Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Multi-Class Challenge 1.4.8Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, check your Game Options for a new tab. Passive Cooldowns 1.3.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Items Vault 1.5.0Donators/Buyers bonus! Forgeknight 1.2.5The basic idea behind the class of the Forge Knight is that of armor and weapon crafting. While item manipulation is already part of the game in form of some talents like Stone Alchemy's Imbue item or Finer energy manipulations' Reshape Weapon/Armour, class talents of the Forge Knight go one step further and allow the recreation of a piece of armour (body, helm, shield) or weapon (metallic, non-archery). The underlying crafting process is pretty simple: an existing item is being used as raw material for the creation of a new item of the same basic type and subtype. The original item is being consumed during the crafting process. Crafted items are initially basic items (white display colour) enhanced by certain bonuses like combat damage or armour and defense values. The development of passive talents allows for a broader spectrum of enhancements on the crafted weapon. Eventually, a Forge Knight learns to craft items with innate extra properties, like a developed ego (green/blue/violett display-colours) and powerful talents, which the Forge Knight gains access to while wielding the crafted item . In addition to two talent types dedicated to crafting (weapons, armours), the Forge Knight gets two additional unique talent types (class, generic) covering combat and passives, as well as several talent types from those normally available to members of the warrior classtree. The class idea was partly inspired by the concept of the Enchanter class in Arcanum from House Pet, which I had alot of fun with, and the desire to build a variation of a smith-class, which doesn't exist so far in Maj'Eyal. Addendum: - Fixed compatibility with grayswandirs weapons pack: alternative damage modificators are now enhanced too. Reduced Abuse: - any antimagic item that is being used for forging will result in forged items with an antimagic powersource Revision: - removed access to regular shield/dualwielding/2handed-talent-trees from the Forge Knight Refine & Restore: - Refine Items: Learning or putting a point into the talents "Armour Forging" or "Weapon Forging" gives access to a skill, that lets you upgrade your forged items towards your current skill level in the different talents of the forge group. Only properties that were put onto a forged item via the forge-skill previously will be affected and only items that have been forged after this patch can be refined. Forbid Nature / Arcane: - If you are too distant to nature (e.g. undead), you won't forge items which grant you wild-gift-talents anymore (unless you forge items powered by antimagic forces). Refinement Fix: - Fixed an issue, where after refining an equiped weapon or armor some properties (like resists) wouldn't be registered properly Small Fix (15.01.2015): Fix weapons_of_projection (24.01.2015): Possessor Bonus Class 1.5.4Donators/Buyers bonus! Mage Knight 1.5.5Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Ashes of Urh'Rok 1.5.0Official 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:
Nekarcos's Quality of Life 03: Summoning Timer 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Rage Quit 1.5.0Adds a suitably spleen-venting option to the Eidolon plane death chat, and an "Exit game" option to the death dialog. Embers of Rage 1.5.0Official 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:
Abomination Race 1.4.9Adds the undead abomination race. Abominations are the hideous result of callous necromancers fusing several dead bodies or loose appendages into one single being. They can augment themselves by assimilating more body parts to their being, even in the heat of battle. Abominations may grow considerably in size after being created and while such extra size may benefit them, growing too large slows them down. Their multitude of body parts makes them hardy and difficult to stun and their multitude of heads make their vision difficult to impair, however the vast amount of minds combined can make them more susceptible to confusion effects They have access to special abomination talents, that improve as they grow in size and constitution. Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Infinite |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Abomination |
Class | Forge Knight |
Level / Exp | 26 / 4% |
Size | gargantuan |
Lifes / Deaths | Killed by Gunne the black bear at level 26 on the 13rd Dusk 122nd year of Ascendancy at 07:17 / 1 |
Primary Stats
Strength | 84 (base 55) |
Dexterity | 30 (base 13) |
Constitution | 46 (base 30) |
Magic | 83 (base 55) |
Willpower | 16 (base 18) |
Cunning | 33 (base 10) |
Resources
Mana | 52/117 |
Vim | 150/200 |
Life | -532/1472 |
Stamina | 166/194 |
Paradox | 300 |
Healing Factor | 2.5 |
Regeneration | 144.42946690005 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +97.307683079893% |
Spell | 0% |
Global | +79.872204472843% |
Vision
Sight | 10 |
Lite | 6 |
Offense: Mainhand
Damage | 196 |
Accuracy | 50 |
Crit Chance | 29% |
APR | 15 |
Speed | 1.00 |
Offense: Spell
Spellpower | 59 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 22 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Nature | +23% |
Cold | +20% |
Fire | +38% |
All | +9% |
Offense: Damage Penetration
Temporal | +15% |
Physical | +5% |
Fire | +44% |
All | 0% |
Defense: Base
Armour (hardiness) | 87.971981741794 (69.931506849315%) |
Defense | 21 |
Ranged Defense | 25 |
Fatigue | 0 |
Physical Save | 84 |
Spell Save | 51 |
Mental Save | 41 |
Defense: Resistances
Acid | + 21%( 70%) |
Blight | + 3%( 70%) |
Arcane | + 12%( 70%) |
Cold | + 59%( 66%) |
All | 0%( 70%) |
Darkness | + 12%( 70%) |
Light | + 37%( 76%) |
Lightning | + 9%( 70%) |
Fire | + 76%( 76%) |
Nature | + 24%( 70%) |
Defense: Immunities
Stun Resistance | 90% |
Confusion Resistance | 0% |
Fear Resistance | 24% |
Poison Resistance | 100% |
Blind Resistance | 74% |
Disarm Resistance | 56% |
Bleed Resistance | 5% |
