Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
Addons | Hybrid Class Pack 1.4.6Adds a number of hybridized classes. Currently only remixes existing classes and talents. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Deathknight 1.4.4Adds the Deathknight class. See forum thread for details. Inferno Race Pack 1.4.0Adds a collection of my races. New Gem Types 1.4.2Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Nyles GOD Mode 1.4.8Nyles GOD Mode is an addon that prevents you from being killed. Sort of. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. It works this way (there are two different modes inside):- When activated, start a New Game. - You will find under game options > gameplay, a new setting that lets you toggle godmode on or off. - You can change this setting any time at any place in the game. Upon spotting an enemy, you will be granted a huge amount of life and regen as well a an incredible amount of resistances. When all the enemies are killed, you stats will be reverted back to normal. Update v2.0.1
Update v2.0.0
Ghoul Buff 1.3.3Tweaks the 1st and 4th Ghoul Racials. 1st for general usefulness, now grants flat damage reduction instead. 4th for general usefulness, now checks your Str+Con against Physical Save, and spawns infinite duration, slowly decaying, ghoul summons. Embers of Rage 1.4.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.4.9Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Bastion 1.4.6A complete rework for Bulwark. Doctornull's Tweak Pack 1.4.2A collection of tweaks for existing ToME content. Exotic randarts 1.4.6Allows you to purchase Trident and Whip randarts from the lost merchant at Last Hope. Relies on having a separate addon for defining tiered whips, such as http://te4.org/games/addons/tome/exotic-weapon-master. Items Vault 1.4.8Donators/Buyers bonus! 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. Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Select your Escorts 1.4.8Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Dark Elves 1.2.5Adds a new race for the elves: Dark Elves also known as "Drow". The dark elves hail from far beneath the planet's surface somewhere within the "Deep Bellow." Features custom racial talents. Randboss Rando 1.4.2Massively spikes Rare counts as the game progresses, and even adds in Randbosses in the late game. As of 1.4.2, the player can fully control the spawn rate of Rare and Randboss class enemies to suit their gameplay style. Spell Merchants 1.0.1 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 Everyone Options 1.4.5Starts characters off with category points instead of categories known. Doctornull's Class Pack 1.4.2This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Firmamancer Class 1.3.1Adds the Firmamancer class, a celestial character who wields the weather; including sunlight, rainfall, storms and gales. This addon is now DEPRECATED and will cause bugs. Instead, please use the Celestial Oddities pack! |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Ghoul |
Class | Sun Paladin |
Level / Exp | 133 / 12% |
Size | big |
Lifes / Deaths | Killed by Emelissra the elven blood mage at level 48 on the 27th Dusk 122nd year of Ascendancy at 17:53 0 / 9Killed by Salawe the elven warrior at level 63 on the 28th Dusk 122nd year of Ascendancy at 14:35 Killed by Emuvena the large brown snake at level 120 on the 68th Dusk 122nd year of Ascendancy at 06:30 Killed by Eilinudalaith the water imp at level 129 on the 69th Dusk 122nd year of Ascendancy at 18:45 Killed by Eilinudalaith the water imp at level 130 on the 70th Dusk 122nd year of Ascendancy at 09:03 Killed by Eilinudalaith the water imp at level 130 on the 70th Dusk 122nd year of Ascendancy at 10:26 Killed by Layoldavea the bloated horror at level 132 on the 70th Dusk 122nd year of Ascendancy at 16:18 Killed by Layoldavea the bloated horror at level 133 on the 70th Dusk 122nd year of Ascendancy at 18:21 Killed by Layoldavea the bloated horror at level 133 on the 70th Dusk 122nd year of Ascendancy at 19:50 |
Primary Stats
Strength | 243 (base 100) |
Dexterity | 202 (base 59) |
Constitution | 243 (base 100) |
Magic | 243 (base 100) |
Willpower | 166 (base 23) |
Cunning | 166 (base 23) |
Resources
Life | -487/9101 |
Positive | 444/446 |
Stamina | 708/708 |
Psi | 165/165 |
Healing Factor | 1.51 |
Regeneration | 40.58338970171 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -12% |
Spell | 0% |
Global | +80% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 8 |
See Invisible | 9 |
Offense: Mainhand
Damage | 887 |
Accuracy | 114 |
Crit Chance | 111% |
APR | 40 |
Speed | 0.90 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 92 |
Crit Chance | 63% |
Speed | 1 |
Offense: Mind
Mindpower | 101 |
Crit Chance | 65% |
Speed | 1 |
Offense: Damage Bonus
All | +100% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 113.12 (100%) |
Defense | 61 |
Ranged Defense | 64 |
Fatigue | 0 |
Physical Save | 81 |
Spell Save | 97 |
Mental Save | 80 |
Defense: Resistances
All | +100%( 70%) |
Defense: Immunities
Stun Resistance | 87% |
Confusion Resistance | 48% |
Fear Resistance | 100% |
Poison Resistance | 80% |
Blind Resistance | 82% |
Disarm Resistance | 73% |
Bleed Resistance | 100% |
Pinning Resistance | 42% |
Instadeath Resistance | 100% |
Knockback Resistance | 74% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 229 with a minimum range of 15. Its effects scale with your Dexterity stat. |
Class Talents
Celestial / Guardian | 1.50 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
Celestial / Crusader | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Technique / Combat veteran | 1.30 |
| 9/5 |
| 9/5 |
| 5/5 |
| 5/5 |
Celestial / Combat | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat techniques | 1.30 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Technique / Shield offense | 1.10 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Celestial / Radiance | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Two-handed assault | 1.10 |
| 9/5 |
| 9/5 |
| 8/5 |
| 9/5 |
Celestial / Sun | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Undead / Ghoul | 0.70 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.50 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Technique / Combat training | 1.30 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
| 0/5 |
Celestial / Chants | 1.50 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+49). Continuum Destabilization |
detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You must explore the renegade Shaloren camp. | active |
You failed to protect the lone alchemist from death by Elewe the wolf. Escort: lone alchemist (level 2 of Old Forest) | failed |
You failed to protect the lost sun paladin from death by Porosessra the giant white mouse. Escort: lost sun paladin (level 3 of Scintillating Caves) | failed |
You failed to protect the lost tinker from death by Guba the rattlesnake. Escort: lost tinker (level 3 of Old Forest) | failed |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Equipment
On feet | Airprophet the pair of voratun boots (0 def, 5 armour) Airprophet the pair of voratun boots (0 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Effects on melee hit: * 40% chance to daze Damage when hit (Melee): 4 acid / 20 fire / 8 lightning Changes stats: +3 Wil / +4 Mag Changes resistances: +15% acid / +27% temporal / +26% darkness Changes resistances penetration: +5% acid / +17% temporal / +17% darkness Spellpower: +11 (+3 eff.) Movement speed: +20% Defense after a teleport: +21 Resist all after a teleport: +16% New effects duration reduction after a teleport: +30% It can be used to blink to a nearby random location (rad 12), putting all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | 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. |
