0.58 Mana when firing critical spell: +2.00 Only die when reaching: -40.00 life Maximum mana: +57.00 Maximum stamina: +39.00 Spellpower: +10 (+1 eff.) Spell crit. chance: +9% Lowers spell cool-downs by: 10% Defense after a teleport: +30 Resist all after a teleport: +19% New effects duration reduction after a teleport: +30% It can be used to blink to a nearby random location (rad 46), putting all charms on cooldown for 6 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 |
Quiver | Ebonyblow (288/288, 109-152.6 power, 41 apr) Ebonyblow (288/288, 109-152.6 power, 41 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: 109.0 - 152.6 Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +41 Physical crit. chance: +77.5% Capacity: 288 Turns elapse between self-loadings: -2 On weapon hit: * 40% chance to gain 10% of a turn * 25% chance for lightning to arc to a second target * 10% chance to stun, blind, pin, or confuse the target * 20% chance to torment the target * 25% chance to put talents on cooldown On weapon crit: * wounds the target * cripple the target Travel speed: +200% Damage (Ranged): +17 lightning / +70 temporal / +33 darkness / +60 physical / +32 blight / +29 bleed / +15 mind / +17 light Burst (radius 1) on hit: +4 darkness Burst (radius 2) on crit: +12 temporal / +12 arcane / +8 darkness Damage against: +25% Undead When wielded/worn: Ammo reloads per turn: +5 Arrows are used with bows to pierce your foes to death. Press to compare |
Light source | Korolavor KorolavorPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +64 Physical crit. chance: +5.0% Physical power: +10 (+1 eff.) Defense: +39 (+12 eff.) Damage when hit (Melee): 27 fire Changes stats: +5 Dex / +20 Wil Changes resistances: +10% temporal / +9% cold / +12% light / +9% fire Changes resistances penetration: +10% arcane / +72% all Changes damage: +3% temporal / +15% darkness / +6% blight / +15% arcane / +29% mind Damage affinity(heal): +5% darkness Critical mult.: +25.00% Reduces incoming crit damage: 15.00% Physical save: +90 (+9 eff.) Spell save: +55 (+6 eff.) Mental save: +98 (+11 eff.) Blindness immunity: +43% Confusion immunity: +25% Mana when firing critical spell: +3.00 Maximum vim: +10.00 Spell crit. chance: +2% Mindpower: +23 (+3 eff.) Mental crit. chance: +21% Light radius: +30 Infravision radius: +5 See stealth: +50 See invisible: +39 Healing mod.: +46% Defense after a teleport: +40 Resist all after a teleport: +28% New effects duration reduction after a teleport: +70% It can be used to activate talent Track, placing all other charms into a 10 cooldown : Effective talent level: 4.0 Power cost: 10 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 91 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. Press to compare |
On head | Drilar the voratun helm (40 def, 13 armour) Drilar the voratun helm (40 def, 13 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +42 (+4 eff.) Physical crit. chance: +8.0% Physical power: +6 (+0 eff.) Armour: +13 Defense: +40 (+12 eff.) Fatigue: +5% Effects when hit in melee: * 55% chance to gain 10% of a turn Damage when hit (Melee): 4 arcane Changes stats: +43 Str / +18 Dex / +29 Wil / +27 Cun / +32 Con / +17 Lck Changes resistances: +15% acid / +14% lightning / +45% cold / +41% blight / +45% fire / +41% nature / +5% all Changes resistances penetration: +15% blight / +10% physical / +20% mind Changes damage: +3% mind / +6% physical Allows you to breathe in: water Physical save: +58 (+6 eff.) Spell save: +28 (+3 eff.) Mental save: +95 (+11 eff.) Life regen: +0.20 Stamina each turn: +0.40 Maximum life: +284.00 Spell crit. chance: +8% Mindpower: +4 (+0 eff.) Mental crit. chance: +9% Healing mod.: +82% It can be used to activate talent Battle Cry, placing all other charms into a 7 cooldown : Effective talent level: 2.0 Power cost: 7 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
Tool | voratun pickaxe 'Woeserpent' (dig speed 1 turns) voratun pickaxe 'Woeserpent' (dig speed 1 turns)Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +20 (+2 eff.) Armour penetration: +25 Physical crit. chance: +29.0% Physical power: +28 (+2 eff.) Armour: +9 Defense: +16 (+5 eff.) Fatigue: -46% Damage when hit (Melee): 16 darkness Changes stats: +48 Str / +22 Dex / +22 Mag / +20 Wil / +11 Cun Changes resistances: +20% physical / +10% darkness / +10% fire Changes resistances penetration: +10% arcane / +25% physical Changes damage: +15% fire / +15% mind / +6% arcane Reduces incoming crit damage: 10.00% Mental save: +14 (+2 eff.) Stamina each turn: +0.40 Only die when reaching: -40.00 life Maximum mana: +213.00 Spell crit. chance: +39% Lowers spell cool-downs by: 10% Mental crit. chance: +30% Infravision radius: +11 Movement speed: +30% When carried: Talent granted: +1 Dig It can be used to activate talent Perfect Strike, placing all other charms into a 6 cooldown : Effective talent level: 3.3 Power cost: 6 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +77 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. Press to compare |
On fingers | Cyradheba CyradhebaPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +29 (+3 eff.) Physical power: +69 (+6 eff.) Armour: +38 Defense: +14 (+5 eff.) Fatigue: -8% Effects on melee hit: * 39% chance to cause random gloom Damage (Melee): 49 bleed Effects on ranged hit: * 40% chance to cause random gloom Damage (Ranged): 47 bleed Damage when hit (Melee): 16 mind / 12 physical Changes stats: +21 Str / +12 Dex / +45 Mag / +38 Wil / +52 Cun / +6 Con Changes resistances: +4% physical Changes damage: +16% all Critical mult.: +3.00% Maximum encumbrance: +30 Physical save: +37 (+4 eff.) Spell save: +56 (+6 eff.) Mental save: +50 (+6 eff.) Confusion immunity: +45% Stun/Freeze immunity: +50% Life regen: +4.50 Stamina each turn: +1.20 Hate when firing a critical mind attack: +6.00 Only die when reaching: -80.00 life Maximum stamina: +39.00 Maximum hate: +30.00 Spellpower: +151 (+17 eff.) Mindpower: +83 (+9 eff.) Movement speed: +25% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 10 cooldown : Effective talent level: 2.2 Power cost: 10 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 25% for 5 turns. Rings can have magical properties. Press to compare |
On fingers | Veluwyn the Eclipsegrit Veluwyn the EclipsegritInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +43 (+4 eff.) Physical power: +84 (+7 eff.) Armour: +6 Fatigue: -20% Effects on melee hit: * 20% chance to gain 10% of a turn * 60% chance to cause random gloom * 30% chance to inflict damage reduction Damage (Melee): 65 bleed Effects on ranged hit: * 54% chance to cause random gloom Damage (Ranged): 74 bleed Damage when hit (Melee): 12 temporal Changes stats: +30 Str / +30 Dex / +23 Wil / +80 Cun / +38 Con Changes resistances: +40% nature / +3% physical Changes damage: +29% nature / +16% all Maximum encumbrance: +71 Physical save: +23 (+2 eff.) Spell save: +20 (+2 eff.) Mental save: +9 (+1 eff.) Cut immunity: +5% Disarm immunity: +46% Pinning immunity: +50% Stun/Freeze immunity: +10% Knockback immunity: +38% Life regen: +5.90 Hate when firing a critical mind attack: +9.00 Only die when reaching: -40.00 life Maximum life: +316.00 Maximum hate: +41.00 Spellpower: +40 (+4 eff.) Mindpower: +85 (+9 eff.) Healing mod.: +84% 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 Bleeding Edge, placing all other charms into a 5 cooldown : Effective talent level: 3.0 Power cost: 5 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 38%. Rings can have magical properties. Press to compare |
Around waist | Noonstalker NoonstalkerPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour penetration: +3 Physical crit. chance: +56.0% Physical power: +12 (+1 eff.) Armour: +15 Defense: +11 (+4 eff.) Fatigue: -10% Effects on melee hit: * 66% chance to blind Changes stats: +44 Dex / +6 Mag / +12 Wil / +40 Cun / +30 Lck Changes resistances: +10% acid / +30% light / +30% darkness / +25% fire / +25% cold / +10% lightning Changes resistances penetration: +39% physical Changes damage: +3% arcane / +48% physical Reduced damage from: +82% Summoned Reduces incoming crit damage: 15.00% Trap disarming bonus: +87 Stealth bonus: +42 Maximum encumbrance: +90 Physical save: +37 (+4 eff.) Spell save: +15 (+2 eff.) Mental save: +14 (+2 eff.) Life regen: +0.20 Stamina each turn: +0.20 Only die when reaching: -100.00 life Maximum life: +110.00 Spell crit. chance: +6% Mindpower: +12 (+1 eff.) Mental crit. chance: +59% Infravision radius: +18 Healing mod.: +10% Size category: +1 A belt that goes around your waist. Press to compare |
In main hand | (Forged Item) Gunorerim (160.5-256.8 power, 4 apr) (Forged Item) Gunorerim (160.5-256.8 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 160.5 - 256.8 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc This weapon will act as a psionic focus. Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 143% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 11% chance to daze * 36% chance to disease * 15% chance to cause random gloom * 36% chance to inflict damage reduction * 25% chance for lightning to arc to a second target On weapon crit: * splashes the target with acid Damage (Melee): +28 lightning / +8 temporal / +36 darkness / +8 nature / +8 acid / +32 blight / +24 mind Burst (radius 1) on hit: +39 fire Burst (radius 2) on crit: +10 ice / +8 fire Damage against: +36% Living When wielded/worn: Accuracy: +56 (+6 eff.) Armour penetration: +79 Physical crit. chance: +200.0% Physical power: +81 (+7 eff.) Armour: +7 Defense: +18 (+6 eff.) Ranged Defense: +4 (+1 eff.) Changes stats: +4 Str / +16 Dex / +2 Mag / +5 Wil / +5 Cun / +12 Con Changes resistances: +3% cold / +5% arcane / +8% all Changes resistances penetration: +47% acid / +34% physical / +28% darkness / +55% lightning / +28% mind / +55% fire / +14% nature / +55% cold Changes damage: +12% arcane / +21% physical Critical mult.: +91.00% Spell save: +47 (+5 eff.) Disease immunity: +64% Disarm immunity: +100% Stun/Freeze immunity: +10% Stamina when hit: +0.90 Spellpower on spell critical (stacks up to 3 times): +6 Only die when reaching: -40.00 life Maximum stamina: +20.00 Spellpower: +12 (+1 eff.) Global speed: +2% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 2 turns. Massive two-handed swords. Press to compare |
On hands | dwarven-steel gauntlets 'Flarewar' (0 def, 19 armour) dwarven-steel gauntlets 'Flarewar' (0 def, 19 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 3 When wielded/worn: Accuracy: +32 (+3 eff.) Armour penetration: +31 Physical crit. chance: +14.0% Armour: +19 Armour Hardiness: +11% Effects on melee hit: * 57% chance to cause random gloom Damage (Melee): 32 blight / 13 temporal / 75 darkness / 78 mind Damage (Ranged): 11 temporal Damage when hit (Melee): 8 acid / 8 mind / 12 arcane Changes stats: +4 Str / +23 Dex / +8 Mag / +31 Cun / +14 Con Changes resistances: +9% physical / +16% light / +24% blight / +15% darkness / +9% arcane / +11% temporal Changes damage: +23% blight / +8% temporal / +6% arcane / +6% fire Talent cooldown: Double Strike (-1 turn) Critical mult.: +16.00% Physical save: +41 (+4 eff.) Spell save: +8 (+1 eff.) Mental save: +30 (+3 eff.) Disarm immunity: +67% Life regen: +6.80 Stamina each turn: +4.00 Mana each turn: +0.28 Maximum life: +52.00 Maximum stamina: +82.00 Maximum psi: +10.00 Spellpower: +12 (+1 eff.) Spell crit. chance: +20% Mindpower: +21 (+2 eff.) Mental crit. chance: +14% Infravision radius: +4 When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +49 Armour Penetration: +32 Physical crit. chance: +28.0% Attack speed: 83% When this weapon hits: Elemental bolt (10% chance level 3). When this weapon hits: Reproach (30% chance level 3). When this weapon hits: Perfect Strike (45% chance level 3). When this weapon hits: Stone Touch (5% chance level 3). When this weapon hits: Soul Rot (60% chance level 3). When this weapon hits: Set Up (10% chance level 3). When this weapon hits: Slumber (30% chance level 3). When this weapon hits: Battle Shout (10% chance level 3). When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Perfect Control (10% chance level 3). When this weapon crits: Cripple (20% chance level 3). On weapon hit: * 10% chance to gain 10% of a turn Damage (Melee): +12 fire / +13 physical / +13 arcane Burst (radius 1) on hit: +4 mind Burst (radius 2) on crit: +30 blight / +16 mind / +63 light / +68 darkness It can be used to activate talent Starfall, placing all other charms into a 5 cooldown : Effective talent level: 1.0 Power cost: 5 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 356.21 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! Metal gloves protecting the hands up to the middle of the lower arm. Press to compare |
Main armor | Airblow (37 def, 109 armour) Airblow (37 def, 109 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +109 Defense: +37 (+12 eff.) Fatigue: +16% Effects on melee hit: * 15% chance to corrode armour Damage when hit (Melee): 8 lightning / 8 fire / 26 light / 8 mind Changes stats: +23 Str / +21 Wil / +20 Cun / +24 Con Changes resistances: +109% acid / +40% physical / +54% darkness / +102% fire / +58% blight / +151% cold / +3% mind / +50% lightning Changes resistances penetration: +15% lightning / +25% mind / +20% acid Changes damage: +9% mind Talent cooldown: Rush (-10 turns) Allows you to breathe in: water Physical save: +15 (+2 eff.) Mental save: +66 (+7 eff.) Disarm immunity: +75% Stun/Freeze immunity: +80% Knockback immunity: +74% Life regen: +4.00 Maximum life: +288.00 Light radius: +4 Healing mod.: +30% A suit of armour made of metal plates. Press to compare |
Cloak | elven-silk cloak 'Elitha' (39 def, 8 armour) elven-silk cloak 'Elitha' (39 def, 8 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +33 (+3 eff.) Armour penetration: +32 Armour: +8 Defense: +39 (+12 eff.) Fatigue: -2% Damage when hit (Melee): 8 acid Changes stats: +23 Str / +28 Dex / +12 Mag / +40 Wil / +48 Cun / +18 Con Changes resistances: +1% physical / +44% darkness / +6% blight / +24% fire / +24% light Changes resistances penetration: +10% acid / +30% darkness / +15% arcane Changes damage: +3% blight / +50% darkness / +15% arcane Talent mastery: +0.40 Technique / Combat training Critical mult.: +52.00% Reduces incoming crit damage: 5.00% Stealth bonus: +80 Maximum encumbrance: +30 Physical save: +88 (+9 eff.) Spell save: +18 (+2 eff.) Mental save: +37 (+4 eff.) Life regen: +0.20 Stamina each turn: +1.50 Mana each turn: -0.49 Only die when reaching: -50.00 life Maximum life: +140.00 Maximum mana: +248.00 Maximum stamina: +15.00 Spellpower: +10 (+1 eff.) Spell crit. chance: +5% Mental crit. chance: +40% 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 | (Forged Item) Aeriyarin (Forged Item) AeriyarinPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 Base power: 7.0 - 7.7 Uses stats: 30% Wil, 50% Mag Damage type: Physical Attack speed: -1000% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 8% chance to disease * 25% chance for lightning to arc to a second target On weapon crit: * cripple the target Damage (Melee): +8 lightning / +8 mind / +8 blight Burst (radius 2) on crit: +8 ice / +8 fire When wielded/worn: Accuracy: +41 (+4 eff.) Armour penetration: +30 Physical crit. chance: +31.0% Physical power: +41 (+3 eff.) Armour: +23 Defense: +30 (+10 eff.) Fatigue: -24% Effects on melee hit: * 60% chance to gain 10% of a turn Damage (Melee): 15 darkness / 14 light Effects when hit in melee: * 15% chance to inflict damage reduction * 15% chance to blind Damage when hit (Melee): 4 arcane Changes stats: +16 Str / +19 Dex / +16 Mag / +16 Wil / +11 Cun / +18 Con Changes resistances: +37% lightning / +15% physical / +5% arcane / +3% mind / +7% blight / +94% fire / +24% nature / +9% temporal Changes resistances cap: +13% all Changes resistances penetration: +7% fire / +7% cold / +5% arcane / +7% physical Changes damage: +5% lightning / +16% temporal / +30% light / +47% fire / +12% nature / +5% all / +5% acid / +43% physical / +12% mind / +30% blight / +5% cold / +18% arcane / +31% darkness Talent mastery: +0.31 Corruption / Torture Critical mult.: +91.00% Physical save: +69 (+7 eff.) Spell save: +32 (+4 eff.) Mental save: +32 (+4 eff.) Poison immunity: +14% Disease immunity: +27% Disarm immunity: +26% Confusion immunity: +13% Stun/Freeze immunity: +100% Life regen: +12.80 Stamina each turn: +1.20 Mana each turn: +0.19 Spellpower on spell critical (stacks up to 3 times): +3 Maximum life: +51.00 Maximum mana: +27.00 Maximum stamina: +16.00 Spellpower: +53 (+6 eff.) Spell crit. chance: +16% Mindpower: +22 (+2 eff.) Global speed: +2% Combat speed: +20% Healing mod.: +14% It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 2 turns. Amulets can have magical properties. Press to compare |