Pinning Resistance | 27% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: LightningUse mode: Activated Range: 6 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 102.37 to 307.12 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Controlled Phase DoorUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 14. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1080% for 10 turns and instantly restoring 54 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. |
Class Talents
Technique / Armor forging | 1.60 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Bloodthirst | 1.10 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Forgeknight combat maneuvers | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Technique / Weapon forging | 1.40 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Forgeknight combat expertise | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Phoenix Fire | 1.70 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Phoenix Light | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Phoenix Ascendance | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Technique / Forge powers | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Wildfire | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Generic Talents
Technique / Weapons Master | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.40 |
| 0/5 |
| 2/5 |
| 0/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Undead / Abomination | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Technique / Forger's endurance | 1.30 |
| 4/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Conditioning | 1.70 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat Casting | 1.00 |
| 2/5 |
| 4/5 |
| 2/5 |
| 5/5 |
Effects
talent | Eldritch Combat |
talent | Chant of Fortitude |
talent | Phoenix Soul |
talent | Anime Style |
talent | Burning Wake |
talent | Phoenix Blood |
talent | Eldritch Aura |
talent | Wildfire |
talent | Phoenix Heart |
detrimental effect | Renders a random talent unavailable. No talents will cool down until the effect has worn off. Brainlocked |
beneficial effect | You are assimilating the bodies of the fallen to invigorate yourself. You heal 200 hit points per kill. Assimilating the dead |
detrimental effect | The target is confused, acting randomly (chance 50%) and unable to perform complex actions. Confused |
detrimental effect | Huge cut that bleeds, doing 13.09 physical damage per turn. Bleeding |
detrimental effect | Your strength is fading, causing you to take 24.62 damage each turn. Fading |
Quests
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 13)You completed the challenge and received: Random Artifact: Cracklewill (9-14.4 power, 2 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 7)You completed the challenge and received: Random Artifact: Gagassra (2.5-2.75 power, 13 apr, nature damage) | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 6)You completed the challenge and received: Random Artifact: Velenn (16-25.6 power, 1 apr) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 12) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 5) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 9) | failed |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
On feet | ![]() Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +0% Damage when hit (Melee): 8 light Changes stats: +6 Mag / +3 Con Life regen: +4.70 Healing mod.: +19% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On feet | ![]() Requires: Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +11 Defense: +3 (+1 eff.) Ranged Defense: +3 (+2 eff.) Fatigue: -1% Effects on melee hit: * Slows global speed by 30% Maximum encumbrance: +40 Physical save: +32 (+7 eff.) Stamina each turn: +0.20 A pair of boots made of leather. |
Light source | ![]() Requires: Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +5 (+1 eff.) Maximum life: +41.00 Light radius: +2 Healing mod.: +10% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +19 Armour Hardiness: +5% Defense: +3 (+1 eff.) Fatigue: +5% Changes stats: +3 Con Changes resistances: +2% nature / +2% arcane Talent mastery: +0.10 Technique / Bloodthirst Talent granted: +1 Wormhole Physical save: +12 (+3 eff.) Mental save: +26 (+9 eff.) Blindness immunity: +5% Confusion immunity: +5% Stun/Freeze immunity: +30% Fear immunity: +5% Stamina each turn: +1.75 Maximum stamina: +57.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() Requires: Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +7 Str / +4 Dex / +3 Con Changes resistances: +9% cold Physical save: +6 (+1 eff.) Spell save: +3 (+1 eff.) Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Requires: Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -4% Changes stats: +2 Str / +4 Dex / +3 Cun Life regen: +0.80 Maximum life: +57.00 Healing mod.: +10% Rings can have magical properties. |
On fingers | ![]() Requires: Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +22% nature / +22% cold Changes resistances penetration: +15% temporal Changes damage: +14% nature / +11% cold Disarm immunity: +21% Pinning immunity: +22% Knockback immunity: +20% Maximum life: +22.00 Rings can have magical properties. |
Around waist | ![]() Requires: Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. The set is complete. When wielded/worn: Armour: +4 Fatigue: -20% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +100.00 Size category: +2 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In main hand | ![]() Requires: Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 68.0 - 88.4 Uses stats: 130% Mag, 36% Str Damage type: Fire Mastery: Eldritch Body Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +14.0% Attack speed: 100% Burst (radius 2) on crit: +60 flameshock When wielded/worn: Physical crit. chance: +5.0% Changes stats: +10 Dex / +10 Cun / +10 Mag Changes damage: +20% fire / +10% all Spell crit. chance: +5% Mental crit. chance: +5% Fire opal: Fire It can be used to imbue the hammer with a gem of your choice, costing 10 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