On head | drakeskin leather cap 'Pitchraider' (0 def, 5 armour) drakeskin leather cap 'Pitchraider' (0 def, 5 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Armour: +5 Fatigue: +5% Effects on melee hit: * 49% chance to inflict damage reduction Damage when hit (Melee): 7 physical / 8 nature / 12 darkness Changes stats: +33 Str / +14 Dex / +7 Mag / +13 Wil / +10 Cun Changes resistances: +15% blight / +14% darkness Changes resistances penetration: +15% acid / +5% darkness / +10% nature Changes damage: +20% blight / +20% arcane Spell save: +15 (+3 eff.) Mental save: +15 (+3 eff.) Spell crit. chance: +5% Mindpower: +6 (+1 eff.) Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 7 turns. A cap made of leather. |
On hands | iron gauntlets 'Baloharanarigen' (0 def, 1 armour) iron gauntlets 'Baloharanarigen' (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+1 eff.) Armour: +1 Damage (Melee): 5 arcane Changes stats: +3 Dex / +4 Mag / +4 Wil Changes resistances: +4% arcane / +3% mind Changes damage: +3% mind Equilibrium when hit: +0.04 Maximum hate: +6.00 Mental crit. chance: +2% When used to modify unarmed attacks: Base power: 9.5 - 13.3 Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +6 Armour Penetration: +3 Physical crit. chance: +7.0% Attack speed: 83% When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +4 arcane Burst (radius 2) on crit: +8 mind It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | voratun torque of charged psionic shield 'Daybright' [power 303] (32/32 cooldown) voratun torque of charged psionic shield 'Daybright' [power 303] (32/32 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn Damage when hit (Melee): 12 light Changes resistances: +5% arcane Maximum wards: +2 physical / +4 mind / +4 darkness Changes resistances penetration: +15% arcane / +10% light Changes damage: +6% arcane Talent cooldown: Silence (+15 turn) Talents granted: +10 Silence +1 Ward It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 303 for 7 turns, putting all charms on cooldown for 32 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | Sulfurspawner the gold ring Sulfurspawner the gold ringPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+1 eff.) Armour: +10 Defense: +11 (+3 eff.) Changes stats: +10 Str / +1 Dex / +6 Mag / +10 Cun / +8 Con Changes resistances: +9% nature Spell save: +32 (+5 eff.) Mental save: +10 (+2 eff.) Disarm immunity: +35% Confusion immunity: +38% Pinning immunity: +37% Knockback immunity: +37% Life regen: +1.40 Maximum life: +110.00 Maximum stamina: +49.00 Spellpower: +10 (+2 eff.) Light radius: +2 See invisible: +9 Movement speed: +18% Healing mod.: +22% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 2.6 Power cost: 40 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 28% for 5 turns. Rings can have magical properties. |
On fingers | gladiator's gold ring of pilfering gladiator's gold ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +8 Physical power: +5 (+1 eff.) Defense: +9 (+2 eff.) Changes stats: +5 Str / +5 Con It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Around neck | steel amulet 'Eilinonne' steel amulet 'Eilinonne'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn Damage when hit (Melee): 8 temporal Changes stats: +5 Cun Changes resistances: +5% arcane Physical save: +14 (+3 eff.) Spell save: +14 (+2 eff.) Mental save: +12 (+2 eff.) Amulets can have magical properties. |
In main hand | voratun greatmaul 'Airrebel' (110.5-165.75 power, 4 apr) voratun greatmaul 'Airrebel' (110.5-165.75 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 110.5 - 165.8 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: 111% On weapon hit: * 34% chance to disease * 49% chance to daze On weapon crit: * wounds the target reducing their healing Damage (Melee): +42 blight / +42 cold When wielded/worn: Accuracy: +55 (+8 eff.) Armour penetration: +20 Physical crit. chance: +42.0% Physical power: +20 (+3 eff.) Changes stats: +19 Str / +10 Dex Changes resistances: +2% physical / +9% light / +3% blight / +6% fire / +6% darkness Changes damage: +6% lightning / +9% fire / +42% physical Critical mult.: +27.00% Pinning immunity: +5% Stamina when hit: +8.00 Only die when reaching: -40.00 life Massive two-handed mauls. |
Around waist | Cyrewe the drakeskin leather belt Cyrewe the drakeskin leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Armour: +8 Defense: +15 (+4 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: -8% Effects on melee hit: * 41% chance to corrode armour Changes stats: +6 Dex / +5 Mag / +6 Wil / +5 Cun Changes resistances: +13% fire / +3% nature / +10% cold Changes resistances penetration: +25% acid Maximum encumbrance: +53 Physical save: +24 (+5 eff.) Spell save: +3 (+0 eff.) Mental save: +3 (+1 eff.) Only die when reaching: -60.00 life Spell crit. chance: +5% Mental crit. chance: +15% A belt that goes around your waist. |
In off hand | reinforced voratun shield of resilience (12 def, 14 armour, 68.5-82.2 power, 278 block) reinforced voratun shield of resilience (12 def, 14 armour, 68.5-82.2 power, 278 block)Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 68.5 - 82.2 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +278 When wielded/worn: Armour: +14 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Talent granted: +5 Block Maximum life: +99.00 Handheld deflection devices. |
Cloak | cashmere cloak of sorcery (2 def, 0 armour) cashmere cloak of sorcery (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +3 Wil / +3 Mag 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. |
Main armor | Relgakan the voratun plate armour (9 def, 41 armour) Relgakan the voratun plate armour (9 def, 41 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +41 Defense: +9 (+2 eff.) Fatigue: +26% Effects on melee hit: * 30% chance to gain 10% of a turn Damage when hit (Melee): 28 light Changes stats: +13 Str / +25 Wil / +18 Cun / +12 Con Changes resistances: +31% acid / +15% physical / +58% darkness / +30% cold / +62% blight / +46% fire / +6% nature / +45% lightning Changes damage: +3% acid Talent cooldown: Rush (-5 turns) Allows you to breathe in: water Spell save: +20 (+3 eff.) Mental save: +46 (+9 eff.) Cut immunity: +20% Disarm immunity: +38% Confusion immunity: +10% Stun/Freeze immunity: +37% Knockback immunity: +37% Life regen: +12.00 Stamina each turn: +2.50 Only die when reaching: -40.00 life Maximum life: +221.00 Light radius: +4 Healing mod.: +29% Defense after a teleport: +20 Resist all after a teleport: +8% New effects duration reduction after a teleport: +34% A suit of armour made of metal plates. |
Inventory
voratun amulet 'Porarialralaith' voratun amulet 'Porarialralaith'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +8 Physical crit. chance: +9.0% Changes stats: +2 Dex / +2 Mag / +9 Wil / +4 Con Changes resistances: +20% temporal Talent mastery: +0.38 Technique / Combat veteran Critical mult.: +17.00% Physical save: +25 (+5 eff.) Mental save: +14 (+3 eff.) Confusion immunity: +25% Pinning immunity: +36% Knockback immunity: +40% Life regen: +1.70 Only die when reaching: -60.00 life Maximum life: +80.00 Mindpower: +14 (+3 eff.) Amulets can have magical properties. |
Blindwend the gold ring Blindwend the gold ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +11 (+1 eff.) Armour penetration: +1 Physical crit. chance: +3.0% Fatigue: -6% Effects on melee hit: * 16% chance to cause random gloom Damage (Melee): 13 bleed Effects on ranged hit: * 15% chance to cause random gloom Damage (Ranged): 17 bleed Damage when hit (Melee): 8 darkness Changes stats: +8 Dex / +19 Mag / +20 Wil / +28 Cun / +12 Con Changes resistances: +12% blight / +62% light / +44% darkness Changes damage: +31% light / +16% darkness Critical mult.: +3.00% Physical save: +16 (+3 eff.) Spell save: +47 (+8 eff.) Mental save: +10 (+2 eff.) Confusion immunity: +34% Hate when firing a critical mind attack: +3.00 Maximum stamina: +71.00 Maximum hate: +11.00 Spellpower: +33 (+7 eff.) Mindpower: +11 (+2 eff.) Healing mod.: +15% It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 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. |
copper ring 'Silobretira' copper ring 'Silobretira'Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +9% blight Changes resistances penetration: +5% blight / +5% arcane Changes damage: +3% arcane Mental save: +6 (+1 eff.) Rings can have magical properties. |
