Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.3 |
| Addons | Items Vault 1.3.0Donators/Buyers bonus! Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch |
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Female |
| Race | Higher |
| Class | Adventurer |
| Level / Exp | 50 / 1331% |
| Size | medium |
| Lifes / Deaths | Killed by Doomed Shade of Kate Madness at level 50 on the 39th Regrowth 124th year of Ascendancy at 18:47 / 1 |
Primary Stats
| Strength | 200 (base 60) |
| Dexterity | 97 (base 60) |
| Constitution | 127 (base 60) |
| Magic | 98 (base 60) |
| Willpower | 122 (base 60) |
| Cunning | 109 (base 60) |
Resources
| Mana | 431/879 |
| Negative | 0/197 |
| Life | -2274/2482 |
| Paradox | 300 |
| Hate | 100/100 |
| Equilibrium | 10 |
| Vim | 157/333 |
| Positive | 29/177 |
| Stamina | 506/506 |
| Healing Factor | 0.99303668561234 |
| Regeneration | 47.403479621012 |
Speed
| Mental | +79.990812476488% |
| Attack | +11.38129468067% |
| Movement | +404.29177299405% |
| Spell | +12.839663642955% |
| Global | +96.153846153845% |
Vision
| Sight | 15 |
| Lite | 9 |
| Infravision | 12 |
| See Stealth | 37.863462605782 |
| See Invisible | 37.863462605782 |
| ESP Range | 10 |
| ESP Kinds | animal/canine, humanoid/orc |
Offense: Mainhand
| Damage | 274 |
| Accuracy | 82 |
| Crit Chance | 138% |
| APR | 47 |
| Speed | 0.56 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 110.87261821119 |
| Crit Chance | 70% |
| Speed | 0.8862132052823 |
Offense: Mind
| Mindpower | 102.16666666667 |
| Crit Chance | 51% |
| Speed | 0.89781682181644 |
Offense: Damage Bonus
| All | -59% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 142.49928724283 (100%) |
| Defense | 41.401288230854 |
| Ranged Defense | 45.401288230854 |
| Fatigue | 0 |
| Physical Save | 109.78267696503 |
| Spell Save | 108.88565949007 |
| Mental Save | 82.617631716747 |
Defense: Resistances
| All | -127%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 76% |
| Fear Resistance | 55% |
| Teleport Resistance | 10% |
| Blind Resistance | 100% |
| Silence Resistance | 5% |
| Disarm Resistance | 73% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 46% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 876 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 283 and cleanse 1 wound and poison effect. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 518 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (89% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 171 with a minimum range of 15. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Archery - bows | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Sun | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Temporal Guardian | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Bone | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Two-handed assault | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Summoning (utility) | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Temporal Combat | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Heart of Fire | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Wrath | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Spellblaze | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Tactical | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Cold drake aspect | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Berserker's strength | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Stealth | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Rampage | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Frost alchemy | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Two-handed weapons | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Endless hunt | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Doom shield | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Air | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Buckler Training | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Dirty fighting | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Archery excellence | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Predator | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Tireless Combatant | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Summoning (distance) | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Radiance | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Shield offense | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Fears | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Temporal Hounds | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Summoning (advanced) | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Shadowflame | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / One with shadows | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Dual techniques | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Battle tactics | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Darkness | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Poisons | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Stasis | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Shades | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Gloom | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Strife | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Trapping | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Explosive admixtures | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Arcane | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Scourge | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Archery prowess | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Combat | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Shadow magic | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Demonic pact | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Lethality | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Necrosis | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Shield defense | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Summoning (melee) | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Archery - slings | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Shadows | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Punishments | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Superiority | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Archery training | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Blade Threading | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Enhancement | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Eclipse | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Magical combat | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Speed Control | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Reaving combat | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Aether | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Bloodthirst | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Fire | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Skirmisher - Slings | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual weapons | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Water | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Doom covenant | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Summoning (augmentation) | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Stone | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cursed / Cursed form | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Vile life | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Oppression | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Demonic strength | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Divination | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Conditioning | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Torment | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Stone alchemy | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Black-magic | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Light | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Call of the wild | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Spacetime Weaving | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Fate Weaving | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Chronomancy | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Field control | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Conveyance | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Hexes | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Race / Higher | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Fungus | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Unarmed training | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Hymns | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Dark sustenance | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Aegis | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Curses | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Scoundrel | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Staff combat | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Mobility | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Chants | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Gestures | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Acrobatics | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Harmony | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