On hands | ![]() Requires: Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. The set is complete. When wielded/worn: Physical power: +10 (+3 eff.) Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Physical save: +10 (+2 eff.) Knockback immunity: +50% Maximum life: +60.00 When used to modify unarmed attacks: Base power: 17.0 - 18.7 Uses stats: 12% Str, 12% Dex, 80% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Call Lightning (25% chance level 5). Damage (Melee): +10 lightning / +10 cold It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 172.61 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Main armor | ![]() Requires: - Magic 38 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +24 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +16% Damage (Melee): 15 acid / 18 fire Damage when hit (Melee): 12 acid / 11 fire Changes resistances: +22% acid / +24% fire / +2% darkness Talent cooldown: Switch Place (-1 turn) Talents granted: +2 Blood Grasp +1 Power Catalyst: Magic Physical save: +68 (+14 eff.) Cut immunity: +5% Pinning immunity: +5% Stun/Freeze immunity: +5% Life regen: +5.25 Only die when reaching: -40.00 life Maximum life: +208.00 A suit of armour made of mail. |
Cloak | ![]() Requires: Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +9 Defense: +3 (+1 eff.) Changes resistances: +3% blight / +22% cold Spell save: +20 (+6 eff.) Poison immunity: +20% Knockback immunity: +25% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Requires: Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +8 Changes stats: +1 Str / +1 Con Changes resistances penetration: +5% physical Talent masteries: +0.40 Technique / Conditioning +0.40 Spell / Phoenix Fire Physical save: +9 (+2 eff.) Maximum life: +30.00 Amulets can have magical properties. |
Inventory
![]() Crafted by a master 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the elixir. This potent elixir extracted from a powerful wyrm can grant the power to repel arcane forces. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 10) for 5 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 12) for 8 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 923% for 10 turns and instantly restoring 46 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 413 damage for 4 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 63 with a minimum range of 15. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 100 with a minimum range of 15. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() Requires: Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +4 Changes resistances: +12% fire / +14% mind / +6% darkness Confusion immunity: +32% Amulets can have magical properties. |
![]() Requires: Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +12% fire / +20% temporal / +9% cold Mental save: +6 (+2 eff.) Poison immunity: +10% Pinning immunity: +44% Knockback immunity: +25% Only die when reaching: -80.00 life Amulets can have magical properties. |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+12 eff.) Confusion immunity: -100% Mindpower: +8 (+4 eff.) It can be used to activate talent Inner Demons (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Brings the target's inner demons to the surface. Each turn, for 10 turns, there's a 10% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% Activating this item is instant. It can be used to activate talent Time Stop (costing 50 power out of 80/80) : Effective talent level: 1.0 Power cost: 50 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
![]() Requires: Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +13% lightning / +6% acid Changes damage: +12% nature Stun/Freeze immunity: +20% Amulets can have magical properties. |
![]() Requires: Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +1 Mag / +1 Cun / +4 Con Changes resistances: +9% physical Changes resistances penetration: +25% darkness Stamina each turn: +0.40 Amulets can have magical properties. |
![]() Requires: Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 8 lightning Changes resistances: +39% lightning / +15% nature Changes damage: +24% lightning Rings can have magical properties. |
![]() Requires: Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Damage when hit (Melee): 8 acid Changes stats: +3 Str Changes resistances: +12% acid / +15% fire Changes resistances penetration: +10% fire Changes damage: +6% acid Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +10 Defense: +9 (+4 eff.) Changes stats: +5 Mag / +6 Wil / +4 Cun Changes resistances: +6% fire / +9% cold Spell save: +10 (+3 eff.) Disarm immunity: +15% Mindpower: +5 (+2 eff.) It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, putting all charms on cooldown for 1 turns. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() Requires: - Magic 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 23.5 - 35.2 Uses stats: 120% Mag, 36% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target * 25% chance to put talents on cooldown Damage (Melee): +9 lightning / +16 blight Burst (radius 1) on hit: +12 fire When wielded/worn: Effects on melee hit: * 20% chance to disease Massive two-handed battleaxes. |
![]() Requires: - Magic 16 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 20.0 - 30.0 Uses stats: 120% Mag, 36% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * inflicts either shocked or wet, chosen at random Damage (Melee): +10 lightning / +10 cold When wielded/worn: Changes damage: +10% lightning / +10% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
![]() Requires: - Magic 42 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 13% Dex, 90% Mag, 13% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +15.0% Attack speed: 100% On weapon crit: * freezes the target On weapon kill: * explodes a frozen creature (damage scales with willpower) Damage (Melee): +30 cold When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes damage: +25% cold Hate per kill: +4.00 Ice block penetration: +50% As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
![]() Requires: - Magic 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 16% Dex, 100% Mag, 13% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +15.0% Attack speed: 100% On weapon hit: * deals physical damage equal to 3% of the target's missing health When wielded/worn: Changes stats: +6 Str / +6 Dex Critical mult.: +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