wizard's stralite ring of warding wizard's stralite ring of wardingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +9 Mag Changes resistances: +26% acid / +23% fire / +26% cold / +26% lightning Spell save: +18 (+3 eff.) Rings can have magical properties. |
Starrock the dwarven-steel battleaxe (45.5-68.25 power, 2 apr) Starrock the dwarven-steel battleaxe (45.5-68.25 power, 2 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 45.5 - 68.3 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 3). On weapon hit: * 115% chance to cause random gloom * 19% chance to disease * 50% chance to corrode armour On weapon crit: * splashes the target with acid * cripple the target Damage (Melee): +24 acid / +20 temporal / +19 blight / +47 mind Burst (radius 1) on hit: +4 acid Burst (radius 2) on crit: +8 mind / +4 acid When wielded/worn: Armour penetration: +16 Physical crit. chance: +16.0% Damage when hit (Melee): 20 temporal Changes stats: +13 Cun / +13 Wil Changes resistances: +9% light / +20% temporal Changes resistances penetration: +5% acid / +16% physical Changes damage: +15% light / +16% physical Disease immunity: +35% Massive two-handed battleaxes. |
Xeryssra (76.5-114.75 power, 4 apr) Xeryssra (76.5-114.75 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 76.5 - 114.8 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% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 28% chance to disease * 20% chance to torment the target * 25% chance to put talents on cooldown Damage (Melee): +28 blight / +28 temporal / +28 nature When wielded/worn: Accuracy: +36 (+5 eff.) Armour penetration: +21 Defense: +44 (+11 eff.) Ranged Defense: +4 (+1 eff.) Damage when hit (Melee): 8 arcane Changes resistances: +3% light / +9% fire Changes resistances penetration: +21% physical / +21% mind / +20% darkness Changes damage: +21% physical Spell save: +29 (+5 eff.) Disease immunity: +49% Cut immunity: +15% Disarm immunity: +137% Confusion immunity: +20% Pinning immunity: +10% Massive two-handed battleaxes. |
voratun battleaxe 'Radherim' (79-118.5 power, 4 apr) voratun battleaxe 'Radherim' (79-118.5 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 79.0 - 118.5 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% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 48% chance to cause random gloom * 27% chance to disease * 41% chance to gain 10% of a turn Damage (Melee): +21 blight / +28 mind When wielded/worn: Accuracy: +28 (+4 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn Changes stats: +19 Str / +6 Mag / +20 Wil / +6 Cun Changes damage: +41% physical Physical save: +6 (+1 eff.) Disease immunity: +34% Life regen: +1.20 Stamina each turn: +0.80 Stamina when hit: +7.00 Only die when reaching: -40.00 life Spellpower: +16 (+4 eff.) Massive two-handed battleaxes. |
Borosk's Hate (60-96 power, 22 apr) Borosk's Hate (60-96 power, 22 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance to strike the target again. When wielded/worn: Changes stats: +10 Str / +5 Dex / +15 Con Talent mastery: +0.20 Technique / Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
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 184 light damage (based on Spellpower) in a radius 3 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 30 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. |
Dethblyd (70-112 power, 18 apr) Dethblyd (70-112 power, 18 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: 70.0 - 112.0 Uses stats: 30% Wil, 60% Mag, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +18 Physical crit. chance: +20.0% Attack speed: 100% On weapon hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. Lifesteal (this weapon only): +5% When wielded/worn: Changes stats: +10 Str / +8 Mag / +5 Con Talent masteries: +0.10 Corruption / Torture +0.20 Corruption / Brutality +0.20 Corruption / Wrath Talents cooldown: Draining Assault (-1 turn) Abduction (-1 turn) Detonating Charge (-1 turn) Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
Genocide (42-67.2 power, 4 apr) Genocide (42-67.2 power, 4 apr)Requires: - Willpower 20 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 42.0 - 67.2 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: +18.0% Attack speed: 100% Damage against: +25% Orc When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Con Reduced damage from: +15% Orc Grants telepathy: Humanoid/Orc Life regen: +0.50 Stamina each turn: +1.00 Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
Kurak the voratun greatsword (84-134.4 power, 4 apr) Kurak the voratun greatsword (84-134.4 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 84.0 - 134.4 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 hit: * 25% chance for lightning to arc to a second target * Random elemental explosion Damage (Melee): +19 light / +49 lightning Burst (radius 1) on hit: +8 acid Damage against: +30% Undead When wielded/worn: Accuracy: +21 (+3 eff.) Armour penetration: +42 Defense: +6 (+1 eff.) Ranged Defense: +6 (+2 eff.) Effects on melee hit: * 44% chance to corrode armour Changes stats: +7 Str Changes resistances: +6% blight / +6% lightning Changes resistances penetration: +24% acid / +40% physical / +23% fire / +24% cold / +24% lightning Changes damage: +60% physical Mental save: +6 (+1 eff.) Silence immunity: +20% Stamina when hit: +3.00 Massive two-handed swords. |
hateful stralite greatsword of massacre (60.5-96.8 power, 3 apr) hateful stralite greatsword of massacre (60.5-96.8 power, 3 apr)Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 60.5 - 96.8 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +9 darkness Damage against: +7% Living Massive two-handed swords. |
iron greatsword (15-24 power, 1 apr) iron greatsword (15-24 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 15.0 - 24.0 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. |
stralite greatsword of massacre (63-100.8 power, 3 apr) stralite greatsword of massacre (63-100.8 power, 3 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 63.0 - 100.8 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% Massive two-handed swords. |
voratun greatsword 'Poxbane' (81-129.6 power, 4 apr) voratun greatsword 'Poxbane' (81-129.6 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 81.0 - 129.6 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% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 23% chance to disease * 20% chance to cause random gloom * Slows global speed by 40% * 20% chance to torment the target * 25% chance for lightning to arc to a second target * Random elemental explosion Damage (Melee): +28 lightning / +28 blight / +4 mind Burst (radius 1) on hit: +24 fire Burst (radius 2) on crit: +4 arcane / +12 mind When wielded/worn: Armour penetration: +63 Physical crit. chance: +21.0% Changes resistances: +9% nature / +5% arcane Changes resistances penetration: +24% acid / +42% physical / +19% darkness / +24% fire / +21% mind / +23% cold / +5% nature / +20% lightning Changes damage: +40% physical / +3% nature / +3% arcane Critical mult.: +28.00% Disease immunity: +49% Massive two-handed swords. |
Galadas the dragonbone longbow Galadas the dragonbone longbowRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random 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 Attack speed: 125% Firing range: +10 When this weapon hits: Arcane Vortex (10% chance level 3). When this weapon hits: Shoot (10% chance level 1). Burst (radius 2) on crit: +4 mind When wielded/worn: Physical power: +22 (+3 eff.) Ranged Defense: +8 (+2 eff.) Changes stats: +10 Str / +6 Mag Changes resistances: +6% blight / +3% cold Changes resistances penetration: +25% physical Changes damage: +15% arcane Cut immunity: +15% Pinning immunity: +15% Hate when firing a critical mind attack: +1.00 Spellpower: +14 (+3 eff.) Mindpower: +6 (+1 eff.) Damage Shield penetration: +42% Longbows are used to shoot arrows at your foes. |