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 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Shadow Feed |
| talent | Chant of Fortitude |
| talent | Stalk |
| talent | Inner Power |
| talent | Numbing Poison |
| talent | Horrifying Blows |
| talent | Gloom |
| talent | Icy Skin |
| talent | Crippling Poison |
| detrimental effect | The gloom reduces the target's global speed by 30%. Slowed by the gloom |
| beneficial effect | The thrill of combat improves the target's maximum life by 12%, life regeneration by 16.71, and stamina regeneration by 3.34. Bloodbath |
| beneficial effect | Countering melee attacks: Has a 56% chance to get an automatic counter attack when avoiding a melee attack. (2.3 counters remaining) Counter Attacking |
| detrimental effect | Cannot heal higher than 1754 life. Blood Lock |
| detrimental effect | The target is cursed, reducing all resistances by 122%. Curse of Vulnerability |
| detrimental effect | Your body is cauterizing, burning for 212.64 damage each turn. Cauterize |
| beneficial effect | The target is rampaging! (+349% movement speed, +56% attack speed, +41% physical damage, +21 physical save, +21 mental save, 125/125 damage shrugged off this turn) Rampaging |
| beneficial effect | You have 421 fungal energies stored. Release them to heal by using the Fungal Blood prodigy. Fungal Blood |
| detrimental effect | Target is infected with a corrosive worm doing 29.04 acid damage per turn. Corrosive Worm |
| beneficial effect | The target's defense and saves have been increased by 30. 3 Spin |
| detrimental effect | The target glows in the light, reducing its stealth and invisibility power by 303, defense by 102 and looses all evasion bonus from being unseen. Illumination |
| beneficial effect | The target is hunting creatures of type / sub-type: humanoid / orc with 100% effectiveness. Kills: 95 / 196 kills, Damage: +16% / +37%, Attack: +7 / +18, Stun: -- / 7.6%, Outmaneuver: 9.8% / 24.1% Predator |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| detrimental effect | The target is cursed, reducing all damage done by 53%. Curse of Impotence |
| beneficial effect | The target's accuracy and power have been increased by 30. 3 Fateweaver |
| beneficial effect | The target is moving is 33% faster. 1 Celerity |
| beneficial effect | The target's spellpower has been increased by 30. Spellsurge |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| beneficial effect | The target is in a magical frenzy, improving spellpower by 7. Bloodlust |
| beneficial effect | The target is recovering 83 life each turn. Recovery |
| detrimental effect | On death will restore to the source up to 12 times the vim's worth. Bleak Outcome |
| detrimental effect | The target burns with darkness, taking 126.82 damage each turn until it dies or runs away. Only Ashes Left |
| beneficial effect | The target is mimicking a previous victim. (+2 Strength, +5 Dexterity, +1 Magic, +8 Willpower, +8 Cunning, +1 Constitution) Mimic |
| beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 25%. Strength and Willpower are increased by 12. Poisons and diseases have a 26% chance of being neutralized each turn. Cursed Form |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| detrimental effect | All healing done to the target will instead turn into 80% blight damage. Healing Inversion |
| detrimental effect | The gloom reduces damage the target inflicts by 38%. Gloom Weakness |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Strength by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Strength by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved Strength by +2. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved Dexterity by +2. | done |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved Dexterity by +2. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * The beating heart of a powerful necromancer. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * Use the control orb of Yiilkgur to begin the ceremony. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1565. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Stire of Derth. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. You have aided Marus of Elvala in creating an elixir of mysticism. You have aided Marus of Elvala in creating an elixir of the savior. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. Agrimley the hermit has completed an elixir of focus without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Emeletha the Darkstalker (0 def, 4 armour) Emeletha the Darkstalker (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +7 Physical crit. chance: +4.0% Physical power: +3 (+0 eff.) Armour: +4 Fatigue: -4% Damage when hit (Melee): 12 acid Changes resistances: +12% darkness / +3% acid Changes resistances penetration: +15% darkness Stamina each turn: +1.20 Maximum life: +31.00 Maximum stamina: +19.00 Movement speed: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+2 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 45 power out of 150/150) : Effective talent level: 4.8 Power cost: 45 out of 150/150. 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 5, doing 29.80 cold damage and 62.19 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 9 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. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
| On head | Emelothra (0 def, 5 armour) Emelothra (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Physical power: +12 (+2 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 4 mind Changes stats: +16 Str / +4 Dex / +6 Wil / +6 Cun Changes resistances: +15% physical Critical mult.: +10.00% Physical save: +12 (+2 eff.) Mental save: +36 (+7 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +16 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Fists of the Desert Scorpion (8 def, 4 armour) Fists of the Desert Scorpion (8 def, 4 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+3 eff.) Changes stats: +3 Str / +3 Wil / +3 Cun Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+0 eff.) When used to modify unarmed attacks: Base power: 25.0 - 35.0 Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +10.0% Attack speed: 133% When this weapon hits: Implode (5% chance level 1). When this weapon hits: Perfect Control (5% chance level 1). When this weapon hits: Quick as Thought (5% chance level 3). When this weapon hits: Poisonous Bite (20% chance level 3). It can be used to activate talent Mindhook (costing 9 power out of 24/24) : Effective talent level: 4.0 Power cost: 9 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
| Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)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. |
| On fingers | painweaver's stralite ring of light (+34%) painweaver's stralite ring of light (+34%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 (+2 eff.) Changes resistances: +34% light Changes damage: +17% light / +7% all Vim when hitting in melee: +0.00 Spellpower: +16 (+3 eff.) Mindpower: +17 (+3 eff.) Rings can have magical properties. |
| On fingers | voratun ring 'Layodabeth' voratun ring 'Layodabeth'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +28 (+4 eff.) Changes stats: +8 Str / +8 Mag / +6 Wil / +9 Con Changes damage: +9% mind Spellpower on spell critical (stacks up to 3 times): +6 Maximum vim: +20.00 Spellpower: +36 (+6 eff.) Mindpower: +13 (+2 eff.) Rings can have magical properties. |