![]() Requires: - Magic 24 - Cunning 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. Base power: 30.0 - 39.0 Uses stats: 13% Str, 90% Mag, 13% Dex Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.5% APR / acc Armour Penetration: +30 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +20 darkness When wielded/worn: Changes damage: +10% darkness Light radius: -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
![]() Requires: - Magic 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stats: 100% Mag, 30% Dex Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
![]() Requires: - Magic 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 13% Str, 90% Mag, 13% Dex Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +10 blight / +10 fire burn Burst (radius 2) on crit: +20 infective blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
![]() Requires: - Magic 10 - Cunning 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Cun, 50% Mag, 15% Dex Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+7 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+3 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
![]() Requires: - Magic 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 13% Str, 100% Mag, 13% Dex Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 8 power out of 10/10) : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 137.02 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
![]() Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 13% Str, 100% Mag, 16% Dex Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 Crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+7 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
![]() Requires: - Willpower 25 - Magic 25 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 56.0 - 84.0 Uses stats: 70% Wil, 70% Mag, 21% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 14% chance to cause random gloom * Slows global speed by 7% * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +22 mind When wielded/worn: Changes stats: +3 Mag / +2 Wil / +2 Cun Changes damage: +10% mind / +25% physical Talent cooldown: Hammer Toss (-2 turns) Talents granted: +3 Hammer Toss +3 Dream Smith's Hammer Psi each turn: +0.10 Mindpower: +15 (+7 eff.) Mental crit. chance: +5% A large shimmering maul that seems to produce a ringing in your ears. It is both as malleable as thought and as hard as the strongest steel. |
![]() Requires: - Magic 35 Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 56.5 - 84.8 Uses stats: 120% Mag, 36% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * cripple the target Burst (radius 2) on crit: +4 light When wielded/worn: Accuracy: +16 (+5 eff.) Armour penetration: +14 Physical crit. chance: +13.0% Defense: +14 (+7 eff.) Fatigue: -2% Changes stats: +1 Cun Changes resistances: +5% arcane / +3% lightning Changes resistances penetration: +13% physical Changes damage: +19% physical Spell save: +30 (+9 eff.) Disarm immunity: +47% Massive two-handed mauls. |
![]() Requires: - Magic 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: 120% Mag, 36% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 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. |
![]() Requires: - Magic 16 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 46.5 - 74.4 Uses stats: 120% Mag, 36% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * cripple the target Burst (radius 1) on hit: +4 mind / +8 acid When wielded/worn: Physical crit. chance: +10.0% Changes stats: +1 Cun Mental save: +6 (+2 eff.) Massive two-handed swords. This item has been sent to the Item's Vault. |
![]() Requires: - Magic 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 74.0 - 118.4 Uses stats: 120% Mag, 36% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +16 light Burst (radius 2) on crit: +8 light When wielded/worn: Changes resistances penetration: +15% fire Changes damage: +9% fire Massive two-handed swords. |
![]() Requires: - Willpower 18 - Cunning 18 - Magic 18 Infused by psionic forces 12.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 49.0 - 78.4 Uses stats: 129% Mag, 38% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +9 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 9% chance to stun or confuse the target Damage (Melee): +49 light / +49 darkness The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
![]() Requires: - Magic 24 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 36.5 - 58.4 Uses stats: 120% Mag, 36% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 26% chance to cause random gloom On weapon crit: * splashes the target with acid * cripple the target Damage (Melee): +12 acid / +7 mind When wielded/worn: Physical crit. chance: +12.0% Changes stats: +5 Dex / +5 Wil / +2 Cun Only die when reaching: -60.00 life Maximum life: +20.00 Massive two-handed swords. |
![]() Requires: - Magic 40 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 68.0 - 108.8 Uses stats: 125% Mag, 37% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +10.0% Attack speed: 100% Lifesteal (this weapon only): +8% Damage conversion: 50% fire burn When wielded/worn: Changes stats: +3 Cun / +5 Str Changes resistances: +15% fire Changes damage: +10% darkness / +15% fire It can be used to accelerate burning effects on all creatures in a radius 1 ball within range 5, consuming them to instantly inflict 125% of all remaining burn damage, costing 10 power out of 25/25. This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands. |
![]() Requires: - Magic 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.0 - 97.6 Uses stats: 120% Mag, 36% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 111% When wielded/worn: Accuracy: +13 (+4 eff.) Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Changes stats: +6 Dex Changes resistances: +9% light / +3% blight Changes resistances penetration: +10% mind Reduces incoming crit damage: 5.00% Teleport immunity: +5% Massive two-handed swords. |