Anmalice (47-65.8 power, 20 apr) Anmalice (47-65.8 power, 20 apr)Requires: - Willpower 20 - Strength 32 Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +20 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * torments the target with many mental effects On weapon kill: * reduces mental save penalty When wielded/worn: Changes damage: +8% mind Mental save: -30 (-7 eff.) Mindpower: +9 (+2 eff.) The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
Strikesever (54.5-76.3 power, 5 apr) Strikesever (54.5-76.3 power, 5 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 4 Base power: 54.5 - 76.3 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 13% chance to disease * 25% chance for lightning to arc to a second target On weapon crit: * cripple the target Damage (Melee): +12 lightning / +17 blight Burst (radius 1) on hit: +8 lightning When wielded/worn: Physical crit. chance: +10.0% Changes stats: +1 Mag / +1 Wil Changes damage: +3% arcane Critical mult.: +20.00% Spell save: +20 (+3 eff.) Disease immunity: +28% Sharp, long, and deadly. |
iron mace (11.5-16.1 power, 2 apr) iron mace (11.5-16.1 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 11.5 - 16.1 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% Blunt and deadly. |
Hellsream the thorny mindstar (9-9.9 power, 24 apr, nature damage) Hellsream the thorny mindstar (9-9.9 power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. This honing mindstar will focus other psionic mindstars. This natural fire should be returned to the wyrm. This natural mindstar summons a caller. Base power: 9.0 - 9.9 Uses stats: 70% Wil, 50% Mag, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +8 fire Damage against: +20% Undead When wielded/worn: Damage when hit (Melee): 14 fire Changes stats: +3 Str / +1 Mag / +6 Wil / +8 Cun / +3 Con Changes resistances: +14% physical / +19% light / +19% darkness / +16% blight / +13% fire / +19% mind / +11% nature Changes resistances penetration: +14% physical / +15% arcane / +14% fire Changes damage: +14% fire / +14% physical / +7% nature / +9% arcane Grants telepathy: Humanoid/Orc Critical mult.: +17.00% Disease immunity: +19% Stamina when hit: +1.70 Mindpower: +14 (+3 eff.) Mental crit. chance: +7% See stealth: +14 See invisible: +14 Global speed: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Telos's Staff (Top Half) (35-42 power, 0 apr, arcane element) Telos's Staff (Top Half) (35-42 power, 0 apr, arcane 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: Physical 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 (+2 eff.) Spellpower: +30 (+6 eff.) Spell crit. chance: +15% The top part of Telos' broken staff. |
dragonbone vilestaff 'Polema' (34-40.8 power, 6 apr, darkness element) dragonbone vilestaff 'Polema' (34-40.8 power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 34.0 - 40.8 Uses stats: 130% Mag, 30% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +16 acid Burst (radius 1) on hit: +12 acid When wielded/worn: Physical crit. chance: +15.0% Damage (Melee): 33 fire Changes stats: +18 Mag / +18 Cun / +15 Con Changes resistances: +5% arcane Changes resistances penetration: +10% arcane Changes damage: +30% darkness / +3% physical Talent granted: +1 Command Staff Critical mult.: +124.00% Vim when firing critical spell: +14.00 Spellpower on spell critical (stacks up to 3 times): +10 Maximum vim: +97.00 Maximum neg.energy: +96.00 Spellpower: +53 (+10 eff.) Spell crit. chance: +5% See invisible: +18 It can be used to conjure elemental energy in a radius 10 cone, dealing 530.52 to 636.62 darkness damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
magelord's dragonbone magestaff of wizardry (30-36 power, 6 apr, cold element) magelord's dragonbone magestaff of wizardry (30-36 power, 6 apr, cold element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +14.0% Damage (Melee): 45 arcane Changes stats: +6 Wil / +6 Mag Changes damage: +30% cold Talent granted: +1 Command Staff Maximum mana: +230.00 Spellpower: +37 (+8 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
Blood-Letter (33-46.2 power, 4.5 apr) Blood-Letter (33-46.2 power, 4.5 apr)Requires: - Strength 40 - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 3 Base power: 33.0 - 46.2 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +7.0% Attack speed: 100% When this weapon hits: Ice Breath (15% chance level 2). Damage conversion: 50% ice When wielded/worn: Armour: +20 Changes resistances penetration: +20% cold Ice block penetration: +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
balanced iron waraxe (13-18.2 power, 2 apr) balanced iron waraxe (13-18.2 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 13.0 - 18.2 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +6 (+1 eff.) Defense: +5 (+1 eff.) Disarm immunity: +23% One-handed war axes. |
iron waraxe 'Gloomoozer' (17-23.8 power, 2 apr) iron waraxe 'Gloomoozer' (17-23.8 power, 2 apr)Requires: - Strength 11 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 1 Base power: 17.0 - 23.8 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Burst (radius 2) on crit: +9 ice When wielded/worn: Armour: +6 Changes resistances penetration: +6% cold Changes damage: +9% darkness Critical mult.: +3.00% Maximum encumbrance: +30 Physical save: +3 (+1 eff.) Maximum stamina: +5.00 One-handed war axes. |
voratun waraxe 'Korygas' (41-57.4 power, 6 apr) voratun waraxe 'Korygas' (41-57.4 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 41.0 - 57.4 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: 111% On weapon hit: * 25% chance to put talents on cooldown Damage (Melee): +96 insidious poison Burst (radius 2) on crit: +12 mind / +17 fire When wielded/worn: Accuracy: +15 (+2 eff.) Physical power: +12 (+2 eff.) Armour: +2 Damage when hit (Melee): 4 mind Changes stats: +6 Dex / +6 Con Changes resistances: +9% lightning Changes resistances penetration: +14% physical / +13% fire Physical save: +25 (+5 eff.) Spell save: +10 (+2 eff.) Mental save: +9 (+2 eff.) Disarm immunity: +31% Knockback immunity: +20% Global speed: +5% One-handed war axes. |
Ashfury AshfuryPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Fatigue: -6% Changes stats: +3 Str / +4 Dex / +19 Mag / +20 Wil / +4 Cun / +6 Lck Changes resistances: +7% fire / +7% arcane / +7% cold Changes resistances penetration: +5% arcane / +8% physical Changes damage: +9% physical / +12% fire Reduced damage from: +21% Summoned Grants telepathy: Dragon Critical mult.: +7.00% Reduces incoming crit damage: 20.00% Trap disarming bonus: +10 Stealth bonus: +7 Maximum encumbrance: +26 Physical save: +7 (+2 eff.) Mental save: +14 (+3 eff.) Mana each turn: +0.18 Maximum life: +54.00 Maximum mana: +28.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +16% Mindpower: +4 (+1 eff.) Light radius: +4 Infravision radius: +6 A belt that goes around your waist. |
Velisewen VelisewenCrafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+0 eff.) Changes resistances: +6% blight / +6% acid Changes damage: +6% mind Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Pinning immunity: +5% Stun/Freeze immunity: +5% Size category: +1 A belt that goes around your waist. |