Inventory
shielding rune of the warrior (absorb 1802 for 6 turns) shielding rune of the warrior (absorb 1802 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1802 damage for 6 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare |
Rune of the Rift (1498.00 temporal damage, removed from time 4 turns) Rune of the Rift (1498.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 2456.72 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Siliriarin the copper amulet Siliriarin the copper amuletInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +12 (+1 eff.) Armour penetration: +10 Physical crit. chance: +8.0% Physical power: +6 (+0 eff.) Armour: +4 Defense: +5 (+2 eff.) Changes stats: +12 Str / +12 Dex / +20 Wil / +19 Con Changes resistances: +14% light / +42% temporal / +14% darkness / +9% arcane / +9% fire / +6% cold / +6% nature / +1% physical Changes resistances cap: +3% all Changes damage: +6% mind / +6% physical Critical mult.: +24.00% Reduces incoming crit damage: 10.00% Physical save: +90 (+9 eff.) Spell save: +13 (+1 eff.) Mental save: +86 (+10 eff.) Blindness immunity: +26% Confusion immunity: +72% Pinning immunity: +78% Knockback immunity: +77% Teleport immunity: +30% Life regen: +5.20 Maximum life: +196.00 Mindpower: +28 (+3 eff.) Combat speed: +10% Amulets can have magical properties. Press to compare |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... Press to compare |
copper amulet 'Bethylle' copper amulet 'Bethylle'Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +4 Defense: +7 (+2 eff.) Changes stats: +7 Lck Changes resistances: +11% fire / +6% darkness / +12% cold Spell save: +10 (+1 eff.) Pinning immunity: +5% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Reduce all damage from unseen attackers: 11% Amulets can have magical properties. Press to compare |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. Press to compare |
Choker of Dread Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+0 eff.) Blindness immunity: +100% Spellpower: +5 (+1 eff.) See invisible: +10 It can be used to summon an elder vampire to your side for 15 turns, costing 14 power out of 60/60. The evilness of undeath radiates from this amulet. Press to compare |
Mirror Shards Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 864 strength, based on Magic) for 5 turns, costing 6 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. Press to compare |
Poriwen the Crackleraze Poriwen the CracklerazePowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +26 (+3 eff.) Armour penetration: +11 Physical crit. chance: +6.0% Physical power: +8 (+1 eff.) Defense: +17 (+6 eff.) Fatigue: -16% Damage (Melee): 13 light / 9 darkness Effects when hit in melee: * 13% chance to inflict damage reduction * 13% chance to blind Damage when hit (Melee): 8 lightning / 16 physical Changes stats: +11 Str / +15 Dex / +10 Mag / +24 Wil / +9 Cun / +15 Con / +17 Lck Changes resistances: +26% lightning / +13% physical / +6% nature Changes damage: +7% acid / +11% light / +8% cold / +8% fire / +23% lightning / +13% darkness Talent mastery: +0.34 Corruption / Wrath Critical mult.: +21.00% Physical save: +17 (+2 eff.) Mental save: +39 (+4 eff.) Blindness immunity: +102% Confusion immunity: +66% Stun/Freeze immunity: +44% Life regen: +7.60 Stamina each turn: +2.20 Mana each turn: +0.50 Spellpower on spell critical (stacks up to 3 times): +6 Only die when reaching: -60.00 life Maximum life: +69.00 Maximum mana: +50.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Mindpower: +34 (+4 eff.) Infravision radius: +25 Sight radius: +6 See invisible: +35 Movement speed: +10% Reduce all damage from unseen attackers: 15% Amulets can have magical properties. Press to compare |
Zanudevor the stralite amulet Zanudevor the stralite amuletPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +16 (+2 eff.) Defense: +15 (+5 eff.) Fatigue: -26% Damage (Melee): 13 light / 13 darkness Effects when hit in melee: * 13% chance to inflict damage reduction * 11% chance to blind Damage when hit (Melee): 16 blight / 12 temporal Changes stats: +9 Dex / +6 Mag / +11 Wil / +8 Cun / +8 Con / +16 Lck Changes resistances: +26% mind / +48% light / +52% darkness Changes damage: +14% temporal / +20% light / +6% blight / +7% physical / +20% darkness Talent masteries: +0.34 Corruption / Brutality +0.34 Corruption / Hexes Critical mult.: +15.00% Physical save: +37 (+4 eff.) Spell save: +44 (+5 eff.) Mental save: +66 (+7 eff.) Blindness immunity: +111% Confusion immunity: +87% Life regen: +8.20 Stamina each turn: +1.30 Psi when hit: +0.08 Maximum mana: +40.00 Spellpower: +12 (+1 eff.) Spell crit. chance: +6% Mindpower: +26 (+3 eff.) Infravision radius: +8 Sight radius: +2 See invisible: +13 Movement speed: +10% Reduce all damage from unseen attackers: 18% Amulets can have magical properties. Press to compare |
Ereliladil the Thunderbreaker Ereliladil the ThunderbreakerPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +8 Physical crit. chance: +6.0% Physical power: +20 (+2 eff.) Fatigue: -27% Effects on melee hit: * 30% chance to daze Changes stats: +10 Str / +27 Dex / +24 Mag / +47 Wil / +22 Cun / +26 Con Changes resistances: +9% lightning / +15% physical / +12% mind Changes resistances penetration: +10% fire Changes damage: +16% lightning / +8% temporal / +6% darkness / +44% fire / +15% acid / +28% physical / +30% blight / +16% cold / +7% light Grants telepathy: Dragon Humanoid/Orc Talent masteries: +0.40 Technique / Combat veteran +0.40 Corruption / Hexes Critical mult.: +76.00% Physical save: +20 (+2 eff.) Mental save: +60 (+7 eff.) Cut immunity: +80% Confusion immunity: +100% Life regen: +10.10 Stamina each turn: +4.10 Mana each turn: +0.60 Psi when hit: +0.08 Spellpower on spell critical (stacks up to 3 times): +5 Maximum life: +78.00 Maximum mana: +60.00 Maximum hate: +8.00 Spellpower: +48 (+5 eff.) Spell crit. chance: +18% Mindpower: +62 (+7 eff.) Movement speed: +20% Combat speed: +20% Healing mod.: +30% It can be used to activate talent Heal, placing all other charms into a 9 cooldown : Effective talent level: 3.0 Power cost: 9 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 954 life. The life healed will increase with your Mindpower. Amulets can have magical properties. Press to compare |
Hanedil HanedilPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +22 (+2 eff.) Armour penetration: +18 Physical crit. chance: +12.0% Physical power: +6 (+0 eff.) Armour: +24 Defense: +36 (+11 eff.) Fatigue: -9% Damage (Melee): 30 light / 29 darkness Effects when hit in melee: * 30% chance to blind * 28% chance to inflict damage reduction Changes stats: +17 Str / +21 Dex / +12 Mag / +39 Wil Changes resistances: +30% lightning / +21% blight / +57% fire / +5% arcane / +58% cold Changes resistances cap: +21% all Changes resistances penetration: +10% physical Changes damage: +8% acid / +15% physical / +29% light / +28% darkness / +23% blight / +22% fire / +8% lightning / +8% cold Critical mult.: +58.00% Physical save: +95 (+10 eff.) Spell save: +25 (+3 eff.) Mental save: +44 (+5 eff.) Blindness immunity: +39% Confusion immunity: +47% Stun/Freeze immunity: +50% Life regen: +4.50 Mana each turn: +0.51 Spellpower on spell critical (stacks up to 3 times): +5 Maximum life: +40.00 Maximum mana: +60.00 Spellpower: +21 (+2 eff.) Spell crit. chance: +6% Mindpower: +30 (+3 eff.) Infravision radius: +10 Sight radius: +2 See invisible: +15 Amulets can have magical properties. Press to compare |
Zubibeth the Shocksnake Zubibeth the ShocksnakeInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +9 Str / +8 Dex / +8 Wil / +9 Con Changes resistances: +6% lightning / +12% physical / +36% light / +9% cold / +14% darkness Reduces incoming crit damage: 5.00% Physical save: +16 (+2 eff.) Blindness immunity: +46% Disease immunity: +10% Life regen: +2.80 Stamina each turn: +0.90 Maximum life: +59.00 Amulets can have magical properties. Press to compare |
Lisikira the Blazebraze Lisikira the BlazebrazeInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +37 (+3 eff.) Armour: +14 Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 9 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 8 bleed Damage when hit (Melee): 24 arcane Changes stats: +25 Str / +2 Mag / +2 Wil / +3 Cun / +26 Con Changes resistances: +24% acid Changes damage: +12% acid / +3% light / +9% blight / +3% lightning / +6% arcane / +10% all Critical mult.: +10.00% Physical save: +6 (+1 eff.) Spell save: +36 (+4 eff.) Stun/Freeze immunity: +26% Life regen: +1.90 Vim when firing critical spell: +1.00 Hate when firing a critical mind attack: +2.00 Maximum life: +52.00 Maximum stamina: +48.00 Maximum hate: +7.00 Spellpower: +17 (+2 eff.) Spell crit. chance: +5% Mindpower: +16 (+2 eff.) Healing mod.: +14% It can be used to activate talent Bleeding Edge, placing all other charms into a 5 cooldown : Effective talent level: 3.0 Power cost: 5 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 38%. Rings can have magical properties. Press to compare |
copper ring of the mountain (+10%) copper ring of the mountain (+10%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +10% physical Changes damage: +10% physical Rings can have magical properties. Press to compare |
Blackpanic BlackpanicPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +18 (+2 eff.) Effects on melee hit: * 12% chance to cause random gloom * 30% chance to inflict damage reduction Damage (Melee): 13 bleed Effects on ranged hit: * 14% chance to cause random gloom Damage (Ranged): 13 bleed Damage when hit (Melee): 16 acid Changes stats: +6 Str / +4 Mag / +4 Cun / +6 Con Changes resistances: +17% acid / +3% darkness / +16% fire / +17% lightning / +18% cold Changes resistances penetration: +10% darkness Changes damage: +3% acid / +9% darkness Spell save: +8 (+1 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +9.00 Spellpower: +8 (+1 eff.) Mindpower: +8 (+1 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 5 cooldown : Effective talent level: 4.0 Power cost: 5 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. Press to compare |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+1 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 10 power out of 50/50) : Effective talent level: 2.0 Power cost: 10 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 113 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. Press to compare |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 50.10 cold and 89.96 physical damage (based on Willpower) each turn and knocking opponents back, costing 14 power out of 60/60. This azure ring seems to be always moist to the touch. Press to compare |
steel ring 'Gloratta' steel ring 'Gloratta'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +27 (+3 eff.) Armour penetration: +11 Armour: +10 Defense: +11 (+4 eff.) Changes stats: +5 Str / +8 Dex / +15 Mag / +14 Wil / +15 Cun / +4 Con Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 5.00% Mental save: +18 (+2 eff.) Blindness immunity: +5% Poison immunity: +10% Silence immunity: +15% Disarm immunity: +47% Confusion immunity: +58% Pinning immunity: +31% Knockback immunity: +32% Maximum life: +32.00 Spellpower: +27 (+3 eff.) Mindpower: +9 (+1 eff.) Light radius: +1 Infravision radius: +2 Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +30% It can be used to activate talent Disengage, placing all other charms into a 3 cooldown : Effective talent level: 2.0 Power cost: 3 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 |
steel ring of arcana(+0.14/turn) steel ring of arcana(+0.14/turn)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Silence immunity: +22% Mana each turn: +0.14 Rings can have magical properties. Press to compare |
Inertial Twine Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+1 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. Press to compare |
gold ring 'Xanomitha' gold ring 'Xanomitha'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +38 (+4 eff.) Armour penetration: +39 Physical power: +10 (+1 eff.) Defense: +39 (+12 eff.) Effects on melee hit: * 16% chance to cause random gloom * 51% chance to corrode armour * 20% chance to gain 10% of a turn Damage (Melee): 17 bleed Effects on ranged hit: * 16% chance to cause random gloom Damage (Ranged): 17 bleed Changes stats: +8 Str / +7 Cun / +21 Con Changes resistances: +11% blight / +32% cold / +11% nature / +24% acid Changes damage: +9% acid / +16% cold / +15% temporal Physical save: +28 (+3 eff.) Poison immunity: +18% Disease immunity: +22% Hate when firing a critical mind attack: +3.00 Maximum hate: +10.00 It can be used to activate talent Disengage, placing all other charms into a 3 cooldown : Effective talent level: 2.0 Power cost: 3 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 |
Aeromas the Prismtooth Aeromas the PrismtoothPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +13 (+1 eff.) Physical power: +53 (+4 eff.) Fatigue: -8% Effects on melee hit: * 51% chance to blind Changes stats: +26 Str / +9 Dex / +7 Mag / +8 Wil / +9 Cun / +25 Con Changes resistances: +6% light Changes resistances penetration: +15% physical Changes damage: +9% light / +6% physical Maximum encumbrance: +36 Physical save: +36 (+4 eff.) Spell save: +15 (+2 eff.) Mental save: +16 (+2 eff.) Blindness immunity: +44% Stamina each turn: +0.80 Spellpower: +26 (+3 eff.) Mindpower: +13 (+1 eff.) Infravision radius: +6 See stealth: +21 See invisible: +21 Rings can have magical properties. Press to compare |
Shadowmight ShadowmightPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +26 (+3 eff.) Physical power: +41 (+3 eff.) Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 4 darkness Changes stats: +18 Str / +17 Dex / +17 Cun / +27 Con Changes resistances: +26% acid / +42% light / +26% fire / +26% cold / +26% lightning / +6% darkness Changes damage: +12% arcane / +3% darkness / +18% light / +8% all Critical mult.: +25.00% Physical save: +16 (+2 eff.) Spell save: +57 (+6 eff.) Mental save: +29 (+3 eff.) Confusion immunity: +44% Mana each turn: +0.08 Mana when firing critical spell: +2.00 Maximum mana: +40.00 Maximum stamina: +59.00 Spellpower: +14 (+2 eff.) Spell crit. chance: +2% Mindpower: +13 (+1 eff.) Rings can have magical properties. Press to compare |
Issyredan the voratun ring Issyredan the voratun ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +33 (+3 eff.) Physical crit. chance: +1.0% Physical power: +29 (+2 eff.) Defense: +14 (+5 eff.) Damage when hit (Melee): 12 physical Changes stats: +19 Str / +9 Dex / +18 Wil / +8 Cun / +20 Con Changes resistances: +30% acid / +6% temporal / +40% darkness / +30% fire / +30% cold / +24% lightning Changes damage: +20% darkness Reduces incoming crit damage: 17.00% Maximum encumbrance: +10 Mental save: +20 (+2 eff.) Stamina each turn: +0.20 Mindpower: +15 (+2 eff.) Movement speed: +25% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 10 cooldown : Effective talent level: 3.3 Power cost: 10 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 33% for 5 turns. Rings can have magical properties. Press to compare |
Prismbraid PrismbraidPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +45 (+4 eff.) Physical power: +28 (+2 eff.) Armour: +26 Effects on melee hit: * 33% chance to blind Effects on ranged hit: * 30% chance to blind Changes stats: +30 Str / +29 Dex / +34 Mag / +41 Wil / +65 Cun / +32 Con Changes resistances: +12% acid / +9% darkness / +14% blight / +14% nature / +21% mind Changes damage: +6% acid / +6% light Physical save: +29 (+3 eff.) Spell save: +71 (+8 eff.) Mental save: +46 (+5 eff.) Poison immunity: +40% Disease immunity: +28% Confusion immunity: +89% Stun/Freeze immunity: +50% Life regen: +6.70 Maximum life: +100.00 Maximum stamina: +80.00 Spellpower: +43 (+5 eff.) Mindpower: +39 (+4 eff.) Healing mod.: +30% Rings can have magical properties. Press to compare |
Velissra VelissraPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +49 (+5 eff.) Armour penetration: +30 Defense: +42 (+13 eff.) Ranged Defense: +8 (+3 eff.) Changes stats: +7 Dex / +15 Mag / +16 Wil / +25 Cun Changes resistances: +3% acid / +2% physical / +6% darkness / +3% blight / +20% mind / +40% nature Changes resistances penetration: +5% blight Changes damage: +20% mind / +20% nature Spell save: +6 (+1 eff.) Mental save: +24 (+3 eff.) Confusion immunity: +45% Spellpower: +29 (+3 eff.) Mindpower: +15 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 3 cooldown : Effective talent level: 2.0 Power cost: 3 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 |