![]() Requires: - Magic 40 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 Base power: 33.0 - 46.2 Uses stats: 100% Mag, 30% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +12 acid Burst (radius 2) on crit: +40 corrosive acid When wielded/worn: Physical crit. chance: +10.0% Changes resistances: +15% acid Changes resistances penetration: +10% physical Changes damage: +15% acid Spell crit. chance: +10% It can be used to activate talent Corrosive Worm (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 30% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 41 acid damage in a 4 radius ball. This damage will increase by 29% of all damage taken while infected. The damage dealt by the effect will increase with spellpower. This warped, blackened sword drips acid from its countless pores. |
![]() Requires: - Willpower 20 - Magic 32 Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stats: 10% Wil, 100% Mag, 30% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +20 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 (-14 eff.) Mindpower: +9 (+4 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. |
Ego Pierce (45-63 power, 6 apr) Ego Pierce (45-63 power, 6 apr)Requires: - Magic 48 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 It must be held with both hands. Base power: 45.0 - 63.0 Uses stats: 100% Mag, 30% Str Damage type: Psychic Mastery: Eldritch Body Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 15% chance to stun or confuse the target depending on psychic damage done; this will change the psychic damage type if subject to change Damage (Melee): +100 Psychic When wielded/worn: Physical crit. chance: +10.0% Changes stats: +10 Wil / +10 Mag Changes resistances penetration: +25% mind / +25% physical Changes damage: +25% mind / +25% physical Critical mult.: +20.00% Confusion immunity: +25% Mental crit. chance: +10% Recovers one point of power each time you move. Activating this item is instant. It can be used to activate talent Astral Jaunt (costing 10 power out of 10/10) : Effective talent level: 5.0 Power cost: 10 out of 10/10. Range: 50 Travel Speed: instantaneous Is: a mind power Description: You are able to teleport yourself up to 50 tiles within line of sight. At raw talent level 2, you can teleport characters other than yourself. At raw talent level 3, you may teleport up to 5 separate targets per use of this talent, allowing you to reshape the battlefield to your liking. You cannot teleport the same target multiple times. At raw talent level 4, the range dramatically increases and you no longer need line of sight to the destination when teleporting yourself. Teleporting outside of line of sight is difficult; you can only make one teleport if you do so, and for it to work instantly you have to be at full health. Otherwise, there's a two turn delay before the teleport triggers. At raw talent level 5, you no longer need line of sight to the destination when teleporting others. This talent takes no time to use, unless you initiate more than one teleport. This talent can be triggered by Eldritch Combat. In this case, you make a single immediate teleport to a random opponent in your teleport range, make a bonus attack against it for 160% damage, and teleport back to your old position. This sudden attack can catch foes off-guard, giving a 90% chance of causing cross-tier brainlock or off-balance status (depending on if you are currently using telepathic or telekinetic effects). A slender rapier with a blade composed of blue crystal, this was the weapon of Elria Eagleheart in the Age of Dusk. It was said to be able to strike at the mind directly, disorienting those hit by it, and allow her to duel in four dimensions. After Elria passed away, the rapier was wielded by other mind knights throughout the Age of Dusk, but like all of the enchanted weapons of the Eagleheart siblings, it was lost during the Cataclysm. |
![]() Requires: - Magic 16 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Base power: 18.5 - 25.9 Uses stats: 100% Mag, 30% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Damage (Melee): +5 temporal When wielded/worn: Damage when hit (Melee): 7 temporal Changes stats: +2 Cun / +2 Str Changes resistances: +5% temporal Grants telepathy: Demon/Minor Demon/Major Light radius: +2 Sharp, long, and deadly. |
![]() Requires: - Magic 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 It is part of a set of items. In the past there was a dagger with it. Base power: 28.0 - 39.2 Uses stats: 100% Mag, 24% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spellpower: +5 (+2 eff.) Spell crit. chance: +5% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
![]() Requires: - Magic 24 Powered by arcane forces Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Base power: 28.0 - 39.2 Uses stats: 100% Mag, 30% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +10 acid / +8 temporal / +6 nature / +5 light Damage against: +7% Undead When wielded/worn: Changes resistances penetration: +5% darkness / +10% temporal Changes damage: +3% darkness Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Blunt and deadly. |
![]() Requires: - Magic 16 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 2 Base power: 11.5 - 16.1 Uses stats: 100% Mag, 30% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% Damage (Melee): +14 insidious poison / +12 temporal / +15 nature When wielded/worn: Spell save: +3 (+1 eff.) Mana when firing critical spell: +4.00 Vim when firing critical spell: +1.00 Spell crit. chance: +1% Blunt and deadly. |
![]() Requires: - Magic 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 46.0 - 64.4 Uses stats: 100% Mag, 30% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +20 darkness Damage against: +9% Living When wielded/worn: Changes resistances: +6% nature / +12% darkness Changes resistances penetration: +20% nature Changes damage: +3% darkness Blunt and deadly. |
![]() nature's pulsing mindstar (12.5-13.75 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.5 - 13.8 Uses stats: 45% Wil, 0% Mag, 25% Cun Damage type: Mind Mastery: Eldritch Body Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +6% blight Changes damage: +6% nature Disease immunity: +10% Mindpower: +8 (+4 eff.) Mental crit. chance: +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. |
![]() elven-wood starstaff of fate (25-30 power, 5 apr, temporal element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% temporal Talent granted: +1 Command Staff Physical save: +6 (+1 eff.) Spell save: +9 (+3 eff.) Mental save: +11 (+4 eff.) Spellpower: +12 (+3 eff.) Spell crit. chance: +10% Staves designed for wielders of magic, by the greats of the art. |