| Around neck | Shockquench the voratun amulet Shockquench the voratun amuletInfused by nature Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Wil Changes resistances: +3% lightning / +17% physical / +33% light / +28% darkness Spell save: +15 (+2 eff.) Mental save: +15 (+3 eff.) Blindness immunity: +50% Disease immunity: +10% Silence immunity: +5% Confusion immunity: +21% Teleport immunity: +10% Stamina each turn: +1.20 Mindpower: +15 (+2 eff.) Amulets can have magical properties. |
| In main hand | voratun waraxe 'Grineradin' (40.5-56.7 power, 6 apr) voratun waraxe 'Grineradin' (40.5-56.7 power, 6 apr)Requires: - Magic 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 40.5 - 56.7 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +20 darkness Burst (radius 2) on crit: +14 fire Damage against: +15% Living When wielded/worn: Physical crit. chance: +16.0% Fatigue: -4% Changes stats: +1 Cun Changes resistances: +6% blight Changes resistances penetration: +15% mind / +15% fire Changes damage: +6% physical Grants telepathy: Humanoid/Orc Reduces incoming crit damage: 15.00% Physical save: +18 (+3 eff.) Global speed: +6% One-handed war axes. |
| Around waist | balancing hardened leather belt of recklessness balancing hardened leather belt of recklessnessCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +16.0% Physical power: +5 (+1 eff.) Changes stats: +5 Cun / +5 Dex Critical mult.: +10.00% Mental crit. chance: +10% A belt that goes around your waist. |
| In off hand | voratun shield 'Cyrilrassra' (12 def, 3 armour, 70.5-84.6 power, 211 block) voratun shield 'Cyrilrassra' (12 def, 3 armour, 70.5-84.6 power, 211 block)Requires: - Cunning 48 - Talent Buckler Expertise (level 1) Powered by arcane forces Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 70.5 - 84.6 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +211 Damage (Melee): +17 nature / +20 light / +4 arcane When wielded/worn: Armour: +3 Defense: +12 (+5 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Effects when hit in melee: * 15% chance to blind Damage when hit (Melee): 14 nature Changes stats: +7 Con / +5 Mag Changes resistances: +35% physical / +16% light / +18% blight / +20% fire / +16% nature / +5% arcane Reduce damage by fixed amount: +25 physical Talent granted: +5 Block Critical mult.: +5.00% Equilibrium when hit: +0.04 Maximum life: +94.00 Handheld deflection devices. |
| Cloak | elven-silk cloak 'Flashmalice' (12 def, 0 armour) elven-silk cloak 'Flashmalice' (12 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +15 Defense: +12 (+5 eff.) Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 8 light Changes resistances: +10% acid / +34% light / +10% lightning / +10% cold / +5% arcane / +35% fire Changes resistances penetration: +10% arcane Changes damage: +3% light / +3% arcane Critical mult.: +30.00% Stealth bonus: +30 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Ulidir the voratun plate armour (9 def, 16 armour) Ulidir the voratun plate armour (9 def, 16 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+4 eff.) Fatigue: +26% Changes stats: +15 Str / +1 Wil / +5 Con Changes resistances: +14% acid / +40% physical / +20% darkness / +15% fire / +13% cold / +15% lightning / +6% temporal Changes resistances penetration: +15% arcane Talent cooldown: Rush (-5 turns) Reduces incoming crit damage: 0.00% Physical save: +25 (+4 eff.) Silence immunity: +0% Disarm immunity: +33% Stun/Freeze immunity: +38% Knockback immunity: +40% Psi when hit: +0.04 Maximum psi: +50.00 Mindpower: +6 (+1 eff.) Light radius: +2 It can be used to activate talent Track, placing all other charms into a 17 cooldown : Effective talent level: 2.4 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 41 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Inventory
Primal Infusion (affinity 10%; cure magical, physical, mental) Primal Infusion (affinity 10%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; 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: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 10% for 6 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
Rune of Reflection (absorb and reflect 590 for 5 turns) Rune of Reflection (absorb and reflect 590 for 5 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 590 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Rune of the Rift (638.00 temporal damage, removed from time 4 turns) Rune of the Rift (638.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (89% of a turn) Is: a spell Description: Inflicts 260.84 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Blindlady BlindladyInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -9% Effects on melee hit: * Slows global speed by 45% Changes stats: +9 Dex / +5 Wil / +17 Cun / +10 Con Changes resistances: +6% arcane / +18% fire Changes damage: +15% light Mental save: +15 (+3 eff.) Confusion immunity: +25% Life regen: +1.10 Stamina each turn: +1.40 Mindpower: +15 (+2 eff.) Movement speed: +10% Amulets can have magical properties. |
Choker of Dread Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+1 eff.) See invisible: +10 It can be used to summon an elder vampire to your side for 15 turns, costing 34 power out of 60/60. The evilness of undeath radiates from this amulet. |
Frost Lord's Chain Frost Lord's ChainPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+2 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-1 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 11.15 cold and 23.27 physical damage (based on Willpower) each turn and knocking opponents back, costing 34 power out of 60/60. This azure ring seems to be always moist to the touch. |
Cloudwilder the voratun battleaxe (73.5-110.25 power, 4 apr) Cloudwilder the voratun battleaxe (73.5-110.25 power, 4 apr)Requires: - Magic 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 73.5 - 110.3 Uses stats: 170% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 111% On weapon hit: * 40% chance to daze Damage (Melee): +20 temporal / +26 nature When wielded/worn: Accuracy: +17 (+3 eff.) Damage when hit (Melee): 12 arcane Changes stats: +5 Dex Changes resistances: +5% arcane Changes resistances penetration: +10% arcane Massive two-handed battleaxes. |
Crude Iron Battle Axe of Kroll (68-102 power, 7 apr) Crude Iron Battle Axe of Kroll (68-102 power, 7 apr)Requires: - Magic 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 68.0 - 102.0 Uses stats: 180% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +10.0% Attack speed: 100% When wielded/worn: Armour: +6 Defense: +6 (+2 eff.) Changes stats: +2 Dex / +2 Con Changes damage: +10% physical Stun/Freeze immunity: +30% Knockback immunity: +30% Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. |
Drake's Bane (52-78 power, 21 apr) Drake's Bane (52-78 power, 21 apr)Requires: - Magic 45 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 52.0 - 78.0 Uses stats: 170% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +21 Physical crit. chance: +2.0% Attack speed: 100% Damage against: +25% Dragon When wielded/worn: Changes stats: +6 Str Physical save: +9 (+2 eff.) Stun/Freeze immunity: +20% Knockback immunity: +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
Khulmanar's Wrath (70-105 power, 8 apr) Khulmanar's Wrath (70-105 power, 8 apr)Requires: - Magic 52 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stats: 170% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Physical crit. chance: +8.0% Attack speed: 100% Damage (Melee): +50 fire Damage conversion: 20% fire When wielded/worn: Changes resistances: +20% fire Changes resistances penetration: +25% fire Changes damage: +20% fire The wearer is treated as a demon. It can be used to activate talent Infernal Breath (costing 20 power out of 35/35) : Effective talent level: 3.0 Power cost: 20 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 143.75 fire damage, and flames will be left dealing a further 33.77 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
Tempest's kiss (56.5-84.75 power, 4 apr) Tempest's kiss (56.5-84.75 power, 4 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 56.5 - 84.8 Uses stats: 170% Mag, 30% Wil Damage type: Temporal Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +27 lightning / +28 darkness Damage against: +28% Living When wielded/worn: Accuracy: +14 (+3 eff.) Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 20 lightning Changes stats: +11 Str / +3 Wil Changes resistances: +9% light / +3% lightning Changes damage: +16% physical Stamina when hit: +4.00 Massive two-handed battleaxes. |