voratun ring 'Wretchsin' voratun ring 'Wretchsin'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+1 eff.) Physical power: +74 (+6 eff.) Armour: +16 Defense: +8 (+3 eff.) Ranged Defense: +8 (+3 eff.) Effects on melee hit: * Slows global speed by 30% * 45% chance to corrode armour Changes stats: +43 Str / +8 Dex / +26 Wil / +26 Cun / +49 Con Changes resistances: +40% acid / +4% physical / +30% blight / +38% fire / +30% nature Changes damage: +26% acid / +19% fire / +8% all Reduces incoming crit damage: 20.00% Physical save: +31 (+3 eff.) Spell save: +18 (+2 eff.) Mental save: +46 (+5 eff.) Blindness immunity: +15% Poison immunity: +54% Disease immunity: +49% Cut immunity: +10% Disarm immunity: +49% Pinning immunity: +49% Stun/Freeze immunity: +50% Knockback immunity: +43% Life regen: +12.00 Maximum life: +422.00 Spellpower: +20 (+2 eff.) Mindpower: +47 (+5 eff.) Light radius: +2 Healing mod.: +116% Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +30% Rings can have magical properties. Press to compare |
Telos's Staff (Top Half) (35-42 power, 0 apr, physical element) Telos's Staff (Top Half) (35-42 power, 0 apr, physical element)Requires: - Magic 35 Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Base power: 35.0 - 42.0 Uses stats: 150% Mag, 30% Wil Damage type: Arcane 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 stats: +5 Wil Changes damage: +35% arcane Talent granted: +1 Command Staff Mental save: +8 (+1 eff.) Spellpower: +30 (+3 eff.) Spell crit. chance: +15% The top part of Telos' broken staff. Press to compare |
stralite battleaxe 'Tempestgore' (107.5-161.25 power, 5 apr) stralite battleaxe 'Tempestgore' (107.5-161.25 power, 5 apr)Requires: - Strength 35 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 107.5 - 161.3 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc This weapon will act as a psionic focus. Armour Penetration: +5 Physical crit. chance: +7.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 41% chance to daze * 24% chance to disease * 82% chance to corrode armour * 77% chance to cause random gloom * 20% chance to torment the target * 25% chance to put talents on cooldown On weapon crit: * wounds the target reducing their healing * cripple the target Damage Shield penetration (this weapon only): +20% Damage (Melee): +21 darkness / +35 cold / +24 blight / +57 mind Damage against: +24% Living When wielded/worn: Accuracy: +19 (+2 eff.) Armour penetration: +22 Physical crit. chance: +111.0% Physical power: +83 (+7 eff.) Damage when hit (Melee): 12 lightning Changes stats: +14 Str / +6 Dex / +6 Mag / +24 Wil / +24 Cun / +16 Con Changes resistances penetration: +19% lightning / +36% physical / +17% darkness / +19% mind / +38% acid Changes damage: +9% blight / +44% physical Critical mult.: +8.00% Maximum encumbrance: +10 Physical save: +30 (+3 eff.) Mental save: +9 (+1 eff.) Disease immunity: +36% Disarm immunity: +38% Life regen: +6.00 Stamina when hit: +3.00 Maximum psi: +20.00 Healing mod.: +15% Massive two-handed battleaxes. Press to compare |
Brandbiter (80-120 power, 4 apr) Brandbiter (80-120 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 80.0 - 120.0 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon crit: * cripple the target * splashes the target with acid Damage (Melee): +28 acid / +24 temporal Burst (radius 1) on hit: +12 fire Burst (radius 2) on crit: +4 light / +4 fire When wielded/worn: Accuracy: +13 (+1 eff.) Armour penetration: +42 Physical crit. chance: +20.0% Physical power: +14 (+1 eff.) Defense: +19 (+6 eff.) Effects on melee hit: * 45% chance to corrode armour Damage when hit (Melee): 26 temporal Changes stats: +10 Con Changes resistances: +28% temporal / +3% fire Changes resistances penetration: +10% acid / +10% fire / +62% physical Changes damage: +15% light / +42% physical Disarm immunity: +119% Massive two-handed battleaxes. Press to compare |
Duathelwilder the voratun battleaxe (80-120 power, 4 apr) Duathelwilder the voratun battleaxe (80-120 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 80.0 - 120.0 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc This weapon will act as a psionic focus. Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 111% On weapon hit: * 28% chance to inflict damage reduction * 121% chance to corrode armour * 48% chance to cause random gloom * 20% chance to curse the target On weapon crit: * wounds the target reducing their healing * cripple the target Damage (Melee): +28 temporal / +28 nature / +75 mind Burst (radius 2) on crit: +26 fire When wielded/worn: Accuracy: +70 (+7 eff.) Armour penetration: +94 Physical crit. chance: +99.0% Physical power: +59 (+5 eff.) Defense: +40 (+12 eff.) Damage when hit (Melee): 8 blight / 16 arcane Changes stats: +10 Str / +10 Dex / +10 Wil / +10 Cun / +9 Con Changes resistances: +6% darkness / +14% all Changes resistances penetration: +20% acid / +81% physical / +21% nature / +21% fire Changes damage: +12% acid / +82% physical / +12% darkness / +12% blight / +6% arcane Critical mult.: +66.00% Disarm immunity: +183% Life regen: +4.00 Stamina when hit: +4.00 Spell crit. chance: +4% Global speed: +8% It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 2 turns. Massive two-handed battleaxes. Press to compare |
Khulmanar's Wrath (70-105 power, 8 apr) Khulmanar's Wrath (70-105 power, 8 apr)Requires: - Strength 52 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Physical crit. chance: +8.0% Attack speed: 100% Damage (Melee): +50 fire Damage conversion: 20% fire When wielded/worn: Changes resistances: +20% fire Changes resistances penetration: +25% fire Changes damage: +20% fire The wearer is treated as a demon. It can be used to activate talent Infernal Breath (costing 9 power out of 35/35) : Effective talent level: 3.0 Power cost: 9 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 1144.82 fire damage, and flames will be left dealing a further 272.55 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. Press to compare |
Oozeraze the voratun battleaxe (79.5-119.25 power, 4 apr) Oozeraze the voratun battleaxe (79.5-119.25 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 79.5 - 119.3 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 111% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 26% chance to disease * Random elemental explosion * 20% chance to torment the target * 25% chance to put talents on cooldown On weapon crit: * wounds the target reducing their healing * splashes the target with acid * cripple the target Damage (Melee): +27 acid / +28 blight / +84 insidious poison / +39 nature / +27 temporal When wielded/worn: Accuracy: +21 (+2 eff.) Armour penetration: +42 Physical crit. chance: +55.0% Physical power: +21 (+2 eff.) Damage when hit (Melee): 4 fire Changes stats: +2 Str / +10 Dex Changes resistances: +9% nature / +6% fire Changes resistances penetration: +23% acid / +20% physical / +63% darkness / +24% lightning / +34% fire / +24% cold / +62% mind / +35% temporal Changes damage: +3% nature / +21% physical Grants telepathy: Humanoid/Orc Critical mult.: +28.00% Reduces incoming crit damage: 10.00% Disease immunity: +46% Infravision radius: +2 Massive two-handed battleaxes. Press to compare |
The Gaping Maw (72-108 power, 4 apr) The Gaping Maw (72-108 power, 4 apr)Requires: - Strength 60 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 72.0 - 108.0 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon crit: * deal manaburn damage equal to your mindpower in a radius 3 cone Damage (Melee): +50 acid / +50 nature slow When wielded/worn: Talents cooldown: Ice Claw (-1 turn) Mana Clash (-2 turns) 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 |
Bill's Tree Trunk (30-51 power, 7 apr) Bill's Tree Trunk (30-51 power, 7 apr)Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0 Uses stats: 30% Wil, 50% Mag, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: It can be used to activate talent Shattering Blow (costing 5 power out of 20/20) : Effective talent level: 2.0 Power cost: 5 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 118% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 60% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! Press to compare |
Murkstrike the iron greatmaul (37.5-56.25 power, 1 apr) Murkstrike the iron greatmaul (37.5-56.25 power, 1 apr)Requires: - Strength 11 Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 37.5 - 56.3 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% Damage (Melee): +20 insidious poison Burst (radius 2) on crit: +4 darkness When wielded/worn: Effects on melee hit: * 15% chance to corrode armour Damage when hit (Melee): 8 darkness Changes resistances penetration: +10% darkness Changes damage: +6% darkness / +6% acid Massive two-handed mauls. Press to compare |
Tirakai's Maul (32-41.6 power, 6 apr) Tirakai's Maul (32-41.6 power, 6 apr)Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 32.0 - 41.6 Uses stats: 30% Wil, 60% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +8.0% Attack speed: 100% When wielded/worn: No gem It can be used to imbue the hammer with a gem of your choice, costing 3 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. Press to compare |
Sootpyre the stralite greatmaul (72-108 power, 3 apr) Sootpyre the stralite greatmaul (72-108 power, 3 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 72.0 - 108.0 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 111% On weapon hit: * Random elemental explosion * 25% chance to put talents on cooldown On weapon crit: * wounds the target reducing their healing Damage (Melee): +35 cold / +24 mind / +8 darkness Burst (radius 2) on crit: +8 darkness When wielded/worn: Accuracy: +61 (+6 eff.) Armour penetration: +32 Physical crit. chance: +36.0% Physical power: +35 (+3 eff.) Fatigue: -6% Changes stats: +18 Str / +7 Dex / +9 Con Changes resistances penetration: +21% acid / +48% physical / +21% fire / +19% lightning / +21% cold Changes damage: +57% physical / +9% temporal Critical mult.: +26.00% Maximum encumbrance: +30 Disarm immunity: +42% Stamina when hit: +6.00 Only die when reaching: -100.00 life Maximum life: +50.00 Healing mod.: +15% It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 2 turns. Massive two-handed mauls. Press to compare |
Aeraseth (65-97.5 power, 4 apr) Aeraseth (65-97.5 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 65.0 - 97.5 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 125% On weapon hit: * 25% chance for lightning to arc to a second target On weapon crit: * cripple the target Damage (Melee): +19 lightning / +8 physical / +55 darkness / +12 blight Burst (radius 2) on crit: +35 ice Damage against: +49% Living When wielded/worn: Accuracy: +111 (+11 eff.) Armour penetration: +82 Physical crit. chance: +65.0% Physical power: +2 (+0 eff.) Armour: +20 Defense: +38 (+12 eff.) Changes stats: +20 Str / +17 Dex Changes resistances penetration: +42% physical / +21% cold Changes damage: +6% blight / +84% physical Critical mult.: +56.00% Maximum encumbrance: +50 Disarm immunity: +122% Stamina when hit: +8.00 Maximum life: +40.00 Maximum vim: +30.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +1% Defense after a teleport: +20 Resist all after a teleport: +8% New effects duration reduction after a teleport: +40% Massive two-handed mauls. Press to compare |
voratun greatmaul 'Ashslice' (86-129 power, 5 apr) voratun greatmaul 'Ashslice' (86-129 power, 5 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 86.0 - 129.0 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 28% chance to disease * 20% chance to torment the target On weapon crit: * wounds the target reducing their healing * splashes the target with acid * cripple the target Damage (Melee): +56 acid / +19 darkness / +28 blight / +12 fire / +27 mind Burst (radius 2) on crit: +42 ice / +20 fire Damage against: +24% Living When wielded/worn: Accuracy: +20 (+2 eff.) Armour penetration: +21 Physical crit. chance: +225.0% Physical power: +126 (+10 eff.) Armour: +21 Fatigue: -8% Damage when hit (Melee): 4 darkness / 4 fire Changes stats: +12 Str / +15 Con Changes resistances: +9% acid / +1% physical Changes resistances penetration: +16% physical / +21% darkness / +21% cold / +21% mind / +19% fire Changes damage: +9% acid / +3% fire / +21% physical Critical mult.: +28.00% Disease immunity: +48% Disarm immunity: +46% Stamina when hit: +4.00 Maximum life: +70.00 Global speed: +8% It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 2 turns. Massive two-handed mauls. Press to compare |
iron greatsword (16-25.6 power, 1 apr) iron greatsword (16-25.6 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 16.0 - 25.6 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. Press to compare |
Nerureth the Blastwrecker (27-43.2 power, 4 apr) Nerureth the Blastwrecker (27-43.2 power, 4 apr)Requires: - Strength 16 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 27.0 - 43.2 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +6.0% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +42 insidious poison / +16 darkness Burst (radius 2) on crit: +14 fire Damage against: +12% Living When wielded/worn: Armour penetration: +12 Physical crit. chance: +26.0% Physical power: +13 (+1 eff.) Changes stats: +5 Con Changes resistances penetration: +15% lightning / +13% physical / +10% fire Changes damage: +9% lightning Critical mult.: +20.00% Disarm immunity: +24% Life regen: +0.20 Only die when reaching: -40.00 life Global speed: +4% Massive two-handed swords. Press to compare |
Ce'Nata the voratun greatsword (82-131.2 power, 4 apr) Ce'Nata the voratun greatsword (82-131.2 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 82.0 - 131.2 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 125% On weapon hit: * 25% chance to put talents on cooldown On weapon crit: * wounds the target reducing their healing * cripple the target Damage (Melee): +84 insidious poison / +28 temporal / +28 nature / +83 mind Burst (radius 2) on crit: +124 ice / +26 fire When wielded/worn: Accuracy: +110 (+11 eff.) Armour penetration: +21 Physical crit. chance: +121.0% Physical power: +38 (+3 eff.) Armour: +59 Defense: +21 (+7 eff.) Fatigue: -2% Damage when hit (Melee): 8 blight Changes stats: +19 Str / +19 Dex Changes resistances penetration: +20% physical / +61% cold / +21% fire Changes damage: +42% physical Critical mult.: +37.00% Reduces incoming crit damage: 10.00% Spell save: +9 (+1 eff.) Disarm immunity: +67% Life regen: +1.20 Stamina when hit: +6.00 Only die when reaching: -40.00 life Maximum stamina: +15.00 Spellpower: +4 (+0 eff.) Global speed: +8% Healing mod.: +20% It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 2 turns. Massive two-handed swords. Press to compare |
Champion's Will (67-107.2 power, 22 apr) Champion's Will (67-107.2 power, 22 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 67.0 - 107.2 Uses stats: 30% Wil, 20% Con, 50% Mag, 115% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 Physical crit. chance: +12.0% Attack speed: 100% On weapon hit: * releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Changes stats: +12 Str / +6 Mag / +7 Con Talent masteries: +0.20 Celestial / Sun +0.10 Celestial / Radiance +0.20 Celestial / Crusader Talents cooldown: Sun Ray (-1 turn) Absorption Strike (-1 turn) Flash of the Blade (-1 turn) Increases the damage of Sun Beam by 15%. It can be used to attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt, costing 7 power out of 30/30. This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. Press to compare |
Dimmoon (105-168 power, 4 apr) Dimmoon (105-168 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 105.0 - 168.0 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 26% chance to disease * Random elemental explosion * 25% chance for lightning to arc to a second target * 25% chance to put talents on cooldown On weapon crit: * wounds the target reducing their healing * cripple the target Damage (Melee): +26 lightning / +28 blight / +24 mind / +27 nature / +23 temporal Burst (radius 1) on hit: +28 fire Burst (radius 2) on crit: +28 fire When wielded/worn: Accuracy: +58 (+6 eff.) Armour penetration: +40 Physical crit. chance: +98.0% Physical power: +40 (+3 eff.) Defense: +21 (+7 eff.) Damage when hit (Melee): 16 darkness Changes stats: +19 Str Changes resistances: +8% arcane / +3% fire Changes resistances penetration: +24% acid / +20% physical / +30% light / +21% lightning / +45% fire / +24% cold / +5% darkness Changes damage: +3% darkness / +61% physical Critical mult.: +28.00% Reduces incoming crit damage: 15.00% Spell save: +26 (+3 eff.) Disease immunity: +49% Cut immunity: +5% Disarm immunity: +70% Stun/Freeze immunity: +10% Stamina when hit: +7.00 Global speed: +7% It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 2 turns. Massive two-handed swords. Press to compare |