Mardystir the elven-silk robe (5 def, 0 armour) Mardystir the elven-silk robe (5 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +2 (+0 eff.) Defense: +5 (+1 eff.) Fatigue: -2% Changes stats: +30 Mag / +6 Wil / +1 Con Changes resistances: +20% physical / +30% darkness / +3% cold / +6% arcane / +30% mind Changes resistances penetration: +45% physical / +45% temporal Changes damage: +77% physical / +52% temporal / +37% all Physical save: +20 (+4 eff.) Spell save: +19 (+3 eff.) Mental save: +72 (+14 eff.) Poison immunity: +5% Silence immunity: +44% Knockback immunity: +5% Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +52 (+10 eff.) Mindpower: +6 (+1 eff.) Mental crit. chance: +6% Reduces paradox anomalies(equivalent to willpower): +45 The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe 'Curecrypt' (0 def, 0 armour) linen robe 'Curecrypt' (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 4 nature / 8 temporal Changes resistances: +3% temporal Changes damage: +7% all Spellpower: +10 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Amudur (0 def, 3 armour) Amudur (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -3% Changes resistances: +9% nature / +6% fire Maximum encumbrance: +23 Physical save: +6 (+1 eff.) Spell save: +3 (+0 eff.) Disease immunity: +5% Confusion immunity: +5% Only die when reaching: -40.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Prismknight (25 def, 24 armour) Prismknight (25 def, 24 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +24 Defense: +25 (+6 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +5% Effects on melee hit: * 10% chance to disease * 30% chance to blind Damage when hit (Melee): 8 blight Changes stats: +14 Str / +10 Mag / +10 Wil / +20 Con Changes resistances: +29% acid / +24% temporal / +33% darkness / +28% fire / +29% cold / +29% lightning / +3% light Changes resistances penetration: +10% physical / +20% temporal / +19% darkness / +5% arcane Changes damage: +15% arcane / +9% physical / +12% darkness / +6% light Spell save: +8 (+1 eff.) Silence immunity: +93% Confusion immunity: +87% Stun/Freeze immunity: +87% Stamina each turn: +1.90 Mana each turn: +0.08 Vim when firing critical spell: +7.00 Maximum stamina: +75.00 Lowers spell cool-downs by: 10% Mindpower: +9 (+2 eff.) Defense after a teleport: +30 Resist all after a teleport: +20% New effects duration reduction after a teleport: +30% Size category: +1 It can be used to blink to a nearby random location (rad 14), putting all charms on cooldown for 25 turns. A pair of boots made of leather. |
Kindlespitter the drakeskin leather gloves (0 def, 9 armour) Kindlespitter the drakeskin leather gloves (0 def, 9 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +9 (+1 eff.) Armour: +9 Damage (Melee): 19 acid / 20 fire / 20 lightning / 19 cold Changes stats: +5 Str / +4 Dex / +16 Mag / +10 Wil / +5 Cun / +12 Con Changes resistances: +6% temporal Changes damage: +3% blight / +11% arcane / +6% light Talent cooldown: Double Strike (-1 turn) Physical save: +85 (+17 eff.) Spell save: +21 (+4 eff.) Mental save: +45 (+9 eff.) Disarm immunity: +139% Life regen: +4.00 Stamina each turn: +1.90 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +80.00 Maximum stamina: +40.00 Spellpower: +4 (+1 eff.) When used to modify unarmed attacks: Base power: 35.5 - 39.1 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +28 Armour Penetration: +5 Physical crit. chance: +18.0% Attack speed: 100% 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: Juggernaut (20% chance level 2). When this weapon hits: Slumber (10% chance level 5). On weapon hit: * 40% chance to gain 10% of a turn Damage (Melee): +38 ice / +58 physical / +8 light / +58 lightning / +58 acid / +49 fire / +15 arcane Burst (radius 2) on crit: +15 arcane / +8 temporal Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
alchemist's rough leather gloves of the juggernaut (0 def, 1 armour) alchemist's rough leather gloves of the juggernaut (0 def, 1 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 4 acid / 5 fire / 5 lightning / 5 cold Changes stats: +3 Mag / +3 Wil / +2 Con Physical save: +14 (+3 eff.) Spell save: +5 (+1 eff.) Mental save: +5 (+1 eff.) Disarm immunity: +24% When used to modify unarmed attacks: Base power: 8.5 - 9.4 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% When this weapon hits: Juggernaut (10% chance level 1). Damage (Melee): +7 ice / +9 physical / +9 fire / +9 acid / +9 lightning Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves 'Eremigar' (0 def, 29 armour) drakeskin leather gloves 'Eremigar' (0 def, 29 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour penetration: +1 Armour: +29 Armour Hardiness: +15% Effects on melee hit: * 44% chance to cause random gloom Damage (Melee): 20 light / 95 darkness / 59 mind / 19 arcane Damage when hit (Melee): 4 acid Changes stats: +2 Str / +2 Dex / +16 Mag / +10 Wil / +30 Con Changes resistances: +15% light / +11% physical / +10% arcane / +15% darkness Changes damage: +11% light / +11% arcane / +11% darkness Physical save: +85 (+17 eff.) Spell save: +30 (+5 eff.) Mental save: +34 (+7 eff.) Disarm immunity: +142% Life regen: +8.30 Stamina each turn: +3.90 Maximum life: +73.00 Maximum stamina: +80.00 Mindpower: +19 (+3 eff.) When used to modify unarmed attacks: Base power: 36.0 - 39.6 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +13 Armour Penetration: +5 Physical crit. chance: +5.0% Attack speed: 100% When this weapon hits: Slumber (20% chance level 5). When this weapon hits: Juggernaut (30% chance level 3). When this weapon hits: Reproach (20% chance level 5). When this weapon hits: Battle Shout (10% chance level 5). When this weapon hits: Stone Touch (5% chance level 5). When this weapon hits: Manathrust (10% chance level 3). On weapon hit: * 15% chance to blind * 15% chance to inflict damage reduction Damage Shield penetration (this weapon only): +40% Damage (Melee): +4 acid / +90 physical / +38 arcane Burst (radius 2) on crit: +8 physical / +9 arcane / +8 temporal Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets 'Glaldann' (0 def, 2 armour) dwarven-steel gauntlets 'Glaldann' (0 def, 2 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 8 acid / 8 lightning / 11 mind / 8 fire / 13 arcane / 6 cold Damage when hit (Melee): 8 mind Changes stats: +4 Str / +25 Mag / +18 Wil / +4 Cun / +4 Con Changes resistances: +7% arcane / +8% light / +8% darkness / +7% mind Changes resistances penetration: +15% arcane Changes damage: +15% arcane / +8% mind Talent mastery: +0.20 Technique / Grappling Critical mult.: +10.00% Spell save: +10 (+2 eff.) Disarm immunity: +27% Mana each turn: +0.12 Psi when hit: +0.08 Spellpower: +6 (+2 eff.) Mindpower: +2 (+1 eff.) Infravision radius: +2 Heals friendly targets nearby when you use a nature summon: +20 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 Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 83% When this weapon hits: Disarm (10% chance level 3). When this weapon hits: Psychic Lobotomy (20% chance level 3). When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +10 ice / +16 lightning / +17 fire / +38 arcane / +18 acid Burst (radius 2) on crit: +33 light / +26 darkness / +21 arcane / +10 mind It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 190.99 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
heroic voratun gauntlets of the juggernaut (0 def, 9 armour) heroic voratun gauntlets of the juggernaut (0 def, 9 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +9 Changes stats: +6 Con Physical save: +29 (+6 eff.) Spell save: +10 (+2 eff.) Mental save: +25 (+5 eff.) Disarm immunity: +45% Maximum life: +74.00 When used to modify unarmed attacks: Base power: 35.5 - 49.7 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +12 Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 83% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Battle Shout (10% chance level 5). Damage (Melee): +29 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets 'Kukath' (0 def, 9 armour) iron gauntlets 'Kukath' (0 def, 9 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +39 (+6 eff.) Armour penetration: +7 Armour: +9 Damage (Melee): 7 physical / 7 light / 7 blight / 7 arcane / 7 mind Changes stats: +11 Str / +18 Dex / +7 Mag / +8 Wil / +16 Cun / +7 Con Changes resistances: +7% light / +6% mind / +9% blight / +5% arcane / +3% nature / +7% darkness Changes damage: +5% blight / +5% physical / +5% mind / +5% light Talent mastery: +0.20 Technique / Grappling Talent cooldown: Double Strike (-2 turns) Physical save: +41 (+8 eff.) Spell save: +9 (+1 eff.) Mental save: +9 (+2 eff.) Disarm immunity: +78% Only die when reaching: -20.00 life Infravision radius: +5 See invisible: +9 Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% When used to modify unarmed attacks: Base power: 9.5 - 13.3 Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +32 Armour Penetration: +9 Physical crit. chance: +31.0% Attack speed: 83% When this weapon