![]() potent elven-wood magestaff of projection (31-37.2 power, 5 apr, cold element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 31.0 - 37.2 Uses stat: 80% Mag Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +31% cold Talent granted: +1 Command Staff Spellpower: +17 (+5 eff.) Spell crit. chance: +6% It can be used to project a bolt elemental energy from the staff (to range 9) dealing 103.97 to 124.76 cold damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 23.0 - 32.2 Uses stats: 120% Mag, 36% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +15 cold When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances: +10% cold Changes damage: +10% cold Spellpower: +10 (+3 eff.) Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). It can be used to activate talent Tidal Wave (costing 80 power out of 80/80) : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 19.06 cold damage and 17.32 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
![]() Requires: - Magic 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.5 - 56.7 Uses stats: 100% Mag, 30% Str Damage type: Fire Mastery: Eldritch Body Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 20% chance to blind Damage (Melee): +20 darkness Burst (radius 1) on hit: +16 fire Damage against: +12% Living When wielded/worn: Effects on melee hit: * 15% chance to blind Changes resistances: +6% light One-handed war axes. |
![]() Requires: - Magic 24 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Base power: 21.5 - 30.1 Uses stats: 100% Mag, 30% Str Damage type: Temporal Mastery: Eldritch Body Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 10% chance to disease On weapon crit: * splashes the target with acid Damage (Melee): +11 acid / +5 blight / +10 cold When wielded/worn: Changes resistances: +12% temporal Maximum mana: +20.00 Spell crit. chance: +1% Damage Shield penetration: +20% One-handed war axes. |
![]() Requires: - Magic 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 20.0 - 28.0 Uses stats: 100% Mag, 30% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +12.0% Attack speed: 100% When this weapon hits: Greater Weapon Focus (10% chance level 2). Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
![]() Requires: - Magic 35 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Base power: 31.0 - 43.4 Uses stats: 100% Mag, 30% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 20% chance to blind * 25% chance to put talents on cooldown Damage (Melee): +17 cold When wielded/worn: Accuracy: +8 (+3 eff.) Defense: +7 (+3 eff.) Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 16 light Changes resistances: +6% light / +6% nature Disarm immunity: +39% One-handed war axes. |
![]() Requires: - Magic 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 41.5 - 58.1 Uses stats: 100% Mag, 30% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +7 darkness Damage against: +15% Living When wielded/worn: Changes resistances: +9% mind / +9% cold Poison immunity: +10% Cut immunity: +10% Stun/Freeze immunity: +10% One-handed war axes. |
![]() Requires: - Magic 15 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 3 Base power: 19.0 - 20.9 Uses stats: 20% Wil, 21% Dex, 70% Mag, 10% Cun Damage type: Mind Mastery: Eldritch Body Accuracy bonus: +0.4% crit.pwr / acc Accuracy is based on willpower for this weapon. Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 125% When wielded/worn: Mindpower: +10 (+5 eff.) Mental crit. chance: +3% It can be used to strike all targets in a line (for 100%% weapon damage as mind) out to range 4, costing 10 power out of 10/10. A small mindstar rests at top of this handle. As you touch it, a translucent cord appears, flicking with your will. |
![]() Requires: Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 12 darkness / 4 fire Changes resistances: +6% darkness Changes resistances penetration: +15% fire Changes damage: +6% darkness Stealth bonus: +5 A belt that goes around your waist. |
![]() Requires: Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 36% (based on Cunning), costing 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
![]() Rhibar the pair of hardened leather boots (15 def, 10 armour) Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +10 Defense: +15 (+7 eff.) Ranged Defense: +14 (+7 eff.) Fatigue: +3% Changes stats: +1 Str / +3 Con Changes resistances: +8% cold / +6% fire Infravision radius: +1 A pair of boots made of leather. |
![]() Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
![]() Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +6 Changes stats: +2 Str Changes resistances penetration: +10% light Physical save: +18 (+4 eff.) Mental save: +8 (+3 eff.) Disarm immunity: +20% When used to modify unarmed attacks: Base power: 19.0 - 26.6 Uses stats: 12% Dex, 40% Cun, 80% Mag, 12% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +6 Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Perfect Control (10% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% When used to modify unarmed attacks: Base power: 19.0 - 20.9 Uses stats: 12% Str, 12% Dex, 80% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Clinch (20% chance level 3). When this weapon hits: Maim (10% chance level 3). When this weapon hits: Take Down (10% chance level 3). These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