Glorowe the Flashwilder (61-97.6 power, 4 apr) Glorowe the Flashwilder (61-97.6 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.0 - 97.6 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +55 insidious poison / +23 darkness Burst (radius 1) on hit: +8 mind Burst (radius 2) on crit: +4 mind Damage against: +23% Living When wielded/worn: Armour penetration: +17 Physical crit. chance: +36.0% Effects on melee hit: * 40% chance to blind Changes resistances penetration: +15% mind / +17% physical Changes damage: +9% mind / +17% physical Light radius: +1 Massive two-handed swords. Press to compare |
The River's Fury (23-32.2 power, 8 apr) The River's Fury (23-32.2 power, 8 apr)Requires: - Strength 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 23.0 - 32.2 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +15 cold When wielded/worn: Accuracy: +10 (+1 eff.) Changes resistances: +10% cold Changes damage: +10% cold Spellpower: +10 (+1 eff.) Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). It can be used to activate talent Tidal Wave (costing 19 power out of 80/80) : Effective talent level: 1.0 Power cost: 19 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of 5, doing 60.13 cold damage and 107.98 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 7 turns. All creatures hit gain the wet effect which reduces their stun/freeze resistance by half of their value and interracts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. Press to compare |
Blade of Distorted Time (40-56 power, 10 apr) Blade of Distorted Time (40-56 power, 10 apr)Requires: - Strength 44 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stats: 30% Wil, 70% Mag, 90% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * inflicts bonus temporal damage and slows target Damage conversion: 20% temporal When wielded/worn: Changes damage: +10% physical / +12% temporal It can be used to activate talent Rethread (costing 2 power out of 8/8) : Effective talent level: 2.0 Power cost: 2 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Rethread the timeline, dealing 256.40 temporal damage to the target before moving on to a second target. Rethread can hit up to 3 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. The remnants of a damaged timeline, this blade shifts and fades at random. Press to compare |
Butcher (48-67.2 power, 12 apr) Butcher (48-67.2 power, 12 apr)Requires: - Strength 40 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On weapon kill: * Enter a Rampage (Shared cooldown). When wielded/worn: Accuracy: +18 (+2 eff.) Changes stats: +10 Str / +10 Wil / +7 Cun Talent masteries: +0.20 Cursed / Rampage +0.20 Cursed / Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in bloodied block. Beneath, a carving said "This was fun, let's do it again some time." Press to compare |
The Black Spike (48-67.2 power, 20 apr) The Black Spike (48-67.2 power, 20 apr)Requires: - Strength 40 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +20 Physical crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +10 Str / +8 Mag Changes resistances: +18% darkness / +12% blight Changes resistances penetration: +5% all Changes damage: +25% darkness Shadow Power: +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world." Press to compare |
voratun longsword 'Stormquench' (50-70 power, 21 apr) voratun longsword 'Stormquench' (50-70 power, 21 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 50.0 - 70.0 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +21 Physical crit. chance: +5.0% Attack speed: 125% On weapon hit: * 26% chance to disease * 20% chance to torment the target * Random elemental explosion On weapon crit: * wounds the target reducing their healing * splashes the target with acid * cripple the target Damage Shield penetration (this weapon only): +60% Damage (Melee): +34 acid / +20 light / +25 blight / +20 mind Burst (radius 1) on hit: +4 lightning / +18 fire / +8 mind Burst (radius 2) on crit: +20 blight Damage against: +22% Undead When wielded/worn: Accuracy: +29 (+3 eff.) Armour penetration: +30 Physical crit. chance: +42.0% Physical power: +30 (+2 eff.) Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 12 nature / 4 lightning Changes stats: +13 Dex / +1 Wil / +5 Con Changes resistances penetration: +46% acid / +30% physical / +58% darkness / +46% fire / +51% cold / +57% mind / +51% lightning Changes damage: +12% lightning / +15% physical / +15% mind Grants telepathy: Humanoid/Orc Critical mult.: +20.00% Disarm immunity: +29% Psi when hit: +0.08 Mindpower: +8 (+1 eff.) Mental crit. chance: +2% It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 2 turns. Sharp, long, and deadly. Press to compare |
Elavena the voratun waraxe (66.5-93.1 power, 6 apr) Elavena the voratun waraxe (66.5-93.1 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 66.5 - 93.1 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 167% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 34% chance to inflict damage reduction * 46% chance to disease * 25% chance to put talents on cooldown * 25% chance for lightning to arc to a second target * 20% chance to curse the target On weapon crit: * wounds the target reducing their healing * cripple the target Damage (Melee): +52 lightning / +50 blight / +23 mind Burst (radius 1) on hit: +20 blight When wielded/worn: Accuracy: +56 (+6 eff.) Armour penetration: +28 Physical crit. chance: +55.0% Physical power: +30 (+2 eff.) Changes stats: +24 Dex / +3 Mag / +6 Wil / +7 Con Changes resistances: +15% mind Changes resistances penetration: +30% physical Changes damage: +3% mind / +15% physical Critical mult.: +20.00% Reduces incoming crit damage: 5.00% Disease immunity: +35% Disarm immunity: +35% Maximum hate: +2.00 Mental crit. chance: +1% Infravision radius: +2 It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 2 turns. One-handed war axes. Press to compare |
Unerring Scalpel (15-19.5 power, 25 apr) Unerring Scalpel (15-19.5 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 30% Wil, 45% Str, 50% Mag, 55% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 Physical crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+2 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. Press to compare |
Spellblaze Shard (20-26 power, 10 apr) Spellblaze Shard (20-26 power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 30% Wil, 45% Str, 50% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +10 blight / +10 fire burn Burst (radius 2) on crit: +20 infective blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. Press to compare |
Umbral Razor (25-32.5 power, 10 apr) Umbral Razor (25-32.5 power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 30% Wil, 45% Str, 60% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +9.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 2 power out of 10/10) : Effective talent level: 2.0 Power cost: 2 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 662.18 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. Press to compare |
Dagger of the Past (25-32.5 power, 20 apr) Dagger of the Past (25-32.5 power, 20 apr)Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Potentially it would go with a sword in the future. Base power: 25.0 - 32.5 Uses stats: 30% Wil, 100% Mag, 50% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +20.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Defense: +10 (+3 eff.) Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spell save: +10 (+1 eff.) Movement speed: +20% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. Press to compare |
Swordbreaker (25-32.5 power, 20 apr) Swordbreaker (25-32.5 power, 20 apr)Requires: - Dexterity 10 - Cunning 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 30% Wil, 50% Cun, 50% Mag, 50% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+5 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+2 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. Press to compare |
Mercy (35-45.5 power, 9 apr) Mercy (35-45.5 power, 9 apr)Requires: - Dexterity 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 30% Wil, 55% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +15.0% Attack speed: 100% On weapon hit: * deals physical damage equal to 3% of the target's missing health When wielded/worn: Changes stats: +6 Str / +6 Dex Critical mult.: +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. Press to compare |
Orc Feller (45-58.5 power, 11 apr) Orc Feller (45-58.5 power, 11 apr)Requires: - Dexterity 44 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 45.0 - 58.5 Uses stats: 30% Wil, 35% Str, 50% Mag, 55% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Physical crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun / +5 Dex Changes damage: +8% light / +10% physical Grants telepathy: Humanoid/Orc Pinning immunity: +50% Light radius: +1 During the invasion of Eldoral the Halfling Rogue Herah is said to have slain over one hundred orcs while defending a group of refugees. 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: 60% 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 (+0 eff.) Mental crit. chance: +2% It can be used to activate talent Spit Poison (costing 2 power out of 8/8) : Effective talent level: 2.0 Power cost: 2 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 775.58 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 |
Kinetic Focus (6-6.6 power, 18 apr, physical damage) Kinetic Focus (6-6.6 power, 18 apr, physical damage)Requires: - Willpower 18 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 6.0 - 6.6 Uses stats: 65% Wil, 50% Mag, 15% Cun Damage type: Physical Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +10% physical Changes resistances penetration: +6% physical Changes damage: +10% physical Talent mastery: +0.10 Psionic / Kinetic mastery Talent granted: +1 Psionic Maelstrom Physical save: +6 (+1 eff.) Psi when firing a critical mind attack: +1.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Kinetic energies are focussed in the core of this mindstar. Press to compare |
Thermal Focus (14-15.4 power, 32 apr, fire damage) Thermal Focus (14-15.4 power, 32 apr, fire damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 14.0 - 15.4 Uses stats: 75% Wil, 50% Mag, 25% Cun Damage type: Fire Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% cold When wielded/worn: Changes resistances: +20% cold / +20% fire Changes resistances penetration: +12% cold / +12% fire Changes damage: +20% cold / +20% fire Talent mastery: +0.20 Psionic / Thermal mastery Talent granted: +1 Psionic Maelstrom Spell save: +12 (+1 eff.) Psi each turn: +1.00 Mindpower: +16 (+2 eff.) Mental crit. chance: +8% Thermal energies are focussed in the core of this mindstar. Press to compare |
Surefire SurefireRequires: - Dexterity 18 - Talent Shoot 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 stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 133% Firing range: +9 When wielded/worn: Accuracy: +12 (+1 eff.) Physical crit. chance: +5.0% Changes stats: +3 Dex Changes damage: +5% physical It can be used to activate talent Steady Shot (costing 2 power out of 8/8) : Effective talent level: 2.0 Power cost: 2 out of 8/8. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 180% damage. This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. Press to compare |
Merkul's Second Eye Merkul's Second EyeRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +400% When wielded/worn: Damage (Ranged): 25 arcane Light radius: +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. Press to compare |
yew longbow 'Phlegmglean' yew longbow 'Phlegmglean'Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 Damage (Ranged): +10 acid Burst (radius 1) on hit: +2 temporal When wielded/worn: Accuracy: +5 (+0 eff.) Changes stats: +3 Dex Changes resistances: +9% temporal Changes resistances penetration: +5% nature / +14% physical Changes damage: +11% acid Talent cooldown: Steady Shot (-1 turn) Longbows are used to shoot arrows at your foes. This item has been sent to the Item's Vault. Press to compare |
Thaloren-Tree Longbow Thaloren-Tree LongbowRequires: - Dexterity 36 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +12 Attack speed: 143% Firing range: +10 When wielded/worn: Damage (Ranged): 30 light Changes stats: +10 Dex / +10 Wil Changes damage: +30% physical Light radius: +1 In the aftermath of the Spellblaze, the Thaloren had to defend their forests against foes and fires alike. Many of the trees died despite the efforts of the Elves to save them. Their wood was fashioned into a bow to be wielded against the darkness. Press to compare |
Dagodradur the Lustredream (18/18, 44.5-62.3 power, 18 apr) Dagodradur the Lustredream (18/18, 44.5-62.3 power, 18 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Base power: 44.5 - 62.3 Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +40.5% Capacity: 18 Turns elapse between self-loadings: 0 On weapon hit: * 9% chance to gain 10% of a turn * 40% chance to cause random gloom * 20% chance to disease * Random elemental explosion * 10% chance to knock the target back * 25% chance to put talents on cooldown * 20% chance to curse the target On weapon crit: * cripple the target Travel speed: +400% Damage (Ranged): +11 temporal / +41 darkness / +29 physical / +14 blight / +12 mind / +8 light Burst (radius 1) on hit: +4 blight / +31 fire / +4 light Burst (radius 2) on crit: +40 blight / +16 light Damage against: +22% Living Arrows are used with bows to pierce your foes to death. Press to compare |
Hornet Stingers (16/20, 18-25.2 power, 10 apr) Hornet Stingers (16/20, 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: 30% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical 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 |
quiver of elven-wood arrows 'Arota' (19/19, 74-103.6 power, 34 apr) quiver of elven-wood arrows 'Arota' (19/19, 74-103.6 power, 34 apr)Requires: - Dexterity 35 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 74.0 - 103.6 Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +21 Armour Penetration: +34 Physical crit. chance: +35.5% Capacity: 19 Turns elapse between self-loadings: 6 On weapon hit: * 30% chance to cause random gloom * 56% chance to corrode armour * 10% chance to crush the target * 25% chance to put talents on cooldown On weapon crit: * cripple the target Travel speed: +400% Damage (Ranged): +28 acid / +51 gravity / +28 fire / +20 mind / +24 blight Burst (radius 1) on hit: +16 acid Burst (radius 2) on crit: +4 acid / +13 fire Arrows are used with bows to pierce your foes to death. Press to compare |
Pouch of the Subconscious (18/20, 38-45.6 power, 15 apr) Pouch of the Subconscious (18/20, 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: 40% Wil, 50% Cun, 50% Mag, 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 |
Star Shot (20/20, 32-38.4 power, 15 apr) Star Shot (20/20, 32-38.4 power, 15 apr)Requires: - Dexterity 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 32.0 - 38.4 Uses stats: 30% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Fire Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Capacity: 20 On weapon hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. Press to compare |
Lightninggasher (24/60, 58.5-70.2 power, 16 apr) Lightninggasher (24/60, 58.5-70.2 power, 16 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 5 Base power: 58.5 - 70.2 Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +25 Armour Penetration: +16 Physical crit. chance: +21.0% Capacity: 60 Turns elapse between self-loadings: 2 On weapon hit: * 40% chance to corrode armour * 40% chance to daze * 25% chance to put talents on cooldown On weapon crit: * cripple the target Burst (radius 1) on hit: +12 lightning / +8 acid Burst (radius 2) on crit: +8 lightning Shots are used with slings to pummel your foes to death. 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 (+4 eff.) Ranged Defense: +5 (+2 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 (+1 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. |
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 (+4 eff.) Ranged Defense: +15 (+5 eff.) Fatigue: +28% Damage when hit (Melee): 10 darkness Changes resistances: +2% all Talent masteries: +0.20 Technique / Shield offense +0.20 Technique / Shield defense +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." |