Velugawe the voratun battleaxe (75.5-113.25 power, 4 apr) Velugawe the voratun battleaxe (75.5-113.25 power, 4 apr)Requires: - Magic 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 75.5 - 113.3 Uses stats: 170% Mag, 30% Wil 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: * 14% chance to disease Damage (Melee): +24 blight / +70 insidious poison When wielded/worn: Changes damage: +12% acid Grants telepathy: Demon/Minor Demon/Major Disease immunity: +38% Hate when firing a critical mind attack: +4.00 Mindpower: +4 (+1 eff.) Heals friendly targets nearby when you use a nature summon: +20 Massive two-handed battleaxes. |
voratun battleaxe 'Cobrarupture' (77.5-116.25 power, 4 apr) voratun battleaxe 'Cobrarupture' (77.5-116.25 power, 4 apr)Requires: - Magic 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 77.5 - 116.3 Uses stats: 170% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +27 mind When wielded/worn: Physical crit. chance: +21.0% Effects on melee hit: * Slows global speed by 45% Damage when hit (Melee): 4 nature Changes stats: +2 Cun / +3 Con Spell save: +9 (+2 eff.) Cut immunity: +10% It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 4 turns. Massive two-handed battleaxes. |
Boreromirak the stralite dagger (30.5-39.65 power, 9 apr) Boreromirak the stralite dagger (30.5-39.65 power, 9 apr)Requires: - Dexterity 35 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 30.5 - 39.6 Uses stats: 30% Wil, 45% Cun, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Damage (Melee): +14 mind / +12 blight Burst (radius 2) on crit: +8 acid / +4 blight When wielded/worn: Damage when hit (Melee): 16 acid Changes resistances: +8% all Changes resistances penetration: +10% nature Changes damage: +9% blight It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 4 turns. Sharp, short and deadly. |
Emeloldatha the voratun dagger (39.5-51.35 power, 9 apr) Emeloldatha the voratun dagger (39.5-51.35 power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 39.5 - 51.4 Uses stats: 30% Wil, 45% Cun, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +36 insidious poison / +11 mind When wielded/worn: Physical crit. chance: +11.0% Armour: +2 Defense: +2 (+1 eff.) Ranged Defense: +2 (+1 eff.) Effects on melee hit: * 15% chance to corrode armour Changes resistances: +3% fire / +3% light / +9% darkness It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 4 turns. Sharp, short and deadly. |
Mercy (35-45.5 power, 9 apr) Mercy (35-45.5 power, 9 apr)Requires: - Dexterity 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 30% Wil, 45% Cun, 50% Mag, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +15.0% Attack speed: 100% On weapon hit: * deals physical damage equal to 3% of the target's missing health When wielded/worn: Changes stats: +6 Str / +6 Dex Critical mult.: +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
Moon (30-39 power, 30 apr) Moon (30-39 power, 30 apr)Requires: - Cunning 24 - Dexterity 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: 30% Wil, 45% Cun, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +30 Physical 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. |
Polorekira the Blindrock (38-49.4 power, 9 apr) Polorekira the Blindrock (38-49.4 power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 30% Wil, 45% Cun, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon crit: * wounds the target reducing their healing Damage Shield penetration (this weapon only): +40% Damage (Melee): +16 blight Burst (radius 2) on crit: +4 blight When wielded/worn: Armour penetration: +14 Physical crit. chance: +23.0% Physical power: +11 (+2 eff.) Changes stats: +1 Con Changes resistances: +3% light / +8% all Changes resistances penetration: +12% nature / +15% blight Critical mult.: +16.00% Physical save: +3 (+0 eff.) Only die when reaching: -20.00 life Sharp, short and deadly. |
Polymira (37-48.1 power, 9 apr) Polymira (37-48.1 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 37.0 - 48.1 Uses stats: 30% Wil, 45% Cun, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% Damage (Melee): +16 temporal When wielded/worn: Armour penetration: +23 Damage when hit (Melee): 16 temporal Changes resistances: +19% temporal / +3% nature / +6% fire Changes resistances penetration: +24% physical Changes damage: +6% blight / +24% physical Mental save: +9 (+2 eff.) Silence immunity: +20% Sharp, short and deadly. |
Shantiz the Stormblade (15-19.5 power, 20 apr) Shantiz the Stormblade (15-19.5 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stats: 30% Wil, 0% Cun, 50% Mag, 100% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical 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. |
Spelldrinker (27-35.1 power, 8 apr) Spelldrinker (27-35.1 power, 8 apr)Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 27.0 - 35.1 Uses stats: 30% Wil, 55% Dex, 55% Mag, 45% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +8 Physical crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+2 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Ashreeve the voratun greatmaul (68.5-102.75 power, 7 apr) Ashreeve the voratun greatmaul (68.5-102.75 power, 7 apr)Requires: - Magic 48 Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 68.5 - 102.8 Uses stats: 170% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 63% chance to disease * 20% chance to torment the target Damage (Melee): +28 darkness Burst (radius 2) on crit: +12 physical Damage against: +28% Living When wielded/worn: Accuracy: +20 (+4 eff.) Fatigue: -2% Changes stats: +10 Str Changes resistances: +6% blight / +1% physical Changes resistances penetration: +15% physical / +21% darkness / +5% blight / +10% fire / +20% mind Changes damage: +27% physical Stamina when hit: +4.00 Massive two-handed mauls. |
Emelyritira the Blazemonster (69-103.5 power, 4 apr) Emelyritira the Blazemonster (69-103.5 power, 4 apr)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 69.0 - 103.5 Uses stats: 170% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +20 temporal Burst (radius 1) on hit: +43 fire When wielded/worn: Damage when hit (Melee): 24 temporal Changes resistances: +9% acid / +26% temporal / +9% light / +9% lightning Mental save: +12 (+2 eff.) Knockback immunity: +10% Massive two-handed mauls. |
Unstoppable Mauler (48-72 power, 15 apr) Unstoppable Mauler (48-72 power, 15 apr)Requires: - Magic 40 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 48.0 - 72.0 Uses stats: 170% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Sunder Armour (15% chance level 3). When wielded/worn: Accuracy: +20 (+4 eff.) Pinning immunity: +100% Knockback immunity: +100% It can be used to activate talent Fearless Cleave (costing 11 power out of 18/18) : Effective talent level: 3.6 Power cost: 11 out of 18/18. Range: melee/personal Travel Speed: instantaneous Description: Take a step toward your foes using the momentum to cleave all creatures in a 3 wide arc in front of you for 163% weapon damage. If you failed to move the damage is instead 82%. A huge greatmaul of incredible weight. Wielding it, you feel utterly unstoppable. |
voratun greatmaul 'Corruptionfist' (62.5-93.75 power, 4 apr) voratun greatmaul 'Corruptionfist' (62.5-93.75 power, 4 apr)Requires: - Magic 48 Powered by arcane forces Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 62.5 - 93.8 Uses stats: 170% Mag, 30% Wil Damage type: Arcane Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * Slows global speed by 40% * 20% chance to torment the target Damage (Melee): +41 cold / +21 mind Burst (radius 1) on hit: +8 nature When wielded/worn: Changes resistances: +5% arcane Changes resistances penetration: +17% mind / +17% darkness Reduces incoming crit damage: 5.00% Infravision radius: +3 It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 4 turns. Massive two-handed mauls. |
voratun greatmaul 'Plaguehunger' (88-132 power, 4 apr) voratun greatmaul 'Plaguehunger' (88-132 power, 4 apr)Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 88.0 - 132.0 Uses stats: 170% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * Slows global speed by 53% * 64% chance to corrode armour Burst (radius 1) on hit: +12 light Burst (radius 2) on crit: +8 light When wielded/worn: Physical power: +21 (+3 eff.) Changes stats: +10 Con Changes resistances: +3% nature / +3% light Changes resistances penetration: +21% acid / +21% physical Disarm immunity: +42% Life regen: +2.00 Massive two-handed mauls. |