![]() cleansing hardened leather cap of strength (+4) (0 def, 3 armour) Infused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Str Changes resistances: +9% nature / +8% blight A cap made of leather. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +13 Defense: +3 (+1 eff.) Fatigue: +5% Changes stats: +6 Con Changes resistances: +3% blight / +3% cold / +3% light Changes damage: +3% acid Talent mastery: +0.10 Wild-gift / Call of the wild Talent granted: +5 Phase Door Mental save: +33 (+11 eff.) Blindness immunity: +6% Confusion immunity: +6% Fear immunity: +6% Life regen: +0.40 Stamina each turn: +2.00 Maximum life: +30.00 Maximum stamina: +72.00 Healing mod.: +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Fatigue: +4% Damage when hit (Melee): 12 mind Changes stats: +4 Cun / +4 Wil Changes resistances: +3% light / +3% fire Changes damage: +10% mind Talent granted: +3 Mental Shielding Mental save: +33 (+11 eff.) Blindness immunity: +6% Confusion immunity: +6% Fear immunity: +6% Stamina each turn: +2.00 Maximum stamina: +72.00 Mindpower: +12 (+6 eff.) Mental crit. chance: +5% It can be used to activate talent Psychic Lobotomy (costing 8 power out of 10/10) : Effective talent level: 3.0 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Inflicts 72.10 mind damage and cripples the target's higher mental functions, reducing cunning by 6 and confusing (22% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +14 Defense: +3 (+1 eff.) Fatigue: +4% Changes stats: +4 Mag / +3 Wil Changes resistances: +3% cold / +3% physical Changes damage: +8% light Talent mastery: +0.10 Spell / Stone alchemy Talent granted: +2 Healing Light Mental save: +33 (+11 eff.) Blindness immunity: +36% Confusion immunity: +36% Fear immunity: +6% Stamina each turn: +2.00 Maximum stamina: +72.00 Light radius: +1 It can be used to activate talent Sun Flare (costing 30 power out of 30/30) : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 49.19 light damage within radius 3. The damage done will increase with your Spellpower. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +14 Defense: +3 (+1 eff.) Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes resistances: +3% cold / +3% physical Changes damage: +10% physical Talent masteries: +0.20 Technique / Thuggery +0.10 Celestial / Chants Talent granted: +3 Mental Shielding Physical save: +12 (+3 eff.) Spell save: +12 (+4 eff.) Mental save: +45 (+15 eff.) Blindness immunity: +6% Confusion immunity: +6% Fear immunity: +6% Stamina each turn: +2.00 Maximum stamina: +72.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() voratun helm 'Velathra' (0 def, 7 armour) Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +3 Physical power: +8 (+2 eff.) Armour: +7 Fatigue: +5% Changes stats: +4 Cun / +4 Wil Changes damage: +3% physical Physical save: +10 (+2 eff.) Mindpower: +5 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Magic 48 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +21 Defense: +6 (+3 eff.) Fatigue: +16% Effects on melee hit: * Slows global speed by 15% Changes resistances: +10% physical / +9% darkness / +3% blight / +3% fire / +3% mind Talent cooldown: Unstoppable (-5 turns) Talent granted: +5 Second Wind Physical save: +55 (+11 eff.) Spell save: +6 (+2 eff.) Cut immunity: +6% Pinning immunity: +6% Stun/Freeze immunity: +6% Life regen: +6.00 Maximum life: +240.00 A suit of armour made of mail. |
![]() Requires: - Magic 48 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +33 Defense: +6 (+3 eff.) Fatigue: +16% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 4 light Changes resistances: +3% nature / +3% temporal / +3% darkness / +6% light Changes resistances penetration: +5% light Changes damage: +15% light Talent cooldown: Juggernaut (-3 turns) Talents granted: +2 Repulsion Field +1 Power Catalyst: Magic Physical save: +33 (+7 eff.) Cut immunity: +6% Pinning immunity: +6% Stun/Freeze immunity: +6% Life regen: +6.00 Maximum life: +240.00 A suit of armour made of mail. |
![]() Requires: - Magic 48 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Armour: +21 Defense: +6 (+3 eff.) Fatigue: +12% Damage when hit (Melee): 12 physical Changes stats: +3 Mag Changes resistances: +3% darkness / +3% cold / +9% mind / +3% temporal Talent cooldown: Track (-2 turns) Talent granted: +3 Second Wind Physical save: +43 (+9 eff.) Mental save: +18 (+6 eff.) Cut immunity: +6% Pinning immunity: +6% Stun/Freeze immunity: +6% Life regen: +6.00 Only die when reaching: -60.00 life Maximum life: +240.00 Maximum stamina: +10.00 A suit of armour made of mail. |
![]() Requires: - Magic 20 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +15 Defense: +4 (+2 eff.) Fatigue: +12% Changes stats: +2 Str / +2 Con Changes resistances: +10% acid / +13% fire / +10% darkness / +10% blight Talent mastery: +0.10 Technique / Bloodthirst Talent cooldown: Last Resort (-5 turns) Talent granted: +5 Second Wind Physical save: +33 (+7 eff.) Cut immunity: +6% Pinning immunity: +6% Stun/Freeze immunity: +6% Life regen: +6.50 Maximum life: +240.00 Healing mod.: +30% Activating this item is instant. It can be used to activate talent Bloodcasting (costing 60 power out of 60/60) : Effective talent level: 2.0 Power cost: 60 out of 60/60. Range: 10 Travel Speed: instantaneous Is: a spell Description: For 4 turns, your corruption spells will consume health instead of vim if their cost is higher than your vim. A suit of armour made of mail. |
![]() Requires: - Magic 28 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +8 (+4 eff.) Fatigue: +12% Changes stats: +5 Con / +5 Mag Physical save: +12 (+3 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+4 eff.) Silence immunity: +20% Confusion immunity: +20% Pinning immunity: +20% Stun/Freeze immunity: +20% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
![]() Requires: - Magic 52 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +50 Armour Hardiness: +15% Fatigue: +35% Changes stats: +15 Con Physical save: +45 (+9 eff.) Knockback immunity: +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% It can be used to slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns, costing 25 power out of 25/25. This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
![]() Requires: - Magic 60 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +31 Defense: +10 (+5 eff.) Fatigue: +26% Damage when hit (Melee): 4 fire Changes stats: +5 Str / +4 Wil / +3 Cun / +6 Con Changes resistances: +12% fire / +3% cold / +3% light / +3% temporal Talent cooldown: Forge Shield (-2 turns) Talents granted: +3 Frozen Ground +1 Power Catalyst: Magic Reduces incoming crit damage: 5.00% Physical save: +33 (+7 eff.) Cut immunity: +6% Pinning immunity: +6% Stun/Freeze immunity: +6% Life regen: +6.00 Maximum life: +284.00 A suit of armour made of metal plates. |