Xeta the Shadowroar (12 def, 72 armour, 836.5 block) Xeta the Shadowroar (12 def, 72 armour, 836.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+1 eff.) Armour: +72 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Effects on melee hit: * 40% chance to disease * 26% chance to cause random gloom Effects when hit in melee: * 16% chance to daze * 70% chance to cause random gloom * 77% chance to blind Damage when hit (Melee): 4 physical / 16 nature / 61 fire Changes stats: +12 Str / +6 Dex / +10 Mag / +48 Con Changes resistances: +75% lightning / +40% light / +92% fire / +19% nature / +54% acid / +2% physical / +20% blight / +49% cold / +20% mind Talent granted: +5 Block Maximum encumbrance: +20 Physical save: +80 (+8 eff.) Life regen: +0.40 Maximum life: +110.00 Maximum mana: +20.00 Handheld deflection devices. |
Vestments of the Conclave (0 def, 0 armour) Vestments of the Conclave (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Mag Changes damage: +10% arcane Spell crit. chance: +15% An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. 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 (+4 eff.) Damage when hit (Melee): 35 nature slow Changes stats: +5 Wil Changes resistances: +25% nature Changes resistances penetration: +10% nature Changes damage: +30% nature Talent mastery: +0.10 Wild-gift / Moss Physical save: +15 (+2 eff.) Life regen: +0.20 Mindpower: +12 (+1 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 |
Robe of the Archmage (10 def, 10 armour) Robe of the Archmage (10 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+3 eff.) Damage when hit (Melee): 15 arcane Changes stats: +4 Mag / +4 Wil / +4 Cun Changes resistances: +10% cold / +10% fire Changes damage: +12% all Spell save: +18 (+2 eff.) Mental save: +15 (+2 eff.) Blindness immunity: +40% Mana each turn: +1.00 Spellpower: +15 (+2 eff.) Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. Press to compare |
Crimson Robe (12 def, 0 armour) Crimson Robe (12 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+4 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.20 Cursed / Punishments +0.10 Psionic / Solipsism +0.20 Cursed / Slaughter Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+2 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. Press to compare |
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 (+3 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 5 power out of 50/50) : Effective talent level: 2.0 Power cost: 5 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 230.39 to 691.18 damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. Press to compare |
Nature's Blessing (8 def, 6 armour) Nature's Blessing (8 def, 6 armour)Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +8 (+3 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +8% Changes stats: +4 Con / +3 Wil Changes resistances: +20% nature / +25% arcane Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +18 (+2 eff.) Stun/Freeze immunity: +25% Life regen: +1.00 Healing mod.: +20% Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. Press to compare |
Skin of Many (12 def, 6 armour) Skin of Many (12 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 (+4 eff.) Fatigue: +7% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. Press to compare |
Rogue Plight (6 def, 7 armour) Rogue Plight (6 def, 7 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +6 (+2 eff.) Fatigue: +7% Changes stats: +4 Con / +5 Wil Changes resistances: +35% nature Reduces incoming crit damage: 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. Press to compare |
The Untouchable (14 def, 12 armour) The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+5 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. Press to compare |
Lightsorrow the iron mail armour (2 def, 11 armour) Lightsorrow the iron mail armour (2 def, 11 armour)Requires: - Strength 14 - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 1 When wielded/worn: Armour: +11 Defense: +2 (+1 eff.) Fatigue: +12% Damage when hit (Melee): 21 light Changes stats: +5 Cun / +6 Wil Changes resistances: +11% blight / +13% darkness Changes resistances penetration: +10% light / +10% mind Grants telepathy: Dragon Critical mult.: +10.00% Mental save: +13 (+1 eff.) Light radius: +2 Heals friendly targets nearby when you use a nature summon: +20 A suit of armour made of mail. Press to compare |
iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% A suit of armour made of mail. Press to compare |
Scale Mail of Kroltar (10 def, 18 armour) Scale Mail of Kroltar (10 def, 18 armour)Requires: - Strength 38 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+3 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 It can be used to activate talent Inferno (costing 12 power out of 80/80) : Effective talent level: 3.0 Power cost: 12 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a spell Description: Raging flames burn foes and allies alike, doing 239.87 fire damage in a radius of 5 each turn for 8 turns. The damage will increase with your Spellpower. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. Press to compare |
Arthadan the Duathelstreak (3 def, 15 armour) Arthadan the Duathelstreak (3 def, 15 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: +15 Defense: +3 (+1 eff.) Fatigue: +20% Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 8 darkness Changes stats: +2 Str / +2 Wil / +4 Cun / +2 Con Changes resistances: +21% acid / +13% physical / +21% cold / +49% fire / +6% mind / +14% lightning Changes damage: +12% darkness Talent cooldown: Rush (-5 turns) Allows you to breathe in: water Mental save: +39 (+4 eff.) Disarm immunity: +24% Stun/Freeze immunity: +24% Knockback immunity: +22% Mental crit. chance: +2% A suit of armour made of metal plates. Press to compare |
Glelrawyn the Lightningravage (3 def, 7 armour) Glelrawyn the Lightningravage (3 def, 7 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: +7 Defense: +3 (+1 eff.) Fatigue: +20% Effects on melee hit: * 15% chance to daze Damage when hit (Melee): 16 lightning / 12 physical Changes stats: +4 Cun / +4 Wil Changes resistances: +9% blight / +18% cold / +12% lightning Changes damage: +6% blight / +9% lightning Mental save: +13 (+1 eff.) Life regen: +4.50 Stamina each turn: +0.70 Maximum life: +47.00 Healing mod.: +13% A suit of armour made of metal plates. Press to compare |
Strikegrit the iron plate armour (3 def, 7 armour) Strikegrit the iron plate armour (3 def, 7 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+1 eff.) Fatigue: +20% Changes stats: +5 Str Changes resistances: +6% arcane / +6% physical / +6% mind / +12% darkness Changes resistances penetration: +15% lightning / +20% darkness Changes damage: +9% lightning Spell save: +13 (+1 eff.) Mental save: +12 (+1 eff.) Light radius: +1 It can be used to activate talent Track, placing all other charms into a 7 cooldown : Effective talent level: 2.0 Power cost: 7 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 66 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. Press to compare |
iron plate armour of acid resistance (3 def, 7 armour) iron plate armour of acid resistance (3 def, 7 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+1 eff.) Fatigue: +20% Changes resistances: +15% acid A suit of armour made of metal plates. Press to compare |
Thalore-Wood Cuirass (4 def, 12 armour) Thalore-Wood Cuirass (4 def, 12 armour)Requires: - Strength 24 - Talent Armour Training (level 3) Infused by nature Crafted by a master 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +12 Defense: +4 (+1 eff.) Fatigue: +14% Changes stats: +3 Dex / +3 Wil / +3 Con Changes resistances: +18% cold / +18% darkness / +18% nature Healing mod.: +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. Press to compare |
Aerille (12 def, 18 armour) Aerille (12 def, 18 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Infused by nature Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +18 Defense: +12 (+4 eff.) Fatigue: +24% Damage when hit (Melee): 4 mind Changes stats: +4 Str / +4 Cun / +4 Con Changes resistances: +7% acid / +6% physical / +8% cold / +10% fire / +7% mind / +10% lightning Changes damage: +15% temporal Talent cooldown: Rush (-5 turns) Mental save: +56 (+6 eff.) Disarm immunity: +29% Stun/Freeze immunity: +23% Knockback immunity: +28% Life regen: +6.40 Stamina each turn: +1.40 Psi when hit: +0.16 Maximum life: +63.00 Mindpower: +4 (+0 eff.) Healing mod.: +18% A suit of armour made of metal plates. Press to compare |
Blazevenom (9 def, 16 armour) Blazevenom (9 def, 16 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+3 eff.) Fatigue: +26% Damage (Melee): 32 acid / 39 fire Damage when hit (Melee): 26 acid / 30 fire / 18 physical Changes stats: +6 Str / +6 Con Changes resistances: +56% acid / +3% light / +12% blight / +48% fire / +30% lightning Changes resistances penetration: +15% blight / +5% light Changes damage: +9% light Maximum life: +81.00 Light radius: +3 A suit of armour made of metal plates. Press to compare |
Ereliladir the voratun plate armour (9 def, 26 armour) Ereliladir the voratun plate armour (9 def, 26 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour penetration: +1 Physical crit. chance: +3.0% Armour: +26 Defense: +9 (+3 eff.) Fatigue: +40% Damage when hit (Melee): 28 physical Changes stats: +27 Str / +1 Dex / +26 Wil / +27 Cun / +17 Con Changes resistances: +49% acid / +42% physical / -17% light / +54% darkness / +39% cold / +53% fire / +10% mind / +41% lightning Changes damage: +9% arcane Reduces incoming crit damage: 20.00% Physical save: +22 (+2 eff.) Spell save: +10 (+1 eff.) Mental save: +109 (+12 eff.) Life regen: +0.40 Maximum life: +140.00 Light radius: +4 It can be used to activate talent Track, placing all other charms into a 7 cooldown : Effective talent level: 2.0 Power cost: 7 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 66 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. Press to compare |
Gigata the voratun plate armour (24 def, 67 armour) Gigata the voratun plate armour (24 def, 67 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +67 Defense: +24 (+8 eff.) Fatigue: -3% Damage when hit (Melee): 13 light Changes stats: +36 Str / +4 Mag / +31 Wil / +31 Cun / +8 Con Changes resistances: +87% acid / +66% physical / +68% darkness / +77% fire / +30% blight / +90% cold / +55% lightning / +22% temporal Changes damage: +3% arcane / +12% physical Talent cooldown: Rush (-10 turns) Allows you to breathe in: water Physical save: +64 (+6 eff.) Spell save: +23 (+3 eff.) Mental save: +90 (+10 eff.) Disarm immunity: +80% Stun/Freeze immunity: +74% Knockback immunity: +78% Life regen: +4.00 Mana each turn: +0.16 Mana when firing critical spell: +6.00 Spellpower on spell critical (stacks up to 3 times): +4 Only die when reaching: -40.00 life Maximum life: +133.00 Maximum stamina: +15.00 Maximum vim: +30.00 Light radius: +6 Healing mod.: +22% It can be used to activate talent Track, placing all other charms into a 7 cooldown : Effective talent level: 2.0 Power cost: 7 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 66 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. Press to compare |
voratun plate armour 'Belyldatha' (34 def, 101 armour) voratun plate armour 'Belyldatha' (34 def, 101 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Accuracy: +2 (+0 eff.) Armour penetration: +2 Physical crit. chance: +10.0% Physical power: +25 (+2 eff.) Armour: +101 Defense: +34 (+11 eff.) Fatigue: +16% Damage when hit (Melee): 8 light / 20 physical Changes stats: +56 Str / +10 Mag / +23 Wil / +21 Cun / +30 Con Changes resistances: +45% lightning / +69% darkness / +26% fire / +3% nature / +69% acid / +74% physical / +30% blight / +70% cold / +19% arcane Allows you to breathe in: water Physical save: +64 (+6 eff.) Spell save: +29 (+3 eff.) Mental save: +77 (+9 eff.) Poison immunity: +5% Silence immunity: +10% Confusion immunity: +15% Stun/Freeze immunity: +20% Maximum life: +394.00 Maximum stamina: +20.00 Spellpower: +23 (+3 eff.) Spell crit. chance: +10% Mindpower: +25 (+3 eff.) Mental crit. chance: +10% Light radius: +6 It can be used to activate talent Track, placing all other charms into a 7 cooldown : Effective talent level: 2.0 Power cost: 7 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 66 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. Press to compare |
voratun plate armour 'Blindvault' (9 def, 49 armour) voratun plate armour 'Blindvault' (9 def, 49 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +49 Defense: +9 (+3 eff.) Fatigue: +6% Effects on melee hit: * 49% chance to blind Damage when hit (Melee): 12 blight Changes stats: +7 Str / +27 Wil / +27 Cun / +7 Con Changes resistances: +27% acid / +9% physical / +6% light / +9% blight / +27% cold / +42% lightning / +13% fire Changes resistances penetration: +10% blight Changes damage: +12% mind / +9% light Allows you to breathe in: water Physical save: +30 (+3 eff.) Mental save: +71 (+8 eff.) Life regen: +3.00 Maximum life: +200.00 Healing mod.: +25% A suit of armour made of metal plates. Press to compare |
voratun plate armour 'Cyrassra' (24 def, 67 armour) voratun plate armour 'Cyrassra' (24 def, 67 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +67 Defense: +24 (+8 eff.) Fatigue: +26% Damage when hit (Melee): 14 light Changes stats: +35 Str / +2 Dex / +32 Wil / +32 Cun / +14 Con Changes resistances: +42% acid / +50% physical / +65% darkness / +38% fire / +21% blight / +64% cold / +10% mind / +13% lightning Changes resistances penetration: +10% mind Changes damage: +6% temporal Grants telepathy: Demon/Minor Demon/Major Allows you to breathe in: water Critical mult.: +15.00% Physical save: +25 (+2 eff.) Mental save: +122 (+13 eff.) Life regen: +18.40 Stamina each turn: +2.50 Psi when hit: +0.08 Maximum life: +443.00 Maximum psi: +60.00 Mindpower: +2 (+0 eff.) Light radius: +8 Infravision radius: +4 Healing mod.: +90% Heals friendly targets nearby when you use a nature summon: +20 It can be used to activate talent Track, placing all other charms into a 7 cooldown : Effective talent level: 2.0 Power cost: 7 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 66 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. Press to compare |
Blindvengeance the rough leather belt Blindvengeance the rough leather beltInfused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +15 (+1 eff.) Damage when hit (Melee): 12 light Changes stats: +4 Str / +4 Con Changes resistances: +18% light Changes resistances penetration: +5% light Critical mult.: +6.00% Physical save: +7 (+1 eff.) Spell save: +7 (+1 eff.) Light radius: +1 Size category: +2 A belt that goes around your waist. Press to compare |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. Press to compare |
Zatir ZatirInfused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +7.0% Physical power: +4 (+0 eff.) Effects on melee hit: * 41% chance to gain 10% of a turn Damage when hit (Melee): 8 temporal Changes stats: +4 Dex / +4 Wil / +4 Cun / +2 Con Changes resistances: +7% lightning / +7% fire / +7% cold / +7% temporal Changes damage: +6% temporal Spell save: +7 (+1 eff.) Mental save: +17 (+2 eff.) Mindpower: +5 (+1 eff.) Mental crit. chance: +7% Size category: +1 A belt that goes around your waist. Press to compare |
rough leather belt of transcendence rough leather belt of transcendenceInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical save: +5 (+0 eff.) Mindpower: +3 (+0 eff.) A belt that goes around your waist. Press to compare |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. Press to compare |
Morningsage MorningsagePowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +36.0% Physical power: +52 (+4 eff.) Armour: +6 Damage when hit (Melee): 8 fire Changes stats: +20 Dex / +9 Mag / +9 Wil / +20 Cun / +4 Con / +16 Lck Changes resistances: +27% lightning / +11% temporal / +22% acid / +16% fire / +9% nature / +15% cold Changes resistances penetration: +30% light Reduced damage from: +65% Summoned Critical mult.: +30.00% Trap disarming bonus: +35 Stealth bonus: +21 Physical save: +11 (+1 eff.) Spell save: +54 (+6 eff.) Mental save: +62 (+7 eff.) Blindness immunity: +45% Poison immunity: +10% Stun/Freeze immunity: +15% Mana each turn: +0.34 Only die when reaching: -60.00 life Maximum life: +82.00 Maximum mana: +40.00 Spell crit. chance: +5% Mindpower: +13 (+1 eff.) Mental crit. chance: +22% Infravision radius: +10 Size category: +5 A belt that goes around your waist. Press to compare |