hits: Disarm (10% chance level 1). When this weapon hits: Soul Rot (20% chance level 1). When this weapon hits: Set Up (20% chance level 1). When this weapon hits: Sand Breath (10% chance level 1). When this weapon hits: Psychic Lobotomy (20% chance level 1). When this weapon hits: Perfect Strike (15% chance level 1). When this weapon hits: Juggernaut (20% chance level 2). When this weapon hits: Manathrust (10% chance level 3). When this weapon crits: Dominate (10% chance level 1). On weapon hit: * 7% chance to blind Damage (Melee): +7 arcane / +17 physical / +7 darkness Burst (radius 1) on hit: +7 physical Burst (radius 2) on crit: +7 blight / +7 physical / +7 mind It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 45 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves 'Ividavea' (0 def, 1 armour) rough leather gloves 'Ividavea' (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage when hit (Melee): 4 arcane Changes resistances: +9% mind Changes damage: +6% arcane Life regen: +1.20 Stamina each turn: +0.60 Maximum stamina: +12.00 When used to modify unarmed attacks: Base power: 7.5 - 8.3 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% When this weapon hits: Slumber (10% chance level 1). On weapon hit: * 40% chance to cause random gloom Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Adumivena the Kindlesteel (25 def, 22 armour) Adumivena the Kindlesteel (25 def, 22 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +11 (+1 eff.) Physical crit. chance: +8.0% Physical power: +12 (+2 eff.) Armour: +22 Defense: +25 (+6 eff.) Fatigue: +5% Effects on melee hit: * 50% chance to blind Effects when hit in melee: * 20% chance to gain 10% of a turn Damage when hit (Melee): 8 blight Changes stats: +17 Str / +16 Wil / +10 Cun / +10 Con / +17 Lck Changes resistances: +15% blight / +15% physical / +3% temporal / +14% all Changes resistances penetration: +10% temporal Changes damage: +6% blight / +12% temporal Physical save: +39 (+8 eff.) Mental save: +15 (+3 eff.) Spell crit. chance: +8% Mental crit. chance: +7% Light radius: +3 A cap made of leather. |
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 20 power out of 30/30) : Effective talent level: 1.0 Power cost: 20 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 149.89 to 449.68 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
Elenirath the Chargezephyr (0 def, 11 armour) Elenirath the Chargezephyr (0 def, 11 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +24 Physical crit. chance: +8.0% Physical power: +6 (+1 eff.) Armour: +11 Fatigue: +5% Effects on melee hit: * 45% chance to daze * 47% chance to blind Damage when hit (Melee): 8 lightning / 16 light Changes stats: +5 Str / +25 Dex / +10 Wil / +25 Cun / +5 Con / +17 Lck Changes resistances: +12% lightning Changes damage: +3% light Spell crit. chance: +8% Mindpower: +12 (+2 eff.) Mental crit. chance: +8% Infravision radius: +3 A cap made of leather. |
Serpentspawn the voratun helm (27 def, 22 armour) Serpentspawn the voratun helm (27 def, 22 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +8 Physical crit. chance: +8.0% Armour: +22 Defense: +27 (+7 eff.) Fatigue: +5% Effects when hit in melee: * 19% chance to gain 10% of a turn Damage when hit (Melee): 9 physical Changes stats: +22 Str / +23 Dex / +10 Wil / +14 Cun / +10 Lck Changes resistances: +15% lightning / +20% light / +11% fire / +15% nature / +14% all / +14% acid / +13% blight / +11% cold / +25% mind / +22% darkness Changes resistances penetration: +5% arcane / +10% darkness / +5% nature Changes damage: +30% arcane Physical save: +52 (+11 eff.) Mental save: +43 (+9 eff.) Confusion immunity: +50% Spell crit. chance: +4% Mental crit. chance: +8% It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 6864.2 Physical damage. If the attack hits, the target is confused (47% 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. |
Yvylrabeth the dwarven-steel helm (0 def, 4 armour) Yvylrabeth the dwarven-steel helm (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +2 (+0 eff.) Armour: +4 Fatigue: +4% Damage when hit (Melee): 7 physical Changes stats: +11 Str / +15 Dex / +8 Wil / +8 Cun / +2 Con Maximum encumbrance: +40 Only die when reaching: -80.00 life Maximum life: +10.00 Mindpower: +10 (+2 eff.) It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 6864.2 Physical damage. If the attack hits, the target is confused (47% 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. |
enlightening stralite mail armour of the deep (4 def, 13 armour) enlightening stralite mail armour of the deep (4 def, 13 armour)Requires: - Strength 38 - Talent Armour Training Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +13 Defense: +4 (+1 eff.) Fatigue: +16% Changes stats: +8 Cun / +5 Wil Changes resistances: +9% acid / +13% cold Allows you to breathe in: water Mental save: +22 (+4 eff.) A suit of armour made of mail. |
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 (+0 eff.) Fatigue: +12% A suit of armour made of mail. |
voratun mail armour 'Isogath' (5 def, 13 armour) voratun mail armour 'Isogath' (5 def, 13 armour)Requires: - Strength 48 - Talent Armour Training Powered by arcane forces Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour penetration: +2 Physical crit. chance: +2.0% Armour: +13 Defense: +5 (+1 eff.) Fatigue: +16% Damage (Melee): 16 acid / 17 fire Damage when hit (Melee): 11 acid / 9 fire Changes stats: +5 Con Changes resistances: +26% acid / +24% cold / +27% fire / +2% physical Allows you to breathe in: water Life regen: +0.20 A suit of armour made of mail. |
Masochism (0 def, 0 armour) Masochism (0 def, 0 armour)Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 It is part of a set of items. With a better grip it would be the destroyer of your enemies. When wielded/worn: Damage (Melee): 25 vim draining blight Damage when hit (Melee): 25 vim draining blight Changes stats: +3 Cun / +9 Mag Talent masteries: +0.20 Corruption / Sanguisuge +0.20 Corruption / Blood Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Disease immunity: +100% Maximum vim: +25.00 Spellpower: +10 (+2 eff.) Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 0 It can be used to activate talent Blood Grasp (costing 12 power out of 12/12) : Effective talent level: 5.0 Power cost: 12 out of 12/12. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 739.97 blight damage and healing you for half the damage done. The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. |
Anylehad (11 def, 46 armour) Anylehad (11 def, 46 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Physical power: +25 (+3 eff.) Armour: +46 Defense: +11 (+3 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +18% Damage when hit (Melee): 19 physical Changes stats: +7 Str / +10 Mag / +4 Wil Changes resistances: +19% lightning / +29% fire / +3% mind / +3% darkness Physical save: +15 (+3 eff.) Blindness immunity: +15% Poison immunity: +5% Stun/Freeze immunity: +10% Spellpower: +25 (+5 eff.) Spell crit. chance: +8% Mindpower: +15 (+3 eff.) Mental crit. chance: +6% A suit of armour made of metal plates. |
Ce'Nuna the iron plate armour (3 def, 11 armour) Ce'Nuna the iron plate armour (3 def, 11 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 1 When wielded/worn: Armour: +11 Defense: +3 (+1 eff.) Fatigue: +15% Changes resistances: +6% arcane Changes damage: +6% mind Physical save: +6 (+1 eff.) Spell save: +11 (+2 eff.) Mental save: +3 (+1 eff.) Hate when firing a critical mind attack: +4.00 Maximum hate: +4.00 Mindpower: +10 (+2 eff.) A suit of armour made of metal plates. |
Betessra the Morbusbrawn (12 def, 8 armour, 69-82.8 power, 219.5 block) Betessra the Morbusbrawn (12 def, 8 armour, 69-82.8 power, 219.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 69.0 - 82.8 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +220 On weapon hit: * 40% chance to gain 10% of a turn Burst (radius 2) on crit: +4 nature When wielded/worn: Armour: +8 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Effects when hit in melee: * 21% chance to gain 10% of a turn Changes stats: +4 Con Changes resistances: +21% cold / +3% nature / +10% temporal Changes resistances penetration: +10% temporal Talent granted: +5 Block Physical save: +7 (+2 eff.) Handheld deflection devices. |