![]() Requires: - Magic 35 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +32 Defense: +6 (+3 eff.) Fatigue: +24% Changes stats: +5 Con Changes resistances: -15% acid / +18% physical / +3% cold Talent cooldown: Battle Call (-1 turn) Talents granted: +5 Repulsion Field +1 Power Catalyst: Magic Reduces opponents crit chance: 20% Physical save: +48 (+10 eff.) Cut immunity: +6% Pinning immunity: +6% Stun/Freeze immunity: +6% Knockback immunity: +30% Life regen: +8.00 Maximum life: +290.00 A suit of armour made of metal plates. |
![]() Requires: - Magic 35 - Talent Heavy Armour Training (level 2) 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: 51.5 - 61.8 Uses stats: 100% Mag, 30% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +138 On weapon hit: * 15% chance to corrode armour by 30% Damage (Melee): +14 nature Burst (radius 1) on hit: +4 temporal Burst (radius 2) on crit: +8 temporal When wielded/worn: Armour: +2 Defense: +10 (+5 eff.) Ranged Defense: +10 (+5 eff.) Fatigue: +14% Damage (Melee): 7 acid Damage when hit (Melee): 22 acid / 4 temporal / 14 nature Changes resistances: +14% blight / +22% cold / +13% nature Changes resistances penetration: +5% acid Talent granted: +4 Block Maximum life: +72.00 Handheld deflection devices. |
![]() Requires: - Magic 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 71.5 - 85.8 Uses stats: 100% Mag, 30% Str Damage type: Physical Mastery: Eldritch Body Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +210 Burst (radius 1) on hit: +8 mind Burst (radius 2) on crit: +16 lightning / +13 light / +28 darkness When wielded/worn: Armour: +3 Defense: +12 (+6 eff.) Ranged Defense: +12 (+6 eff.) Fatigue: +14% Changes resistances: +11% light / +13% darkness Changes resistances penetration: +5% mind Changes damage: +3% mind 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. |
![]() Requires: - Magic 40 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 50.0 - 60.0 Uses stats: 120% Mag, 30% Str Damage type: Temporal Mastery: Eldritch Body Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +325 When this weapon hits: Turn Back the Clock (25% chance level 3). When wielded/worn: Armour: +4 Defense: +8 (+4 eff.) Ranged Defense: +10 (+5 eff.) Fatigue: +0% Changes resistances: +30% temporal Reduce damage by fixed amount: +20 all Talent granted: +5 Block Spell save: +20 (+6 eff.) Spellpower: +12 (+3 eff.) Slows Projectiles: +50% Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Requires: Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Requires: Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +15% fire Changes resistances penetration: +25% fire Changes damage: +15% mind Light radius: +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+4 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Pocket-sized Forge Pocket-sized Forge25.00 Encumbrance. [Plot Item] Type: misc / misc When carried: Talent masteries: +0.10 Technique / Armor forging +0.10 Technique / Weapon forging Astonishingly, this miniature version of a forge is very heavy and hot. It radiates enough heat to melt any known metal and provides access to the power of The Forge, which Binds. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered 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. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+5 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 113 light damage (based on your Magic and Strength) to your foes within radius 5 each turn, costing 35 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Deadpool but better the Abomination Forge Knight level 18
3rd Dusk 122nd year of Ascendancy at 22:30 see stats
By Deadpool but better the Abomination Forge Knight level 8
8th Mirth 122nd year of Ascendancy at 14:13 see stats
By Deadpool but better the Abomination Forge Knight level 10
1st Summertide 122nd year of Ascendancy at 08:45 see stats
By Deadpool but better the Abomination Forge Knight level 20
6th Dusk 122nd year of Ascendancy at 14:50 see stats
By Deadpool but better the Abomination Forge Knight level 13
3rd Flare 122nd year of Ascendancy at 01:51 see stats
By Deadpool but better the Abomination Forge Knight level 18
3rd Dusk 122nd year of Ascendancy at 14:21 see stats
By Deadpool but better the Abomination Forge Knight level 13
1st Flare 122nd year of Ascendancy at 22:34 see stats
Log
Emeloldawe the grizzly bear slows down.
Nerelle the brown bear receives 28 healing from Biokinesis.
Fading hits Emeloldawe the grizzly bear for 40 damage.
Deadly Poison from Xerulevea the brown bear hits Eilinedalaith the black bear for 8 nature damage.
Deadpool but better is confused and fails to use Rune: Controlled Phase Door.
Deadpool but better receives 5 healing from Phoenix Soul.
Deadpool but better's cleansing fire area effect hits Emeloldawe the grizzly bear for 22 fire damage.
Deadpool but better's cleansing fire area effect hits Deadpool but better for 6 fire damage.
Deadpool but better's cleansing fire area effect hits Eilinedalaith the black bear for 18 fire damage.
Deadpool but better's cleansing fire area effect hits Xerulevea the brown bear for 22 fire damage.
Deadpool but better's cleansing fire area effect hits Nerowe the brown bear for 16 fire damage.
Deadpool but better's cleansing fire area effect hits Nerelle the brown bear for 20 fire damage.
Deadpool but better's cleansing fire area effect hits Gunne the black bear for 11 fire damage.
Deadpool but better's cleansing fire area effect hits Bethunn the brown bear for (19 blocked), 0 fire (0 total damage).
Deadpool but better no longer revels in blood quite so much.
Deadpool but better speeds up.
Fading hits Deadpool but better for 25 damage.
Phoenix Soul hits Deadpool but better for 11 healing, 16 healing (0 total damage) [28 healing].
Bleeding from Deadpool but better hits Deadpool but better for 14 physical damage.
Bethunn the brown bear uses Stun.
Bethunn the brown bear misses Deadpool but better.
Nerelle the brown bear uses Greater Weapon Focus.
Nerowe the brown bear casts Storm Bolt.
Nerowe the brown bear hits Deadpool but better for 140 lightning damage.
Raze hits Deadpool but better for 9 darkness damage.
Phoenix Soul hits Deadpool but better for 16 healing, 7 healing (0 total damage) [24 healing].
Gunne the black bear uses Stunning Blow.
Gunne the black bear performs a melee critical strike against Deadpool but better!
Saving game...