Ivebrena the Blindorder Ivebrena the BlindorderPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +17.0% Physical power: +27 (+2 eff.) Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Changes stats: +6 Str / +12 Dex / +5 Mag / +12 Wil / +12 Cun / +6 Con / +10 Lck Changes resistances: +10% acid / +2% physical / +10% lightning / +10% fire / +15% nature / +13% cold Changes damage: +3% light Reduced damage from: +90% Summoned Grants telepathy: Humanoid/Orc Critical mult.: +15.00% Trap disarming bonus: +30 Stealth bonus: +13 Physical save: +51 (+5 eff.) Spell save: +11 (+1 eff.) Mental save: +42 (+5 eff.) Mana each turn: +0.50 Maximum life: +220.00 Maximum mana: +60.00 Spellpower: +12 (+1 eff.) Mindpower: +20 (+2 eff.) Mental crit. chance: +15% Infravision radius: +6 Size category: +2 A belt that goes around your waist. Press to compare |
Taintpiercer TaintpiercerPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +21.0% Physical power: +14 (+1 eff.) Armour: +15 Defense: +36 (+11 eff.) Damage when hit (Melee): 12 nature / 23 temporal Changes stats: +6 Dex / +6 Mag / +12 Wil / +6 Cun Changes resistances: +12% nature / +3% temporal Changes resistances penetration: +20% temporal Critical mult.: +15.00% Stealth bonus: +15 Physical save: +33 (+3 eff.) Spell save: +15 (+2 eff.) Mental save: +15 (+2 eff.) Maximum life: +100.00 Spell crit. chance: +6% Mindpower: +12 (+1 eff.) Mental crit. chance: +12% Size category: +1 A belt that goes around your waist. Press to compare |
Ce'Nawen the linen cloak (7 def, 0 armour) Ce'Nawen the linen cloak (7 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+2 eff.) Effects on melee hit: * 10% chance to disease Changes stats: +2 Str / +5 Dex / +2 Cun Changes resistances: +6% acid / +12% darkness / +6% blight / +6% fire / +6% lightning / +6% cold Changes resistances penetration: +7% darkness / +5% physical Changes damage: +9% darkness / +6% blight Stealth bonus: +7 Maximum encumbrance: +20 Physical save: +7 (+1 eff.) Only die when reaching: -20.00 life 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 |
Smolderumbra the linen cloak (1 def, 0 armour) Smolderumbra 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 (+0 eff.) Armour penetration: +3 Physical crit. chance: +2.0% Physical power: +2 (+0 eff.) Defense: +1 (+0 eff.) Fatigue: -3% Damage when hit (Melee): 4 temporal Changes stats: +2 Dex / +3 Mag / +3 Wil / +2 Cun Changes resistances: +15% fire / +3% temporal Changes resistances penetration: +10% temporal / +15% fire Changes damage: +3% temporal Spell crit. chance: +5% 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 |
Emelubrebeth (86 def, 20 armour) Emelubrebeth (86 def, 20 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +35 (+4 eff.) Armour: +20 Defense: +86 (+24 eff.) Fatigue: -10% Effects on melee hit: * 20% chance to disease Changes stats: +28 Str / +10 Dex / +2 Mag / +15 Wil / +22 Cun / +27 Con Changes resistances: +9% lightning / +23% light / +28% fire / +15% nature / +8% acid / +20% blight / +10% cold / +6% mind / +25% darkness Changes resistances penetration: +16% darkness / +15% mind Changes damage: +25% darkness / +3% blight Grants telepathy: Dragon Demon/Major Demon/Minor Talent mastery: +0.40 Technique / Combat training Critical mult.: +10.00% Stealth bonus: +36 Physical save: +138 (+14 eff.) Spell save: +24 (+3 eff.) Mental save: +57 (+6 eff.) Life regen: +2.80 Stamina each turn: +1.50 Mana each turn: -0.50 Equilibrium when hit: +0.12 Only die when reaching: -50.00 life Maximum life: +460.00 Maximum stamina: +40.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +31% Healing mod.: +22% 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 |
Shimmeroath (3 def, 13 armour) Shimmeroath (3 def, 13 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +15 (+2 eff.) Armour penetration: +14 Armour: +13 Defense: +3 (+1 eff.) Effects on melee hit: * 45% chance to daze Changes stats: +3 Dex / +8 Mag / +13 Wil / +10 Cun Changes resistances: +30% temporal / +52% darkness / +29% cold Changes resistances penetration: +5% lightning / +30% darkness / +14% arcane Changes damage: +6% blight / +23% darkness / +15% arcane Critical mult.: +51.00% Stealth bonus: +33 Physical save: +14 (+1 eff.) Spell save: +3 (+0 eff.) Mental save: +15 (+2 eff.) Mana each turn: +0.04 Only die when reaching: -50.00 life Maximum mana: +113.00 Spellpower: +10 (+1 eff.) Spell crit. chance: +14% Mental crit. chance: +8% Defense after a teleport: +30 Resist all after a teleport: +15% New effects duration reduction after a teleport: +29% 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 3 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 |
elven-silk cloak 'Gloomwire' (3 def, 13 armour) elven-silk cloak 'Gloomwire' (3 def, 13 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +95 (+10 eff.) Armour penetration: +25 Physical crit. chance: +5.0% Physical power: +5 (+0 eff.) Armour: +13 Defense: +3 (+1 eff.) Fatigue: -27% Effects on melee hit: * 40% chance to disease Damage when hit (Melee): 12 darkness / 16 blight Changes stats: +14 Dex / +29 Wil / +43 Cun Changes resistances: +10% acid / +10% fire / +56% darkness / +40% nature / +42% blight / +36% cold / +6% mind / +10% lightning Changes resistances penetration: +10% blight / +40% darkness / +10% mind Changes damage: +71% darkness / +6% blight Critical mult.: +30.00% Stealth bonus: +60 Physical save: +30 (+3 eff.) Spell save: +15 (+2 eff.) Mental save: +45 (+5 eff.) Life regen: +5.60 Only die when reaching: -100.00 life Maximum life: +197.00 Maximum stamina: +77.00 Mental crit. chance: +38% Healing mod.: +60% 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 |
elven-silk cloak 'Shocklady' (22 def, 0 armour) elven-silk cloak 'Shocklady' (22 def, 0 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +45 (+4 eff.) Armour penetration: +10 Defense: +22 (+7 eff.) Fatigue: -9% Damage when hit (Melee): 16 nature / 8 lightning Changes stats: +13 Str / +6 Dex / +9 Mag / +25 Wil / +27 Cun / +8 Con Changes resistances: +19% lightning / +46% light / +60% fire / +40% nature / +10% acid / +40% blight / +10% cold / +3% mind / +46% darkness Changes resistances penetration: +39% darkness Changes damage: +37% darkness Stealth bonus: +75 Life regen: +5.80 Maximum life: +83.00 Maximum stamina: +40.00 Mental crit. chance: +24% Light radius: +1 Healing mod.: +60% 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 |
elven-silk cloak 'Tarig' (83 def, 33 armour) elven-silk cloak 'Tarig' (83 def, 33 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +15 Physical crit. chance: +3.0% Armour: +33 Defense: +83 (+23 eff.) Damage when hit (Melee): 12 blight Changes stats: +20 Str / +18 Dex / +9 Mag / +19 Wil / +21 Cun / +18 Con Changes resistances: +10% acid / +47% light / +25% darkness / +40% cold / +50% blight / +58% fire / +40% nature / +8% lightning Changes resistances penetration: +19% darkness Changes damage: +25% darkness / +6% blight Talent mastery: +0.40 Technique / Combat training Stealth bonus: +53 Physical save: +117 (+12 eff.) Spell save: +44 (+5 eff.) Mental save: +70 (+8 eff.) Life regen: +5.20 Stamina each turn: +1.50 Mana each turn: -0.50 Mana when firing critical spell: +2.00 Only die when reaching: -100.00 life Maximum life: +110.00 Maximum mana: +80.00 Maximum vim: +60.00 Spell crit. chance: +5% Mental crit. chance: +16% Healing mod.: +57% 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 |
Bemarain the pair of rough leather boots (0 def, 1 armour) Bemarain the pair of rough leather boots (0 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 Fatigue: -4% Effects on melee hit: * 40% chance to gain 10% of a turn Changes resistances: +5% arcane Changes resistances penetration: +5% arcane Changes damage: +3% arcane Maximum encumbrance: +23 Physical save: +7 (+1 eff.) Silence immunity: +21% Confusion immunity: +24% Stun/Freeze immunity: +22% Stamina each turn: +0.40 Maximum stamina: +13.00 A pair of boots made of leather. Press to compare |
Hurerath the pair of rough leather boots (0 def, 6 armour) Hurerath the pair of rough leather boots (0 def, 6 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +6 Fatigue: +1% Changes stats: +2 Mag / +2 Cun / +2 Con Changes resistances: +9% mind / +12% blight Changes resistances penetration: +15% mind Changes damage: +3% mind Physical save: +12 (+1 eff.) Spell save: +3 (+0 eff.) Mental save: +11 (+1 eff.) Lowers spell cool-downs by: 10% Infravision radius: +2 A pair of boots made of leather. Press to compare |
Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 70% (based on Cunning), costing 12 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. Press to compare |
The Black Boots (2 def, 1 armour) The Black Boots (2 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +4 Cun Stealth bonus: +10 Shadow Power: +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." Press to compare |
Boltraven (57 def, 25 armour) Boltraven (57 def, 25 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +38 Physical crit. chance: +18.0% Physical power: +18 (+2 eff.) Armour: +25 Defense: +57 (+17 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: -5% Effects on melee hit: * Slows global speed by 60% * 69% chance to daze Damage when hit (Melee): 4 nature / 8 mind Changes stats: +10 Str / +9 Wil / +6 Cun / +26 Con Changes resistances: +9% lightning / +15% fire / +3% light / +15% cold Changes resistances penetration: +10% mind / +20% physical Changes damage: +3% lightning / +9% physical / +12% mind Maximum encumbrance: +37 Physical save: +70 (+7 eff.) Spell save: +26 (+3 eff.) Mental save: +53 (+6 eff.) Silence immunity: +44% Confusion immunity: +39% Stun/Freeze immunity: +50% Life regen: +5.10 Stamina each turn: +2.30 Maximum stamina: +77.00 Spellpower: +6 (+1 eff.) Mindpower: +17 (+2 eff.) Light radius: +1 Infravision radius: +5 Healing mod.: +30% Size category: +1 It can be used to activate talent Blindside, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 68 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. Press to compare |
Arerinne the pair of iron boots (10 def, 8 armour) Arerinne the pair of iron boots (10 def, 8 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Physical power: +4 (+0 eff.) Armour: +8 Defense: +10 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +2% Changes stats: +3 Str / +6 Dex / +6 Cun / +3 Con Changes resistances: +20% lightning / +7% temporal / +7% acid / +6% fire / +7% cold / +2% physical Physical save: +6 (+1 eff.) Pinning immunity: +15% Stun/Freeze immunity: +15% It can be used to activate talent Disengage, placing all other charms into a 4 cooldown : Effective talent level: 1.0 Power cost: 4 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 3 grids from your target. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Press to compare |
pair of iron boots 'Sootbone' (12 def, 3 armour) pair of iron boots 'Sootbone' (12 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: +4 Physical crit. chance: +4.0% Physical power: +4 (+0 eff.) Armour: +3 Defense: +12 (+4 eff.) Fatigue: +2% Effects on melee hit: * 30% chance to inflict damage reduction Changes stats: +3 Dex / +3 Mag / +3 Wil / +3 Cun Changes resistances: +6% darkness / +6% acid Changes resistances penetration: +25% acid Changes damage: +6% acid It can be used to blink to a nearby random location (rad 7), putting all charms on cooldown for 6 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 |
Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. Press to compare |
Moldwrack the pair of voratun boots (0 def, 14 armour) Moldwrack the pair of voratun boots (0 def, 14 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Fatigue: -5% Damage when hit (Melee): 16 arcane / 4 nature Changes stats: +6 Wil / +2 Cun / +8 Con Changes resistances penetration: +10% physical Changes damage: +6% nature Grants telepathy: Dragon Maximum encumbrance: +50 Physical save: +13 (+1 eff.) Spellpower: +6 (+1 eff.) Mindpower: +6 (+1 eff.) Infravision radius: +2 Movement speed: +20% It can be used to activate talent Blindside, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 68 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Press to compare |
Sparkburst (35 def, 5 armour) Sparkburst (35 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +35 (+11 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +4% Effects on melee hit: * 10% chance to gain 10% of a turn Damage when hit (Melee): 4 blight / 8 arcane Changes stats: +8 Str / +8 Mag / +9 Wil / +6 Cun / +19 Con Changes resistances: +12% fire / +9% temporal / +11% cold Changes resistances penetration: +5% lightning / +9% physical Changes damage: +10% physical Critical mult.: +10.00% Physical save: +25 (+2 eff.) Spell save: +7 (+1 eff.) Mental save: +25 (+3 eff.) Silence immunity: +50% Confusion immunity: +50% Stun/Freeze immunity: +42% Spellpower on spell critical (stacks up to 3 times): +6 Lowers spell cool-downs by: 10% Mindpower: +9 (+1 eff.) Size category: +1 It can be used to activate talent Blindside, placing all other charms into a 6 cooldown : Effective talent level: 3.0 Power cost: 6 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 104 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Press to compare |
pair of voratun boots 'Gloomshear' (0 def, 24 armour) pair of voratun boots 'Gloomshear' (0 def, 24 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +24 Fatigue: +4% Damage when hit (Melee): 4 temporal Changes stats: +3 Str / +5 Mag / +6 Wil / +4 Con Changes resistances: +13% acid / +9% darkness / +15% fire / +13% lightning / +13% cold Changes resistances penetration: +10% darkness / +5% temporal Changes damage: +6% mind Physical save: +12 (+1 eff.) Spell save: +15 (+2 eff.) Mental save: +19 (+2 eff.) Mana each turn: +0.44 Maximum mana: +54.00 Spell crit. chance: +4% Mental crit. chance: +5% Infravision radius: +3 It can be used to activate talent Rush, placing all other charms into a 6 cooldown : Effective talent level: 3.3 Power cost: 6 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 |
pair of voratun boots 'Mardista' (59 def, 5 armour) pair of voratun boots 'Mardista' (59 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +24 Physical crit. chance: +12.0% Physical power: +11 (+1 eff.) Armour: +5 Defense: +59 (+17 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: -6% Damage when hit (Melee): 8 mind Changes stats: +12 Str / +4 Dex / +8 Mag / +19 Wil / +21 Con Changes resistances: +30% darkness / +30% temporal Changes resistances penetration: +18% temporal / +18% darkness / +20% physical Changes damage: +6% mind Maximum encumbrance: +50 Physical save: +15 (+2 eff.) Mental save: +38 (+4 eff.) Silence immunity: +50% Confusion immunity: +50% Stun/Freeze immunity: +50% Maximum hate: +10.00 Maximum psi: +20.00 Spellpower: +6 (+1 eff.) Mindpower: +18 (+2 eff.) Heals friendly targets nearby when you use a nature summon: +40 Defense after a teleport: +26 Resist all after a teleport: +20% New effects duration reduction after a teleport: +30% It can be used to blink to a nearby random location (rad 49), putting all charms on cooldown for 6 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 |
Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+0 eff.) When used to modify unarmed attacks: Base power: 6.0 - 6.6 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.0% Attack speed: 100% When this weapon hits: Flamespit (30% chance level 3). Damage (Melee): +10 fire Damage conversion: 100% fire It can be used to activate talent Flamespit (costing 2 power out of 24/24) : Effective talent level: 3.0 Power cost: 2 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 410.81 fire damage. The damage will increase with your Mindpower. Attackspeed is 100% for non-Brawlers! These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. Press to compare |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+0 eff.) When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +4.0% Attack speed: 100% When this weapon hits: Slime Spit (35% chance level 1). Damage conversion: 40% item nature slow Attackspeed is 100% for non-Brawlers! These gloves are coated with a thick, green liquid. Press to compare |
rough leather gloves (0 def, 1 armour) rough leather gloves (0 def, 1 armour)1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 100% Attackspeed is 100% for non-Brawlers! Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+0 eff.) Spell crit. chance: +3% When used to modify unarmed attacks: Base power: 14.0 - 15.4 Uses stats: 70% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +6.0% Attack speed: 100% When this weapon hits: Mind Blast (10% chance level 1). When this weapon hits: Shadow Simulacrum (15% chance level 1). When this weapon hits: Turn Back the Clock (10% chance level 1). Damage conversion: 100% temporal darkness Talent on hit(spell): Dust to Dust (10% chance level 2). Attackspeed is 100% for non-Brawlers! Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. Press to compare |