Golden Three-Edged Sword 'The Truth' (49-78.4 power, 9 apr) Golden Three-Edged Sword 'The Truth' (49-78.4 power, 9 apr)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: 179% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +9 Physical 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. |
Tydudir (58.5-93.6 power, 4 apr) Tydudir (58.5-93.6 power, 4 apr)Requires: - Magic 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 58.5 - 93.6 Uses stats: 170% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon crit: * wounds the target reducing their healing Damage (Melee): +38 insidious poison / +21 darkness / +8 arcane Damage against: +23% Living When wielded/worn: Physical crit. chance: +12.0% Physical power: +21 (+3 eff.) Fatigue: -4% Life regen: +0.80 Mana each turn: +0.08 Mana when firing critical spell: +2.00 Only die when reaching: -40.00 life Massive two-handed swords. |
voratun greatsword 'Ivodara' (75-120 power, 4 apr) voratun greatsword 'Ivodara' (75-120 power, 4 apr)Requires: - Magic 48 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: 75.0 - 120.0 Uses stats: 170% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +16 acid Burst (radius 1) on hit: +4 mind When wielded/worn: Armour penetration: +20 Changes stats: +2 Wil Changes resistances: +6% mind Changes resistances penetration: +15% mind / +16% physical Changes damage: +13% physical Massive two-handed swords. |
Sword of Potential Futures (28-39.2 power, 10 apr) Sword of Potential Futures (28-39.2 power, 10 apr)Requires: - Magic 24 - Dexterity 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: 150% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Physical 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 (+1 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. |
Filthrace (59-82.6 power, 6 apr) Filthrace (59-82.6 power, 6 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 59.0 - 82.6 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +18 acid / +20 light Damage against: +21% Undead When wielded/worn: Defense: +2 (+1 eff.) Ranged Defense: +2 (+1 eff.) Damage when hit (Melee): 16 nature Changes resistances: +6% nature / +3% mind / +6% darkness Changes damage: +9% blight Reduces incoming crit damage: 15.00% Knockback immunity: +5% Only die when reaching: -60.00 life Blunt and deadly. |
Aeruta the Duskmight (13.5-14.85 power, 32 apr, nature damage) Aeruta the Duskmight (13.5-14.85 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. This psionic mindstar dreams of an epiphany. Base power: 13.5 - 14.9 Uses stats: 75% Wil, 50% Mag, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to cause random gloom Damage (Melee): +12 mind Burst (radius 2) on crit: +4 darkness When wielded/worn: Damage when hit (Melee): 12 darkness / 8 mind Changes resistances: +21% mind / +9% darkness Changes resistances penetration: +10% mind Mental save: +15 (+3 eff.) Maximum psi: +80.00 Mindpower: +18 (+3 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. |
Amethyst of Sanctuary (15-16.5 power, 26 apr, mind damage) Amethyst of Sanctuary (15-16.5 power, 26 apr, mind damage)Requires: - Willpower 28 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 15.0 - 16.5 Uses stats: 75% Wil, 50% Mag, 22% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +26 Physical crit. chance: +6.0% Attack speed: 100% When wielded/worn: Changes stats: +8 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Focus +0.20 Psionic / Absorption Mental save: +25 (+5 eff.) Maximum psi: +20.00 Mindpower: +14 (+2 eff.) Mental crit. chance: +7% It can be used to activate talent Resonance Field (costing 14 power out of 25/25) : Effective talent level: 3.0 Power cost: 14 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Activate to create a resonance field that will absorb 50% of all damage you take (483 max absorption). The field will not interfere with Feedback gain. The max absorption value will scale with your Mindpower, and the effect lasts up to ten turns. This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
Chamerim the living mindstar (17-18.7 power, 40 apr, nature damage) Chamerim the living mindstar (17-18.7 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar has an epiphany about dreams. This natural sand should be returned to the wyrm. Base power: 17.0 - 18.7 Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 8 blight / 19 physical Changes stats: +1 Mag Changes resistances: +6% light / +13% physical Changes resistances penetration: +20% physical Changes damage: +20% mind / +16% physical Critical mult.: +15.00% Mental save: +20 (+4 eff.) Life regen: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +50.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +2% Mindpower: +15 (+2 eff.) Mental crit. chance: +11% It can be used to activate talent Burrow, placing all other charms into a 17 cooldown : Effective talent level: 1.0 Power cost: 17 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 27 of target armor and 14% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. 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. |
Charged Focus (10-11 power, 24 apr, lightning damage) Charged Focus (10-11 power, 24 apr, lightning damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 10.0 - 11.0 Uses stats: 70% Wil, 50% Mag, 20% Cun Damage type: Lightning Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +15% lightning Changes resistances penetration: +9% lightning Changes damage: +15% lightning Talent mastery: +0.15 Psionic / Charged mastery Talent granted: +1 Psionic Maelstrom Mental save: +9 (+2 eff.) Maximum psi: +30.00 Mindpower: +12 (+2 eff.) Mental crit. chance: +6% Electrical energies are focussed in the core of this mindstar. |
Core of the Forge (24-26.4 power, 40 apr, dreamforge damage) Core of the Forge (24-26.4 power, 40 apr, dreamforge damage)Requires: - Willpower 40 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 24.0 - 26.4 Uses stats: 90% Wil, 50% Mag, 20% Cun Damage type: Dreamforge Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+1 eff.) Damage (Melee): 30 dreamforge Changes stats: +4 Cun / +6 Wil Changes resistances: +5% physical / +5% mind / +15% fire Changes resistances penetration: +10% mind / +10% physical Changes damage: +10% physical / +10% mind / +10% fire Talent masteries: +0.20 Psionic / Dream Forge +0.20 Psionic / Dream Smith Mindpower: +16 (+3 eff.) Mental crit. chance: +8% It can be used to activate talent Forge Bellows (costing 14 power out of 30/30) : Effective talent level: 3.0 Power cost: 14 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 24.18 mind damage, 24.66 burning damage, and knocking back your enemies in a radius 4 cone. Empty terrain may be changed (50% chance) for 3 turns into forge walls, which block movement and inflict 2.21 mind and 2.25 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
Eye of Summer (8-8.8 power, 18 apr, fire damage) Eye of Summer (8-8.8 power, 18 apr, fire damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Base power: 8.0 - 8.8 Uses stats: 65% Wil, 50% Mag, 15% Cun Damage type: Fire Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: -10% cold Changes resistances penetration: +10% fire Changes damage: +10% fire Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Global speed: +5% Talent on hit(mindpower): Flame Fury (10% chance level 2). This mindstar glows with a bright warm light, but seems somehow incomplete. |
Kinetic Focus (6-6.6 power, 18 apr, physical damage) Kinetic Focus (6-6.6 power, 18 apr, physical damage)Requires: - Willpower 18 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 6.0 - 6.6 Uses stats: 65% Wil, 50% Mag, 15% Cun Damage type: Physical Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +10% physical Changes resistances penetration: +6% physical Changes damage: +10% physical Talent mastery: +0.10 Psionic / Kinetic mastery Talent granted: +1 Psionic Maelstrom Physical save: +6 (+1 eff.) Psi when firing a critical mind attack: +1.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Kinetic energies are focussed in the core of this mindstar. |