Gunendil (10 def, 24 armour, 74.5-89.4 power, 228 block) Gunendil (10 def, 24 armour, 74.5-89.4 power, 228 block)Requires: - Strength 35 - Talent Armour Training (level 2) Powered by arcane forces Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 74.5 - 89.4 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +228 On weapon hit: * deal bonus physical damage equal to your armor On weapon crit: * smash the target with your shield crippling them Damage (Melee): +18 lightning / +26 cold / +8 arcane / +16 acid When wielded/worn: Physical crit. chance: +18.0% Physical power: +27 (+3 eff.) Armour: +24 Armour Hardiness: +9% Defense: +10 (+2 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Effects when hit in melee: * 18% chance to corrode armour * 18% chance to daze Damage when hit (Melee): 18 ice Changes stats: +5 Dex / +7 Wil / +12 Con Changes resistances: +45% lightning / +36% physical / +72% cold / +18% acid / +27% fire Changes resistances penetration: +5% blight / +25% arcane / +10% mind Talent granted: +4 Block Physical save: +13 (+3 eff.) Mana each turn: +0.24 Spell crit. chance: +2% Damage Shield penetration: +20% Handheld deflection devices. |
Timekeeper (21 def, 7 armour, 90-99 power, 293 block) Timekeeper (21 def, 7 armour, 90-99 power, 293 block)Requires: - Strength 11 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 90.0 - 99.0 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Physical crit. chance: +5.0% Block value: +293 When wielded/worn: Armour: +7 Defense: +21 (+5 eff.) Ranged Defense: +16 (+4 eff.) Fatigue: +6% Changes resistances: +27% temporal / +27% darkness / +27% blight / +27% cold / +27% arcane Talent granted: +10 Block Improves its stats based on your level. At levels 11, 21, 31 and 41 it blocks a new damage type. This is your shield. There are many like it, but this one is yours. You must master your shield as you master your life. |
coruscating dwarven-steel shield (8 def, 2 armour, 30.5-36.6 power, 81 block) coruscating dwarven-steel shield (8 def, 2 armour, 30.5-36.6 power, 81 block)Requires: - Strength 24 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 30.5 - 36.6 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +81 Damage (Melee): +12 fire When wielded/worn: Armour: +2 Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Damage when hit (Melee): 18 fire Changes stats: +2 Str Changes resistances: +12% fire Talent granted: +3 Block Handheld deflection devices. |
cosmic voratun shield of crushing (12 def, 3 armour, 77-92.4 power, 190 block) cosmic voratun shield of crushing (12 def, 3 armour, 77-92.4 power, 190 block)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 77.0 - 92.4 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +190 On weapon crit: * smash the target with your shield crippling them Burst (radius 2) on crit: +40 light / +40 darkness When wielded/worn: Physical crit. chance: +6.0% Physical power: +8 (+1 eff.) Armour: +3 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Changes resistances: +15% light / +13% darkness Talent granted: +5 Block Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Handheld deflection devices. |
iron shield (4 def, 2 armour, 8-9.6 power, 17 block) iron shield (4 def, 2 armour, 8-9.6 power, 17 block)Requires: - Strength 11 - Talent Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 8.0 - 9.6 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +17 When wielded/worn: Armour: +2 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Talent granted: +1 Block Handheld deflection devices. |
reinforced dwarven-steel shield (8 def, 7 armour, 29.5-35.4 power, 119 block) reinforced dwarven-steel shield (8 def, 7 armour, 29.5-35.4 power, 119 block)Requires: - Strength 24 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 29.5 - 35.4 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +119 When wielded/worn: Armour: +7 Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Talent granted: +3 Block Handheld deflection devices. |
voratun shield of purity (12 def, 3 armour, 66-79.2 power, 184.5 block) voratun shield of purity (12 def, 3 armour, 66-79.2 power, 184.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 66.0 - 79.2 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +184 When wielded/worn: Armour: +3 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Changes resistances: +14% nature / +16% blight Talent granted: +5 Block Handheld deflection devices. |
quiver of dragonbone arrows 'Breezevile' (22/22, 55.5-77.7 power, 20 apr) quiver of dragonbone arrows 'Breezevile' (22/22, 55.5-77.7 power, 20 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 55.5 - 77.7 Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +24 Armour Penetration: +20 Physical crit. chance: +3.0% Capacity: 22 On weapon hit: * 25% chance for lightning to arc to a second target * 25% chance to put talents on cooldown * 10% chance to stun, blind, pin, or confuse the target Travel speed: +200% Damage (Ranged): +16 lightning / +31 physical / +36 temporal / +8 arcane / +41 nature Arrows are used with bows to pierce your foes to death. |
hematite hematite0.00 Encumbrance. Type: gem / black ; tier 2 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
2 nuummite 2 nuummite0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% When used to imbue an object: Stun/Freeze immunity: +20% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
4 obsidian 4 obsidian0.00 Encumbrance. Type: gem / black ; tier 4 When wielded/worn: Stun/Freeze immunity: +50% When used to imbue an object: Stun/Freeze immunity: +50% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
6 agate 6 agate0.00 Encumbrance. Type: gem / blue ; 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: Lightning Gems can be sold for money or used in arcane rituals. |
1164 alchemist agate 1164 alchemist agate0.00 Encumbrance. Type: alchemist-gem / blue ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 aquamarine 3 aquamarine0.00 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. |
3 lapis lazuli 3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; 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: Lightning Gems can be sold for money or used in arcane rituals. |
jade jade0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Defense: +20 (+5 eff.) Changes damage: +6% all When used to imbue an object: Defense: +20 (+5 eff.) Changes damage: +6% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 malachite 2 malachite0.00 Encumbrance. Type: gem / green ; tier 2 When wielded/worn: Defense: +15 (+4 eff.) Changes damage: +4% all When used to imbue an object: Defense: +15 (+4 eff.) Changes damage: +4% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 verdite 3 verdite0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +10 (+2 eff.) Changes damage: +2% all When used to imbue an object: Defense: +10 (+2 eff.) Changes damage: +2% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Hurydragomas the dwarven lantern Hurydragomas the dwarven lanternPowered by arcane forces Crafted by a master Infused by psionic forces 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour: +6 Defense: +15 (+4 eff.) Changes stats: +8 Mag Changes resistances: +9% cold / +3% light / +10% temporal Physical save: +20 (+4 eff.) Spell save: +23 (+4 eff.) Mental save: +46 (+9 eff.) Blindness immunity: +5% Disease immunity: +20% Stun/Freeze immunity: +10% Psi when hit: +0.20 Spellpower: +17 (+4 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +13% Light radius: +16 See stealth: +25 See invisible: +25 Defense after a teleport: +20 Resist all after a teleport: +18% New effects duration reduction after a teleport: +24% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
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. |