Wyrmbreath (0 def, 4 armour) Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire When used to modify unarmed attacks: Base power: 18.0 - 19.8 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.0% Attack speed: 100% When this weapon hits: Bellowing Roar (10% chance level 3). When this weapon hits: Fire Breath (10% chance level 2). Damage (Melee): +10 fire Damage conversion: 50% fire It can be used to activate talent Fire Breath (costing 6 power out of 24/24) : Effective talent level: 2.0 Power cost: 6 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 1691.36 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. Attackspeed is 100% for non-Brawlers! These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. Press to compare |
Snow Giant Wraps (0 def, 2 armour) Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 When used to modify unarmed attacks: Base power: 17.0 - 18.7 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +4.0% Attack speed: 100% When this weapon hits: Call Lightning (25% chance level 5). Damage (Melee): +10 lightning / +10 cold It can be used to activate talent Throw Boulder (costing 2 power out of 6/6) : Effective talent level: 2.0 Power cost: 2 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throws a huge boulder at a target, damaging it for 900.97 and knocking it back 5 tiles. The damage will increase with your Strength. Attackspeed is 100% for non-Brawlers! Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. Press to compare |
iron gauntlets 'Charhunger' (0 def, 11 armour) iron gauntlets 'Charhunger' (0 def, 11 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +14 (+1 eff.) Physical crit. chance: +7.0% Armour: +11 Damage (Melee): 7 physical / 7 fire Changes stats: +4 Cun Changes resistances: +14% darkness / +15% fire Changes resistances penetration: +10% nature / +10% fire Changes damage: +17% fire / +5% physical Critical mult.: +7.00% Mental save: +7 (+1 eff.) Maximum life: +48.00 Spell crit. chance: +8% Mental crit. chance: +8% Light radius: +3 Infravision radius: +4 When used to modify unarmed attacks: Base power: 20.0 - 28.0 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +15 Armour Penetration: +3 Physical crit. chance: +17.0% Attack speed: 83% When this weapon hits: Battle Shout (10% chance level 1). When this weapon hits: Sand Breath (10% chance level 1). When this weapon hits: Fire Breath (10% chance level 1). When this weapon crits: Cripple (20% chance level 1). When this weapon crits: Dominate (20% chance level 1). On weapon hit: * 40% chance to blind Damage (Melee): +17 darkness / +4 light Burst (radius 1) on hit: +7 physical Burst (radius 2) on crit: +7 fire / +7 physical It can be used to activate talent Track, placing all other charms into a 4 cooldown : Effective talent level: 2.0 Power cost: 4 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 66 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 |
iron gauntlets 'Cyruyathra' (0 def, 1 armour) iron gauntlets 'Cyruyathra' (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 13% chance to cause random gloom Damage (Melee): 4 acid / 22 darkness / 4 lightning / 4 fire / 16 mind / 4 cold Damage when hit (Melee): 20 temporal Changes stats: +5 Mag / +3 Wil / +1 Cun Changes resistances: +13% darkness / +6% light / +3% mind Changes damage: +5% darkness / +3% mind Mental save: -13 (-1 eff.) Life regen: +1.50 Stamina each turn: +0.70 Maximum stamina: +15.00 Mindpower: +4 (+0 eff.) Infravision radius: +1 When used to modify unarmed attacks: Base power: 12.0 - 16.8 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.0% Attack speed: 83% When this weapon hits: Reproach (10% chance level 1). When this weapon hits: Slumber (10% chance level 1). On weapon hit: * 7% chance to inflict damage reduction * 40% chance to gain 10% of a turn Damage (Melee): +6 ice / +8 temporal / +9 lightning / +9 fire / +8 acid Burst (radius 2) on crit: +16 light / +18 darkness It can be used to activate talent Starfall, placing all other charms into a 5 cooldown : Effective talent level: 1.0 Power cost: 5 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 356.21 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! Metal gloves protecting the hands up to the middle of the lower arm. Press to compare |
Storm Bringer's Gauntlets (0 def, 3 armour) Storm Bringer's Gauntlets (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Mag Changes resistances: +15% lightning Changes resistances cap: +5% lightning Changes damage: +10% lightning Critical mult.: +20.00% Spell crit. chance: +5% When used to modify unarmed attacks: Base power: 23.0 - 32.2 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +4.0% Attack speed: 83% When this weapon hits: Chain Lightning (20% chance level 3). When this weapon hits: Nova (15% chance level 2). Damage (Melee): +20 lightning It can be used to activate talent Chain Lightning (costing 4 power out of 16/16) : Effective talent level: 3.0 Power cost: 4 out of 16/16. Range: 10 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 184.11 to 552.33 damage and forking to another target. It can hit up to 6 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. Attackspeed is 100% for non-Brawlers! This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. Press to compare |
dwarven-steel gauntlets 'Daimadir' (0 def, 7 armour) dwarven-steel gauntlets 'Daimadir' (0 def, 7 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +8 Armour: +7 Damage (Melee): 8 blight Changes stats: +5 Cun / +5 Dex Changes resistances: +10% blight Changes damage: +6% blight Mental save: +8 (+1 eff.) Maximum life: +58.00 When used to modify unarmed attacks: Base power: 28.0 - 39.2 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +13 Armour Penetration: +16 Physical crit. chance: +8.0% Attack speed: 83% When this weapon hits: Soul Rot (20% chance level 3). When this weapon hits: Perfect Strike (15% chance level 3). When this weapon hits: Battle Shout (10% chance level 3). On weapon hit: * 40% chance to cause random gloom Damage (Melee): +8 mind Burst (radius 2) on crit: +9 blight / +8 mind It can be used to activate talent Steady Shot, placing all other charms into a 5 cooldown : Effective talent level: 3.0 Power cost: 5 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Attackspeed is 100% for non-Brawlers! Metal gloves protecting the hands up to the middle of the lower arm. Press to compare |
Dakhtun's Gauntlets (0 def, 6 armour) Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +10.0% Attack speed: 83% When this weapon hits: Displacement Shield (10% chance level 1). When this weapon hits: Greater Weapon Focus (10% chance level 1). Damage (Melee): +20 arcane Attackspeed is 100% for non-Brawlers! Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. Press to compare |
Glarebrace (0 def, 9 armour) Glarebrace (0 def, 9 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 5 When wielded/worn: Accuracy: +51 (+5 eff.) Armour penetration: +30 Armour: +9 Damage (Melee): 10 acid / 20 temporal / 35 light / 10 fire / 8 lightning / 9 cold Damage (Ranged): 20 temporal Damage when hit (Melee): 8 blight Changes stats: +15 Str / +23 Dex / +10 Mag / +20 Wil / +16 Cun / +20 Con Changes resistances: +12% blight / +9% temporal / +30% light / +9% nature Changes damage: +10% temporal / +17% arcane / +21% light Talent mastery: +0.60 Technique / Grappling Physical save: +43 (+4 eff.) Spell save: +10 (+1 eff.) Mental save: +32 (+4 eff.) Poison immunity: +10% Silence immunity: +10% Disarm immunity: +234% Maximum life: +75.00 Maximum vim: +20.00 Damage Shield penetration: +30% When used to modify unarmed attacks: Base power: 38.5 - 53.9 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +53 Armour Penetration: +35 Physical crit. chance: +22.0% Attack speed: 83% When this weapon hits: Disarm (30% chance level 5). When this weapon hits: Perfect Control (10% chance level 5). When this weapon hits: Perfect Strike (30% chance level 5). When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Battle Shout (10% chance level 5). On weapon hit: * 30% chance to blind * 15% chance to gain 10% of a turn Damage Shield penetration (this weapon only): +20% Damage (Melee): +29 lightning / +8 light / +29 fire / +19 ice / +29 physical / +22 acid / +23 arcane Burst (radius 2) on crit: +15 arcane It can be used to activate talent Steady Shot, placing all other charms into a 5 cooldown : Effective talent level: 3.0 Power cost: 5 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Attackspeed is 100% for non-Brawlers! Metal gloves protecting the hands up to the middle of the lower arm. Press to compare |
Neritha the Starkarma (2 def, 9 armour) Neritha the Starkarma (2 def, 9 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 5 When wielded/worn: Accuracy: +15 (+2 eff.) Armour: +9 Defense: +2 (+1 eff.) Ranged Defense: +2 (+1 eff.) Damage (Melee): 19 light / 19 darkness / 15 mind Damage when hit (Melee): 4 mind Changes stats: +4 Str / +4 Dex / +22 Mag / +33 Cun / +6 Con Changes resistances: +61% light / +10% mind / +12% cold / +9% nature / +67% darkness Changes damage: +10% darkness / +11% mind / +11% light Talent cooldown: Double Strike (-1 turn) Physical save: +55 (+6 eff.) Spell save: +10 (+1 eff.) Mental save: +25 (+3 eff.) Disarm immunity: +50% Stun/Freeze immunity: +10% Knockback immunity: +15% Teleport immunity: +20% Maximum life: +79.00 Light radius: +3 Infravision radius: +11 When used to modify unarmed attacks: Base power: 38.0 - 53.2 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +35 Armour Penetration: +15 Physical crit. chance: +37.0% Attack speed: 83% When this weapon hits: Psychic Lobotomy (20% chance level 5). When this weapon hits: Battle Shout (10% chance level 5). When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Set Up (10% chance level 5). When this weapon crits: Dominate (10% chance level 5). On weapon hit: * 15% chance to blind * 13% chance to inflict damage reduction Damage (Melee): +17 physical / +29 darkness Burst (radius 2) on crit: +11 mind / +181 light / +192 darkness It can be used to activate talent Starfall, placing all other charms into a 5 cooldown : Effective talent level: 1.0 Power cost: 5 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 356.21 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! Metal gloves protecting the hands up to the middle of the lower arm. Press to compare |
Sunpython (0 def, 25 armour) Sunpython (0 def, 25 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 5 When wielded/worn: Accuracy: +41 (+4 eff.) Armour penetration: +15 Armour: +25 Armour Hardiness: +15% Effects on melee hit: * 25% chance to cause random gloom Damage (Melee): 10 acid / 31 darkness / 10 lightning / 10 fire / 40 mind / 10 cold Damage when hit (Melee): 16 fire Changes stats: +10 Str / +19 Dex / +5 Mag / +7 Wil / +18 Cun / +19 Con Changes resistances: +12% physical Talent cooldown: Double Strike (-1 turn) Physical save: +45 (+4 eff.) Spell save: +10 (+1 eff.) Mental save: +24 (+3 eff.) Disarm immunity: +100% Life regen: +4.00 Stamina each turn: +2.00 Mana each turn: +0.29 Maximum life: +69.00 Maximum stamina: +29.00 Maximum psi: +20.00 Spellpower: +10 (+1 eff.) Spell crit. chance: +10% Mindpower: +8 (+1 eff.) Infravision radius: +2 See invisible: +3 When used to modify unarmed attacks: Base power: 36.5 - 51.1 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +55 Armour Penetration: +25 Physical crit. chance: +34.0% Attack speed: 83% When this weapon hits: Elemental bolt (10% chance level 5). When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Stone Touch (5% chance level 5). When this weapon hits: Perfect Control (10% chance level 5). When this weapon hits: Set Up (10% chance level 5). When this weapon hits: Battle Shout (10% chance level 5). When this weapon hits: Slumber (10% chance level 5). When this weapon hits: Juggernaut (10% chance level 1). Damage (Melee): +19 ice / +19 physical / +21 lightning / +28 fire / +14 arcane / +29 acid Burst (radius 2) on crit: +4 mind It can be used to activate talent Ruined Earth, placing all other charms into a 5 cooldown : Effective talent level: 3.0 Power cost: 5 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Attackspeed is 100% for non-Brawlers! Metal gloves protecting the hands up to the middle of the lower arm. Press to compare |
voratun gauntlets 'Fulokan' (0 def, 15 armour) voratun gauntlets 'Fulokan' (0 def, 15 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +15 Damage (Melee): 13 physical Changes stats: +3 Str / +4 Dex / +4 Cun / +5 Con Changes resistances: +9% acid / +9% cold / +6% lightning Changes damage: +9% physical Talent cooldown: Double Strike (-1 turn) Physical save: +29 (+3 eff.) Spell save: +6 (+1 eff.) Mental save: +21 (+2 eff.) Disarm immunity: +40% Pinning immunity: +10% Stun/Freeze immunity: +10% Teleport immunity: +25% Life regen: +2.70 Stamina each turn: +2.00 Only die when reaching: -40.00 life Maximum life: +73.00 Maximum stamina: +31.00 When used to modify unarmed attacks: Base power: 33.0 - 46.2 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +17 Armour Penetration: +15 Physical crit. chance: +19.0% Attack speed: 83% When this weapon hits: Set Up (10% chance level 5). When this weapon hits: Sand Breath (10% chance level 5). When this weapon hits: Battle Shout (10% chance level 5). When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Slumber (10% chance level 5). Damage (Melee): +26 physical Burst (radius 1) on hit: +15 physical Burst (radius 2) on crit: +12 physical It can be used to activate talent Juggernaut, placing all other charms into a 7 cooldown : Effective talent level: 3.0 Power cost: 7 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Attackspeed is 100% for non-Brawlers! Metal gloves protecting the hands up to the middle of the lower arm. Press to compare |
Bethygabeth the linen wizard hat (1 def, 0 armour) Bethygabeth the linen wizard hat (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Physical power: +2 (+0 eff.) Defense: +1 (+0 eff.) Changes stats: +1 Dex / +3 Wil / +3 Con Changes resistances: +16% lightning / +11% physical Changes resistances penetration: +10% blight Changes damage: +11% lightning / +11% physical / +12% blight Physical save: +6 (+1 eff.) Stamina each turn: +0.20 Maximum stamina: +5.00 Healing mod.: +5% A pointy cloth hat, very wizardly... Press to compare |
Thunderoblivion the linen wizard hat (1 def, 0 armour) Thunderoblivion the linen wizard hat (1 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 8 arcane Changes stats: +2 Mag / +3 Wil / +2 Con Changes resistances: +9% lightning Changes resistances penetration: +20% arcane Changes damage: +13% arcane Physical save: +6 (+1 eff.) It can be used to activate talent Arcane Eye, placing all other charms into a 3 cooldown : Effective talent level: 5.0 Power cost: 3 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... Press to compare |
clarifying linen wizard hat (1 def, 0 armour) clarifying linen wizard hat (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Cun Mental save: +6 (+1 eff.) A pointy cloth hat, very wizardly... Press to compare |
Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% light / +10% lightning Changes damage: +10% light / +10% lightning It can be used to activate talent Call Lightning (costing 5 power out of 30/30) : Effective talent level: 1.0 Power cost: 5 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 171.08 to 513.24 damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. Press to compare |
Silissra (0 def, 3 armour) Silissra (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Physical power: +4 (+0 eff.) Armour: +3 Fatigue: +5% Effects on melee hit: * 30% chance to disease Changes stats: +3 Str / +7 Wil / +3 Cun / +5 Con Changes resistances: +7% acid / +19% blight / +7% fire / +7% lightning / +7% cold Changes resistances penetration: +10% arcane Changes damage: +3% blight Mental save: +7 (+1 eff.) Mindpower: +4 (+0 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+1 eff.) Spell save: +12 (+1 eff.) Mental save: +12 (+1 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. Press to compare |