Lisydhelle the living mindstar (16-17.6 power, 40 apr, mind damage) Lisydhelle the living mindstar (16-17.6 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural venom should be returned to the wyrm. This natural mindstar summons a caller. Base power: 16.0 - 17.6 Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 blight Burst (radius 1) on hit: +4 acid Burst (radius 2) on crit: +4 blight When wielded/worn: Effects on melee hit: * 30% chance to disease Damage when hit (Melee): 20 acid Changes stats: +1 Dex / +7 Con Changes resistances: +19% acid Changes resistances penetration: +18% acid Changes damage: +17% acid Mental save: +10 (+2 eff.) Life regen: +2.00 Maximum psi: +50.00 Mindpower: +21 (+4 eff.) Mental crit. chance: +11% 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. |
pulsing mindstar 'Xanutha' (13-14.3 power, 32 apr, mind damage) pulsing mindstar 'Xanutha' (13-14.3 power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 75% Wil, 50% Mag, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun / +4 Wil Critical mult.: +13.00% Physical save: +9 (+2 eff.) Spell save: +5 (+1 eff.) Mental save: +7 (+1 eff.) Blindness immunity: +10% Disarm immunity: +15% Confusion immunity: +15% Knockback immunity: +5% Equilibrium when hit: +0.90 Mindpower: +8 (+1 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. |
thorny mindstar 'Heatpunish' (8-8.8 power, 24 apr, nature damage) thorny mindstar 'Heatpunish' (8-8.8 power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. This mindstar projects psionic energy if enough is absorbed. This natural sand should be returned to the wyrm. Base power: 8.0 - 8.8 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% Burst (radius 2) on crit: +4 fire When wielded/worn: Damage when hit (Melee): 12 physical Changes resistances: +5% blight / +12% physical / +5% arcane / +12% fire Changes resistances penetration: +7% physical Changes damage: +14% lightning / +7% physical / +16% cold / +10% fire / +6% arcane / +4% nature Talent masteries: +0.10 Psionic / Focus +0.20 Psionic / Projection Disease immunity: +18% Mindpower: +6 (+1 eff.) Mental crit. chance: +3% It can be used to activate talent Burrow, placing all other charms into a 17 cooldown : Effective talent level: 1.0 Power cost: 17 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 27 of target armor and 14% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. 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. |
Nithan's Force Nithan's ForceRequires: - Dexterity 32 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stats: 50% Mag, 30% Wil Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +10 When wielded/worn: Changes stats: +10 Str / +5 Con Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +35% physical Pinning immunity: +30% Knockback immunity: +30% It can be used to activate talent Pulverizing Auger (costing 14 power out of 25/25) : Effective talent level: 3.0 Power cost: 14 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Fire a powerful beam of stone-shaterring force, digging out any walls in its path up to 3. The beam also affect any creatures in its path, dealing 343.78 physical damage to all. The damage will increase with your Spellpower. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall. It appears he may have had some magical assistance... |
Zyzor ZyzorRequires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 4 Base power: 0.0 - 0.0 Uses stats: 50% Mag, 30% Wil Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +9 When this weapon hits: Arcane Vortex (10% chance level 3). On weapon hit: * 20% chance to disease Travel speed: +200% Damage (Ranged): +17 acid When wielded/worn: Changes stats: +6 Mag Changes resistances: +4% physical Changes resistances penetration: +10% blight / +5% physical Changes damage: +15% acid / +13% arcane / +6% blight Critical mult.: +15.00% Maximum life: +50.00 Spellpower: +13 (+2 eff.) Healing mod.: +15% Slings are used to hurl stones or metal shots at your foes. |
Isatta the Ravenbreak (30-36 power, 6 apr, blight element) Isatta the Ravenbreak (30-36 power, 6 apr, blight element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] 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 Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 53% chance to cause random gloom Damage (Melee): +8 acid Burst (radius 1) on hit: +12 acid / +4 darkness / +4 mind When wielded/worn: Damage when hit (Melee): 4 acid Changes resistances: +3% mind Changes resistances penetration: +15% blight Changes damage: +30% blight Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +15 (+2 eff.) Spell crit. chance: +20% Staves designed for wielders of magic, by the greats of the art. |
Nygas the Eclipseshaper (30-36 power, 6 apr, cold element) Nygas the Eclipseshaper (30-36 power, 6 apr, cold element)Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +10.0% Physical power: +15 (+2 eff.) Changes stats: +13 Con Changes resistances: +9% darkness Changes damage: +9% fire / +12% darkness / +30% cold Grants telepathy: Humanoid/Orc Talent granted: +1 Command Staff Critical mult.: +14.00% Life regen: +3.90 Psi when hit: +0.04 Spellpower: +38 (+6 eff.) Spell crit. chance: +9% Mindpower: +6 (+1 eff.) Healing mod.: +60% Staves designed for wielders of magic, by the greats of the art. |
Staff of Destruction (20-24 power, 4 apr, physical element) Staff of Destruction (20-24 power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 200% Mag, 30% Wil Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% lightning / +20% fire / +20% arcane / +20% cold Talent granted: +1 Command Staff Spellpower: +10 (+2 eff.) Spell crit. chance: +15% Talent on hit(spell): Impending Doom (10% chance level 1). This unique-looking staff is carved with runes of destruction. |
Startaint the dragonbone magestaff (30-36 power, 6 apr, arcane element) Startaint the dragonbone magestaff (30-36 power, 6 apr, arcane element)Requires: - Magic 48 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Unique] 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 Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +12 (+5 eff.) Effects on melee hit: * 13% chance to blind Damage when hit (Melee): 16 light Changes stats: +3 Mag / +2 Cun / +1 Con Changes damage: +30% arcane Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +12 Spellpower: +15 (+2 eff.) Spell crit. chance: +16% Light radius: +4 It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 2.0 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 96.72 light damage. Staves designed for wielders of magic, by the greats of the art. |
Telos's Staff (Top Half) (35-42 power, 0 apr, physical element) Telos's Staff (Top Half) (35-42 power, 0 apr, physical element)Requires: - Magic 35 Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Base power: 35.0 - 42.0 Uses stats: 150% Mag, 30% Wil Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes damage: +35% arcane Talent granted: +1 Command Staff Mental save: +8 (+2 eff.) Spellpower: +30 (+5 eff.) Spell crit. chance: +15% The top part of Telos' broken staff. |
Voreldalaith the elven-wood magestaff (35-42 power, 5 apr, arcane element) Voreldalaith the elven-wood magestaff (35-42 power, 5 apr, arcane element)Requires: - Magic 35 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 35.0 - 42.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +8 acid Burst (radius 1) on hit: +8 arcane Burst (radius 2) on crit: +4 acid When wielded/worn: Defense: +13 (+5 eff.) Effects on melee hit: * 15% chance to blind Changes resistances: +9% acid / +17% arcane Changes resistances penetration: +10% acid Changes damage: +35% arcane Talent granted: +1 Command Staff Spellpower: +16 (+3 eff.) Spell crit. chance: +4% Light radius: +5 It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 1.0 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 71.82 light damage. Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff 'Drykan' (30-36 power, 6 apr, cold element) dragonbone magestaff 'Drykan' (30-36 power, 6 apr, cold element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] 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 Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +2 Damage (Melee): 27 fire Changes resistances: +3% lightning / +3% fire / +6% mind Changes damage: +30% cold Talent granted: +1 Command Staff Critical mult.: +40.00% Blindness immunity: +25% Spellpower on spell critical (stacks up to 3 times): +9 Only die when reaching: -20.00 life Spellpower: +32 (+5 eff.) Spell crit. chance: +13% See invisible: +18 It can be used to unleash an elemental blastwave, dealing 94.63 - 113.56 cold damage in a radius 6 around the user, putting all charms on cooldown for 6 turns. Staves designed for wielders of magic, by the greats of the art. |