carnelian carnelian0.00 Encumbrance. Type: gem / red ; tier 2 When wielded/worn: Combat speed: +4% Casting speed: +4% Mental speed: +4% When used to imbue an object: Combat speed: +4% Casting speed: +4% Mental speed: +4% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Combat speed: +6% Casting speed: +6% Mental speed: +6% When used to imbue an object: Combat speed: +6% Casting speed: +6% Mental speed: +6% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 spinel 6 spinel0.00 Encumbrance. Type: gem / red ; tier 1 When wielded/worn: Combat speed: +2% Casting speed: +2% Mental speed: +2% When used to imbue an object: Combat speed: +2% Casting speed: +2% Mental speed: +2% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
2 geode 2 geode0.00 Encumbrance. Type: gem / stone ; tier 3 When wielded/worn: Life regen: +1.50 Stamina each turn: +0.60 Mana each turn: +0.60 Psi each turn: +0.60 Healing mod.: +10% When used to imbue an object: Life regen: +1.50 Stamina each turn: +0.60 Mana each turn: +0.60 Psi each turn: +0.60 Healing mod.: +10% Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
large geode large geode0.00 Encumbrance. Type: gem / stone ; tier 4 When wielded/worn: Life regen: +2.00 Stamina each turn: +0.80 Mana each turn: +0.80 Psi each turn: +0.80 Healing mod.: +10% When used to imbue an object: Life regen: +2.00 Stamina each turn: +0.80 Mana each turn: +0.80 Psi each turn: +0.80 Healing mod.: +10% Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
3 small geode 3 small geode0.00 Encumbrance. Type: gem / stone ; tier 2 When wielded/worn: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% When used to imbue an object: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
8 tiny geode 8 tiny geode0.00 Encumbrance. Type: gem / stone ; tier 1 When wielded/worn: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% When used to imbue an object: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
2 amethyst 2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Changes resistances penetration: +4% all Critical mult.: +4.00% When used to imbue an object: Changes resistances penetration: +4% all Critical mult.: +4.00% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
5 ametrine 5 ametrine0.00 Encumbrance. Type: gem / violet ; tier 1 When wielded/worn: Changes resistances penetration: +2% all Critical mult.: +2.00% When used to imbue an object: Changes resistances penetration: +2% all Critical mult.: +2.00% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 kunzite 4 kunzite0.00 Encumbrance. Type: gem / violet ; tier 4 When wielded/worn: Changes resistances penetration: +8% all Critical mult.: +8.00% When used to imbue an object: Changes resistances penetration: +8% all Critical mult.: +8.00% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 moonstone 2 moonstone0.00 Encumbrance. Type: gem / white ; tier 4 When wielded/worn: Armour: +16 Changes resistances: +4% all When used to imbue an object: Armour: +16 Changes resistances: +4% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 quartz 5 quartz0.00 Encumbrance. Type: gem / white ; tier 1 When wielded/worn: Armour: +5 Changes resistances: +1% all When used to imbue an object: Armour: +5 Changes resistances: +1% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 amber 2 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +8.0% Spell crit. chance: +8% Mental crit. chance: +8% When used to imbue an object: Physical crit. chance: +8.0% Spell crit. chance: +8% Mental crit. chance: +8% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 citrine 10 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / yellow ; tier 2 When wielded/worn: Physical crit. chance: +4.0% Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Glargg the Ogre Sun Paladin level 76
30th Dusk 122nd year of Ascendancy at 10:02 see stats
By Glargg the Ogre Sun Paladin level 10
76th Pyre 122nd year of Ascendancy at 08:24 see stats
By Glargg the Ogre Sun Paladin level 10
76th Pyre 122nd year of Ascendancy at 04:14 see stats
By Glargg the Ogre Sun Paladin level 20
19th Dusk 122nd year of Ascendancy at 23:27 see stats
By Glargg the Ogre Sun Paladin level 30
20th Dusk 122nd year of Ascendancy at 17:01 see stats
By Glargg the Ogre Sun Paladin level 40
21st Dusk 122nd year of Ascendancy at 22:39 see stats
By Glargg the Ogre Sun Paladin level 50
27th Dusk 122nd year of Ascendancy at 19:04 see stats
By Glargg the Ogre Sun Paladin level 36
21st Dusk 122nd year of Ascendancy at 19:37 see stats
By Glargg the Ogre Sun Paladin level 1
74th Pyre 122nd year of Ascendancy at 11:11 see stats
By Glargg the Ogre Sun Paladin level 1
74th Pyre 122nd year of Ascendancy at 11:11 see stats
By Glargg the Ogre Sun Paladin level 1
74th Pyre 122nd year of Ascendancy at 11:38 see stats
By Glargg the Ogre Sun Paladin level 12
4th Mirth 122nd year of Ascendancy at 09:57 see stats
By Glargg the Ogre Sun Paladin level 101
67th Dusk 122nd year of Ascendancy at 09:52 see stats
By Glargg the Ogre Sun Paladin level 40
22nd Dusk 122nd year of Ascendancy at 01:41 see stats
By Glargg the Ogre Sun Paladin level 12
2nd Mirth 122nd year of Ascendancy at 04:42 see stats
Log
Something performs a melee critical strike against Glargg!
Something performs a melee critical strike against Glargg!
Glargg shrugs off the critical damage!
Glargg hits Something for 0 lightning, 1 temporal, 3 light, 0 fire, 1 nature, 1 acid, 0 physical, 2 darkness, 0 lightning, 1 temporal, 3 light, 0 fire, 1 nature, 1 acid, 0 physical, 2 darkness, 0 lightning, 1 temporal, 3 light, 0 fire, 1 nature, 1 acid, 0 physical, 2 darkness, 0 lightning, 1 temporal, 3 light, 0 fire, 1 nature, 1 acid, 0 physical, 2 darkness, 0 lightning, 1 temporal, 3 light, 0 fire, 1 nature, 1 acid, 0 physical, 2 darkness, 0 lightning, 1 temporal, 3 light, 0 fire, 1 nature, 1 acid, 0 physical, 2 darkness (51 total damage).
Something hits Glargg for 0 physical, 0 light, (102 resist armour), 0 darkness, 0 physical, (102 resist armour), 0 darkness, 0 physical, 0 light, (102 resist armour), 0 darkness, 0 physical, (102 resist armour), 0 darkness, 0 physical, 0 light, (102 resist armour), 0 darkness, 0 physical, (102 resist armour), 0 darkness (0 total damage).
Something hits Glargg for (135 resist armour), 0 mind (0 total damage).
Something performs a melee critical strike against Glargg!
Glargg resists the stunning strike!
Something performs a melee critical strike against Glargg!
Glargg hits Something for 0 lightning, 1 temporal, 3 light, 0 fire, 1 nature, 1 acid, 0 physical, 2 darkness, 0 lightning, 1 temporal, 3 light, 0 fire, 1 nature, 1 acid, 0 physical, 2 darkness (17 total damage).
Something hits Glargg for 0 physical, (102 resist armour), 0 darkness, 0 physical, 0 light, (102 resist armour), 0 darkness (0 total damage).
Glargg resists!
Layoldavea the bloated horror's Shock hits Glargg for (135 resist armour), 0 lightning (0 total damage).
Something performs a melee critical strike against Glargg!
Glargg shrugs off the critical damage!
Something performs a melee critical strike against Glargg!
Glargg hits Something for 0 lightning, 1 temporal, 3 light, 0 fire, 1 nature, 1 acid, 0 physical, 2 darkness, 0 lightning, 1 temporal, 3 light, 0 fire, 1 nature, 1 acid, 0 physical, 2 darkness (17 total damage).
Something hits Glargg for 0 physical, 0 light, (103 resist armour), 0 darkness, 0 physical, (103 resist armour), 0 darkness (0 total damage).
Something performs a melee critical strike against Glargg!
Glargg shrugs off the critical damage!
Something performs a melee critical strike against Glargg!
Glargg shrugs off the critical damage!
Glargg hits Something for 0 lightning, 1 temporal, 3 light, 0 fire, 1 nature, 1 acid, 0 physical, 2 darkness, 0 lightning, 1 temporal, 3 light, 0 fire, 1 nature, 1 acid, 0 physical, 2 darkness (17 total damage).
Something hits Glargg for 0 physical, 0 light, (103 resist armour), 0 darkness, 0 physical, (103 resist armour), 0 darkness (0 total damage).
Glargg is free of the time prison echos.
Glargg is returned to normal time.
Glargg looks a little pale around the edges.
Ran for 2 turns (stop reason: taken damage).
Saving game...