Adonne the voratun helm (0 def, 19 armour) Adonne the voratun helm (0 def, 19 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +16 Physical power: +16 (+1 eff.) Armour: +19 Fatigue: +5% Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 4 temporal / 19 physical Changes stats: +48 Str / +36 Dex / +30 Wil / +20 Cun / +25 Con Changes resistances: +6% acid / +41% darkness / +26% light / +9% mind / +45% blight / +27% cold / +15% nature / +29% fire Changes resistances penetration: +5% arcane Reduces incoming crit damage: 15.00% Spell save: +25 (+3 eff.) Mental save: +48 (+5 eff.) Mindpower: +12 (+1 eff.) Infravision radius: +8 It can be used to activate talent Skullcracker, placing all other charms into a 5 cooldown : Effective talent level: 3.0 Power cost: 5 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 33335.0 Physical damage. If the attack hits, the target is confused (48% 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 |
voratun helm 'Fogglamour' (0 def, 11 armour) voratun helm 'Fogglamour' (0 def, 11 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Physical crit. chance: +7.0% Armour: +11 Fatigue: +5% Effects on melee hit: * 40% chance to gain 10% of a turn Damage when hit (Melee): 4 darkness / 20 physical Changes stats: +9 Str / +5 Dex / +5 Cun / +15 Lck Changes resistances: +15% acid / +6% darkness / +15% fire / +11% cold / +25% mind / +10% lightning Changes resistances penetration: +5% temporal Changes damage: +15% darkness / +9% temporal Physical save: +25 (+2 eff.) Mental save: +30 (+3 eff.) Confusion immunity: +46% Spell crit. chance: +8% Mental crit. chance: +7% Infravision radius: +4 It can be used to activate talent Skullcracker, placing all other charms into a 5 cooldown : Effective talent level: 3.0 Power cost: 5 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 33335.0 Physical damage. If the attack hits, the target is confused (48% 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 |
18 agate 18 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. |
12 spinel 12 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
19 ametrine 19 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. |
16 citrine 16 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. |
10 zircon 10 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. |
9 aquamarine 9 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. |
7 opal 7 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. |
7 topaz 7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 amethyst 8 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. |
13 onyx 13 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. |
12 lapis lazuli 12 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 emerald 10 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. |
12 garnet 12 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. |
7 quartz 7 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 sapphire 5 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 jade 7 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 turquoise 4 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ruby 2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
9 amber 9 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
bloodstone bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 diamond 2 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
pearl pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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. |
3077 alchemist agate 3077 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 |
brass lantern 'Voreldawyn' brass lantern 'Voreldawyn'Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Mag / +1 Wil / +2 Con Changes resistances: +6% blight / +3% mind Changes resistances penetration: +5% arcane Changes damage: +9% arcane Physical save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Life regen: +1.60 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +20.00 Light radius: +2 See stealth: +7 See invisible: +8 Healing mod.: +13% 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 |
brass lantern of clarity brass lantern of clarityInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +6 (+1 eff.) Light radius: +2 See stealth: +7 See invisible: +7 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 7 (based on Magic) detrimental mental effects, costing 10 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. Press to compare |
Blindcutter BlindcutterPowered by arcane forces Crafted by a master Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to corrode armour * 30% chance to blind Damage when hit (Melee): 16 temporal / 8 arcane / 37 fire Changes stats: +5 Cun / +6 Mag Changes resistances: +6% acid / +3% temporal / +21% darkness / +16% fire / +20% light Changes resistances penetration: +15% arcane Changes damage: +22% light / +9% darkness Damage affinity(heal): +10% light / +5% darkness Mental save: +19 (+2 eff.) Blindness immunity: +63% Confusion immunity: +44% Spellpower: +13 (+1 eff.) Mindpower: +9 (+1 eff.) Mental crit. chance: +9% Light radius: +9 Infravision radius: +11 See stealth: +50 See invisible: +45 It can be used to activate talent Track, placing all other charms into a 10 cooldown : Effective talent level: 5.0 Power cost: 10 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 101 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. Press to compare |
Umbraphage UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+1 eff.) Mindpower: +10 (+1 eff.) Light radius: +5 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing in brightness. (current charge 0). It can be used to release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 1268.68 darkness damage (based on Mindpower and charge), costing 3 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. Press to compare |
dwarven lantern 'Issoharakath' dwarven lantern 'Issoharakath'Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +44 Defense: +30 (+10 eff.) Effects on melee hit: * 50% chance to gain 10% of a turn Damage when hit (Melee): 12 mind / 30 fire Changes stats: +24 Con / +3 Wil Changes resistances: +55% blight / +9% fire / +6% mind / +12% temporal Changes resistances penetration: +44% all / +15% temporal Physical save: +33 (+3 eff.) Spell save: +40 (+4 eff.) Mental save: +63 (+7 eff.) Blindness immunity: +50% Confusion immunity: +29% Life regen: +23.10 Maximum life: +158.00 Maximum psi: +50.00 Mindpower: +12 (+1 eff.) Mental crit. chance: +12% Light radius: +16 See stealth: +46 See invisible: +41 Heals friendly targets nearby when you use a nature summon: +30 It can be used to activate talent Track, placing all other charms into a 10 cooldown : Effective talent level: 4.0 Power cost: 10 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 91 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. 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 (272 power, based on Willpower), costing 3 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. Press to compare |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 19 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Blood-Runed Athame Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Brenyrorain the Thunderpulverizer (dig speed 1 turns) Brenyrorain the Thunderpulverizer (dig speed 1 turns)Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +5 (+0 eff.) Armour penetration: +12 Physical power: +6 (+0 eff.) Armour: +8 Fatigue: -11% Effects on melee hit: * 30% chance to daze Changes stats: +4 Cun / +7 Str Changes resistances: +12% fire / +12% darkness / +3% light Changes damage: +3% lightning / +7% fire / +7% mind Grants telepathy: Demon/Minor Demon/Major Critical mult.: +12.00% Mental save: +7 (+1 eff.) Blindness immunity: +20% Only die when reaching: -20.00 life Maximum life: +24.00 Maximum stamina: +16.00 Infravision radius: +3 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 6 cooldown : Effective talent level: 2.2 Power cost: 6 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +61 accuracy and allowing you to attack creatures you cannot see without penalty for the next 3 turns. Allows you to dig a wall, remove a tree, create ways. Press to compare |
Elenofast the Chargebore (dig speed 8 turns) Elenofast the Chargebore (dig speed 8 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Physical power: +6 (+0 eff.) Armour: +3 Defense: +5 (+2 eff.) Fatigue: -5% Damage when hit (Melee): 8 lightning Changes stats: +1 Cun / +3 Str Changes resistances: +6% physical Changes resistances penetration: +10% mind Changes damage: +6% lightning / +6% mind Critical mult.: +11.00% Physical save: +6 (+1 eff.) Spell save: +7 (+1 eff.) Mental save: +27 (+3 eff.) Psi when hit: +0.04 Maximum life: +44.00 Mindpower: +4 (+0 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
Radhisatar (dig speed 2 turns) Radhisatar (dig speed 2 turns)Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Physical crit. chance: +13.0% Damage when hit (Melee): 12 arcane Changes stats: +10 Str / +8 Wil Changes resistances: +6% blight / +6% cold Changes damage: +6% mind / +7% fire Mental save: +7 (+1 eff.) Poison immunity: +5% Mana each turn: +0.04 Maximum life: +69.00 Maximum mana: +60.00 Maximum stamina: +54.00 Spellpower: +4 (+0 eff.) Mental crit. chance: +14% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
iron pickaxe of quickening (dig speed 29 turns) iron pickaxe of quickening (dig speed 29 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
Camygorn the Galenail (dig speed 2 turns) Camygorn the Galenail (dig speed 2 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +26 Physical crit. chance: +15.0% Armour: +5 Defense: +7 (+2 eff.) Fatigue: -19% Changes stats: +35 Str / +10 Wil / +6 Cun Changes resistances: +16% fire / +12% physical / +8% darkness / +3% cold Changes resistances penetration: +5% lightning Changes damage: +6% lightning Mental save: +32 (+4 eff.) Poison immunity: +20% Teleport immunity: +10% Maximum life: +40.00 Maximum stamina: +30.00 Mental crit. chance: +13% Infravision radius: +6 Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +30% When carried: Talent granted: +1 Dig It can be used to activate talent Perfect Strike, placing all other charms into a 6 cooldown : Effective talent level: 2.2 Power cost: 6 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +61 accuracy and allowing you to attack creatures you cannot see without penalty for the next 3 turns. Allows you to dig a wall, remove a tree, create ways. Press to compare |
Imp Claw Imp ClawPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 3 power out of 9/9) : Effective talent level: 2.0 Power cost: 3 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 741.43 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. Press to compare |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 3 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 2078.70 fire damage (based on Magic), costing 12 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (8/8) Rod of Recall (8/8)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 47 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (12/12) Rod of Spydric Poison (12/12)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 2897.84 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 6 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Getulathadir the Kindlebrawn [power 22] (7 cooldown) Getulathadir the Kindlebrawn [power 22] (7 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 1 When wielded/worn: Changes resistances: +6% light / +3% nature Changes resistances penetration: +20% nature Light radius: +3 It can be used to harden the skin for 7 turns increasing armour by 22 and armour hardiness by 30%, putting all charms on cooldown for 7 turns. Natural totems are made by powerful wilders to store nature power. Press to compare |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
By Rainbow Paradox the Cornac Doombringer level 200
47th Dusk 122nd year of Ascendancy at 12:33 see stats
By Rainbow Paradox the Cornac Doombringer level 200
33rd Dusk 122nd year of Ascendancy at 09:10 see stats
By Rainbow Paradox the Cornac Doombringer level 200
40th Dusk 122nd year of Ascendancy at 22:54 see stats
By Rainbow Paradox the Cornac Doombringer level 200
56th Dusk 122nd year of Ascendancy at 20:17 see stats
By Rainbow Paradox the Cornac Doombringer level 200
60th Dusk 122nd year of Ascendancy at 08:31 see stats
By Rainbow Paradox the Cornac Doombringer level 200
54th Dusk 122nd year of Ascendancy at 23:17 see stats
By Rainbow Paradox the Cornac Doombringer level 105
8th Flare 122nd year of Ascendancy at 16:45 see stats
By Rainbow Paradox the Cornac Doombringer level 200
44th Dusk 122nd year of Ascendancy at 22:25 see stats
By Rainbow Paradox the Cornac Doombringer level 200
52nd Dusk 122nd year of Ascendancy at 12:20 see stats
By Rainbow Paradox the Cornac Doombringer level 109
9th Flare 122nd year of Ascendancy at 01:22 see stats
By Rainbow Paradox the Cornac Doombringer level 141
16th Dusk 122nd year of Ascendancy at 01:22 see stats
By Rainbow Paradox the Cornac Doombringer level 200
44th Dusk 122nd year of Ascendancy at 22:25 see stats
By Rainbow Paradox the Cornac Doombringer level 22
2nd Mirth 122nd year of Ascendancy at 23:29 see stats
By Rainbow Paradox the Cornac Doombringer level 12
78th Pyre 122nd year of Ascendancy at 23:17 see stats
By Rainbow Paradox the Cornac Doombringer level 115
9th Flare 122nd year of Ascendancy at 12:02 see stats
By Rainbow Paradox the Cornac Doombringer level 200
60th Dusk 122nd year of Ascendancy at 08:42 see stats
By Rainbow Paradox the Cornac Doombringer level 10
78th Pyre 122nd year of Ascendancy at 17:50 see stats
By Rainbow Paradox the Cornac Doombringer level 20
2nd Mirth 122nd year of Ascendancy at 15:22 see stats
By Rainbow Paradox the Cornac Doombringer level 30
3rd Mirth 122nd year of Ascendancy at 16:26 see stats
By Rainbow Paradox the Cornac Doombringer level 40
1st Flare 122nd year of Ascendancy at 05:04 see stats
By Rainbow Paradox the Cornac Doombringer level 50
2nd Flare 122nd year of Ascendancy at 03:04 see stats
By Rainbow Paradox the Cornac Doombringer level 130
7th Dusk 122nd year of Ascendancy at 18:30 see stats
By Rainbow Paradox the Cornac Doombringer level 81
7th Flare 122nd year of Ascendancy at 22:47 see stats
By Rainbow Paradox the Cornac Doombringer level 41
1st Flare 122nd year of Ascendancy at 05:09 see stats
By Rainbow Paradox the Cornac Doombringer level 26
3rd Mirth 122nd year of Ascendancy at 04:32 see stats
By Rainbow Paradox the Cornac Doombringer level 200
52nd Dusk 122nd year of Ascendancy at 14:01 see stats
By Rainbow Paradox the Cornac Doombringer level 200
56th Dusk 122nd year of Ascendancy at 09:07 see stats
By Rainbow Paradox the Cornac Doombringer level 200
33rd Dusk 122nd year of Ascendancy at 09:10 see stats
By Rainbow Paradox the Cornac Doombringer level 188
18th Dusk 122nd year of Ascendancy at 14:45 see stats
By Rainbow Paradox the Cornac Doombringer level 67
7th Flare 122nd year of Ascendancy at 08:23 see stats
By Rainbow Paradox the Cornac Doombringer level 38
9th Mirth 122nd year of Ascendancy at 08:23 see stats
By Rainbow Paradox the Cornac Doombringer level 47
2nd Flare 122nd year of Ascendancy at 01:50 see stats
By Rainbow Paradox the Cornac Doombringer level 32
4th Mirth 122nd year of Ascendancy at 13:17 see stats
By Rainbow Paradox the Cornac Doombringer level 200
40th Dusk 122nd year of Ascendancy at 13:33 see stats
Log
Emeluriavea the sandworm's mind surges with critical power!
Emeluriavea the sandworm is invigorated by the attack!
Lava floor burns Emeluriavea the sandworm!
Emeluriavea the sandworm deactivates Shield Wall.
Emeluriavea the sandworm slows down.
Emeluriavea the sandworm deactivates Beyond the Flesh.
Rainbow Paradox resists the Gesture of Pain.
Rainbow Paradox hits Emeluriavea the sandworm for (572 to psi shield), (357 antimagic), 304 fire (304 total damage).
Emeluriavea the sandworm activates Beyond the Flesh.
Lava floor heals Rainbow Paradox!
Rainbow Paradox casts Destroyer.
Rainbow Paradox turns into a demon!
Rainbow Paradox casts Wraithform.
Rainbow Paradox turns into a wraith.
Rainbow Paradox uses Irresistible Sun.
Rainbow Paradox starts to attract all creatures around!
Rainbow Paradox receives 1484 healing.
Emeluriavea the sandworm's mind surges with critical power!
Emeluriavea the sandworm is invigorated by the attack!
Lava floor burns Emeluriavea the sandworm!
Emeluriavea the sandworm uses Clinch.
Emeluriavea the sandworm's grapple fails because Rainbow Paradox is too big!
Rainbow Paradox hits Emeluriavea the sandworm for (581 to psi shield), (357 antimagic), 286 fire (286 total damage).
Emeluriavea the sandworm's mind surges with critical power!
Emeluriavea the sandworm is invigorated by the attack!
Rainbow Paradox misses Emeluriavea the sandworm.
Emeluriavea the sandworm counters the attack!
Emeluriavea the sandworm's mind surges with critical power!
Rainbow Paradox has been maligned!
Rainbow Paradox deactivates Fearscape.