dragonbone starstaff 'Airslicer' (34-40.8 power, 7 apr, light element) dragonbone starstaff 'Airslicer' (34-40.8 power, 7 apr, light element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [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 Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +7 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +12 light When wielded/worn: Armour penetration: +2 Effects on melee hit: * 45% chance to daze Damage (Melee): 35 fire Changes stats: +2 Con Changes resistances: +9% blight / +15% temporal / +15% darkness Changes damage: +30% light Talent granted: +1 Command Staff Critical mult.: +27.00% Reduces incoming crit damage: 15.00% Mental save: +10 (+2 eff.) Stun/Freeze immunity: +5% Life regen: +0.60 Spellpower: +25 (+4 eff.) Spell crit. chance: +18% See invisible: +17 Defense after a teleport: +31 Resist all after a teleport: +23% New effects duration reduction after a teleport: +35% Reduces paradox anomalies(equivalent to willpower): +25 Staves designed for wielders of magic, by the greats of the art. |
Trident of the Tides (80-112 power, 20 apr) Trident of the Tides (80-112 power, 20 apr)Requires: - Magic 35 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 80.0 - 112.0 Uses stats: 190% Mag, 30% Wil Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Physical crit. chance: +15.0% Attack speed: 100% When this weapon hits: Water Bolt (40% chance level 3). Damage (Melee): +20 nature / +15 cold When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances: +25% cold Changes damage: +20% cold Spell save: +18 (+3 eff.) See invisible: +2 Talent on hit(spell): Water Bolt (20% chance level 3). It can be used to activate talent Freeze (costing 34 power out of 150/150) : Effective talent level: 3.6 Power cost: 34 out of 150/150. Range: 10 Travel Speed: instantaneous Is: a spell Description: Condenses ambient water on a target, freezing it for 5 turns and damaging it for 177.67. If this is used on a friendly target the cooldown is halved. The damage will increase with your Spellpower. The power of the tides rush through this trident. Tridents require the exotic weapons mastery talent to use correctly. |
Arthybar (40.5-56.7 power, 6 apr) Arthybar (40.5-56.7 power, 6 apr)Requires: - Magic 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 40.5 - 56.7 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +8 acid Burst (radius 1) on hit: +8 acid / +4 temporal Burst (radius 2) on crit: +30 ice When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +15.0% Armour: +14 Defense: +15 (+6 eff.) Damage when hit (Melee): 8 acid Changes resistances: +12% temporal Changes resistances penetration: +15% acid / +15% cold Changes damage: +12% temporal Disarm immunity: +50% One-handed war axes. |
Blood-Letter (33-46.2 power, 4.5 apr) Blood-Letter (33-46.2 power, 4.5 apr)Requires: - Magic 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: 150% Mag, 30% Wil 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. |
Crackletrial the voratun waraxe (39.5-55.3 power, 7 apr) Crackletrial the voratun waraxe (39.5-55.3 power, 7 apr)Requires: - Magic 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +7.0% Attack speed: 100% On weapon crit: * cripple the target Damage Shield penetration (this weapon only): +40% Damage (Melee): +16 temporal When wielded/worn: Accuracy: +4 (+1 eff.) Physical crit. chance: +17.0% Effects on melee hit: * 60% chance to daze Damage when hit (Melee): 19 temporal Changes stats: +3 Str / +1 Con Changes resistances: +10% all / +20% temporal Changes resistances penetration: +14% nature Reduces incoming crit damage: 10.00% Maximum stamina: +20.00 One-handed war axes. |
voratun waraxe 'Islulratira' (42-58.8 power, 6 apr) voratun waraxe 'Islulratira' (42-58.8 power, 6 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 42.0 - 58.8 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 111% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 20% chance to disease On weapon crit: * splashes the target with acid Damage (Melee): +13 blight / +14 acid When wielded/worn: Accuracy: +12 (+2 eff.) Armour: +2 Changes stats: +6 Dex Changes resistances: +6% lightning / +6% cold / +5% arcane Disease immunity: +35% Silence immunity: +5% One-handed war axes. |
Hydra's Bite (56-61.6 power, 7 apr) Hydra's Bite (56-61.6 power, 7 apr)Requires: - Magic 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 4 It must be held with both hands. Base power: 56.0 - 61.6 Uses stats: 160% Mag, 30% Wil Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Physical crit. chance: +14.0% Attack speed: 125% When this weapon hits: Lightning Breath (10% chance level 1). When this weapon hits: Poison Breath (10% chance level 1). When this weapon hits: Acid Breath (10% chance level 1). On weapon hit: * hit up to two adjacent enemies When wielded/worn: Changes damage: +12% acid / +12% nature / +12% lightning This three-headed stralite flail strikes with the power of a hydra. With each attack it lashes out, hitting everyone around you. |
Belimira BelimiraInfused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Physical power: +6 (+1 eff.) Changes stats: +2 Str Changes resistances: +18% acid / +18% fire / +16% cold / +18% lightning Reduces incoming crit damage: 10.00% Physical save: +11 (+2 eff.) Maximum life: +30.00 Maximum stamina: +20.00 Mindpower: +10 (+2 eff.) A belt that goes around your waist. |
drakeskin leather belt 'Ravengrind' drakeskin leather belt 'Ravengrind'Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Effects on melee hit: * Slows global speed by 45% Damage when hit (Melee): 8 mind Changes resistances: +3% lightning Changes damage: +9% darkness Reduced damage from: +45% Summoned Critical mult.: +35.00% Physical save: +15 (+2 eff.) Mental save: +10 (+2 eff.) Equilibrium when hit: +0.04 Mindpower: +9 (+2 eff.) A belt that goes around your waist. |
drakeskin leather belt 'Starbolt' drakeskin leather belt 'Starbolt'Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 45% chance to blind Damage when hit (Melee): 8 darkness Changes stats: +6 Dex / +6 Wil / +6 Cun / +10 Lck Changes resistances: +42% lightning / +15% temporal Changes damage: +6% lightning / +6% temporal / +18% light Trap disarming bonus: +30 Stealth bonus: +13 Mental save: +8 (+2 eff.) Maximum life: +110.00 Light radius: +2 Infravision radius: +6 A belt that goes around your waist. |
Aroda the Scorpionwrecker (2 def, 0 armour) Aroda the Scorpionwrecker (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Fatigue: -4% Changes stats: +2 Str / +2 Con Changes resistances: +18% darkness Changes resistances penetration: +10% darkness Changes damage: +17% darkness / +3% nature Reduces incoming crit damage: 10.00% Stealth bonus: +13 Maximum encumbrance: +10 Physical save: +27 (+4 eff.) Mental save: +8 (+2 eff.) Only die when reaching: -90.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Sootidol the elven-silk cloak (13 def, 0 armour) Sootidol the elven-silk cloak (13 def, 0 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +13 (+5 eff.) Changes stats: +4 Cun / +4 Wil Changes resistances: +20% nature / +16% blight Changes damage: +6% darkness Physical save: +34 (+6 eff.) Poison immunity: +10% Stun/Freeze immunity: +5% Teleport immunity: +20% Life regen: +1.00 Mental crit. chance: +7% Healing mod.: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Arcsmash' (3 def, 0 armour) elven-silk cloak 'Arcsmash' (3 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +35 (+7 eff.) Defense: +3 (+1 eff.) Fatigue: -10% Damage when hit (Melee): 8 lightning Changes resistances: +20% blight / +20% nature / +6% mind Changes resistances penetration: +5% lightning Changes damage: +9% blight Reduces incoming crit damage: 18.00% Mental save: +3 (+1 eff.) Knockback immunity: +15% Life regen: +2.90 Maximum life: +169.00 Maximum stamina: +36.00 Healing mod.: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Crimson Robe (12 def, 0 armour) Crimson Robe (12 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+5 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.20 Cursed / Punishments +0.20 Cursed / Slaughter +0.10 Psionic / Solipsism Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Evermoss Robe (12 def, 0 armour) Evermoss Robe (12 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +12 (+5 eff.) Damage when hit (Melee): 35 nature slow Changes stats: +5 Wil Changes resistances: +25% nature Changes resistances penetration: +10% nature Changes damage: +30% nature Talent mastery: +0.10 Wild-gift / Moss Physical save: +15 (+2 eff.) Life regen: +0.20 Mindpower: +12 (+2 eff.) Mental crit. chance: +5% Healing mod.: +15% This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
Glittersmasher (5 def, 0 armour) Glittersmasher (5 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes resistances: +20% blight / +27% cold / +6% light Changes resistances penetration: +5% lightning / +20% light / +14% mind / +15% nature Changes damage: +6% lightning / +18% cold / +15% mind / +15% fire Life regen: +6.00 Psi each turn: +0.84 Maximum life: +91.00 Maximum psi: +34.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Healing mod.: +24% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour) Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +3 Defense: +9 (+4 eff.) Damage when hit (Melee): 10 temporal / 20 physical Changes stats: +3 Wil / +5 Mag Changes resistances: +10% physical / +10% temporal Changes resistances penetration: +20% physical / +20% temporal Changes damage: +20% physical / +20% temporal Spellpower: +23 (+4 eff.) It can be used to activate talent Temporal Reprieve (costing 28 power out of 50/50) : Effective talent level: 1.0 Power cost: 28 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 2 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
Thundertouch the elven-silk robe (5 def, 0 armour) Thundertouch the elven-silk robe (5 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Damage when hit (Melee): 4 blight / 12 arcane / 8 lightning Changes resistances: +20% blight / +30% nature / +28% lightning Changes resistances penetration: +10% lightning / +5% arcane / +10% blight Changes damage: +20% nature / +19% lightning Critical mult.: +5.00% Life regen: +5.30 Maximum life: +100.00 Maximum vim: +10.00 Healing mod.: +30% Damage Shield penetration: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Vestments of the Conclave (0 def, 0 armour) Vestments of the Conclave (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Mag Changes damage: +10% arcane Spell crit. chance: +15% An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
elven-silk robe 'Glittercast' (9 def, 4 armour) elven-silk robe 'Glittercast' (9 def, 4 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +4 Defense: +9 (+4 eff.) Damage when hit (Melee): 8 light Changes stats: +8 Mag / +3 Wil Changes resistances: +15% acid / +20% physical / +17% cold / +19% fire Changes resistances penetration: +15% physical / +13% temporal Changes damage: +14% acid / +19% temporal / +13% cold / +21% physical / +12% fire Talent cooldown: Refit Golem (-4 turns) Physical save: +30 (+5 eff.) Spell save: +20 (+3 eff.) Mana each turn: +0.08 Maximum vim: +30.00 Spellpower: +8 (+1 eff.) Reduces paradox anomalies(equivalent to willpower): +12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe 'Shadevalor' (5 def, 0 armour) elven-silk robe 'Shadevalor' (5 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Accuracy: +2 (+0 eff.) Defense: +5 (+2 eff.) Changes resistances: +9% lightning / +2% physical / +9% darkness / +9% blight / +9% fire / +9% light / +27% cold Changes resistances penetration: +10% darkness Changes damage: +14% all / +12% cold Critical mult.: +6.00% Physical save: +17 (+3 eff.) Spell save: +33 (+6 eff.) Mental save: +12 (+2 eff.) Maximum life: +20.00 Spellpower: +14 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Brandwolf (0 def, 15 armour) Brandwolf (0 def, 15 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Fatigue: +4% Effects on melee hit: * 15% chance to corrode armour Damage when hit (Melee): 8 physical / 4 fire Changes stats: +4 Str / +3 Dex / +6 Mag / +6 Wil / +5 Con Changes resistances penetration: +15% physical / +5% fire Changes damage: +9% acid / +6% physical Reduces incoming crit damage: 5.00% Mana each turn: +0.57 Maximum mana: +60.00 Spell crit. chance: +5% Infravision radius: +3 It can be used to activate talent Rush, placing all other charms into a 14 cooldown : Effective talent level: 3.0 Power cost: 14 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Ebonystar the voratun gauntlets (0 def, 3 armour) Ebonystar the voratun gauntlets (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +24 (+5 eff.) Physical crit. chance: +20.0% Armour: +3 Damage when hit (Melee): 4 mind Changes stats: +6 Dex / +5 Mag / +1 Cun Changes resistances: +10% light / +10% darkness / +5% arcane Changes resistances penetration: +15% arcane Changes damage: +3% darkness / +12% mind Critical mult.: +14.00% Spell crit. chance: +20% Mental crit. chance: +20% Infravision radius: +2 When used to modify unarmed attacks: Base power: 39.5 - 55.3 Uses stats: 50% Mag, 40% Mag, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +13 Armour Penetration: +15 Physical crit. chance: +33.0% Attack speed: 125% When this weapon crits: Cripple (20% chance level 5). On weapon hit: * 62% chance to cause random gloom Burst (radius 1) on hit: +12 arcane Burst (radius 2) on crit: +50 light / +27 darkness It can be used to activate talent Starfall, placing all other charms into a 12 cooldown : Effective talent level: 1.0 Power cost: 12 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 45.45 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. |
Fist of the Destroyer (8 def, 0 armour) Fist of the Destroyer (8 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. Only the masochistic can unlock its full power. When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +9 Str / +9 Mag / +3 Cun Talent masteries: +0.20 Corruption / Shadowflame +0.20 Corruption / Vim Stun/Freeze immunity: +20% Maximum vim: +25.00 When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 70% Mag, 40% Cun, 30% Wil, 40% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 167% When this weapon hits: Blood Grasp (10% chance level 3). When this weapon hits: Soul Rot (12% chance level 3). When this weapon hits: Drain (8% chance level 2). Increases all damage by 4% of current vim Current Bonus: 6% It can be used to activate talent Darkfire (costing 7 power out of 12/12) : Effective talent level: 6.0 Power cost: 7 out of 12/12. Range: 6 Travel Speed: 400% of base Is: a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 82.36 fire damage and 66.17 darkness damage in a radius of 6. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+0 eff.) When used to modify unarmed attacks: Base power: 6.0 - 6.6 Uses stats: 50% Mag, 40% Mag, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.0% Attack speed: 167% When this weapon hits: Flamespit (30% chance level 3). Damage (Melee): +10 fire Damage conversion: 100% fire It can be used to activate talent Flamespit (costing 5 power out of 24/24) : Effective talent level: 3.0 Power cost: 5 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 59.64 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Issulastir the Glareblast (0 def, 12 armour) Issulastir the Glareblast (0 def, 12 armour)Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Armour: +12 Damage (Melee): 13 physical / 14 fire Changes stats: +5 Cun Changes resistances: +10% darkness / +8% fire Changes damage: +9% fire / +8% physical / +3% light / +3% nature Infravision radius: +3 When used to modify unarmed attacks: Base power: 25.5 - 28.1 Uses stats: 50% Mag, 40% Mag, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +10 Armour Penetration: +5 Physical crit. chance: +17.0% Attack speed: 167% When this weapon hits: Fire Breath (10% chance level 5). When this weapon hits: Sand Breath (10% chance level 5). When this weapon crits: Dominate (10% chance level 5). On weapon hit: * 40% chance to blind Damage (Melee): +21 darkness Burst (radius 1) on hit: +14 physical / +12 light / +4 nature Burst (radius 2) on crit: +15 physical / +8 nature / +13 fire It can be used to activate talent Track, placing all other charms into a 9 cooldown : Effective talent level: 2.4 Power cost: 9 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 41 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Ruthless Grip (0 def, 5 armour) Ruthless Grip (0 def, 5 armour)Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 Damage (Melee): 20 darkness / 20 cold Changes damage: +20% darkness / +20% cold Only die when reaching: -100.00 life Maximum hate: +20.00 Healing mod.: -20% When used to modify unarmed attacks: Base power: 31.0 - 43.4 Uses stats: 50% Mag, 40% Mag, 70% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 125% It can be used to activate talent Frost Grab (costing 12 power out of 30/30) : Effective talent level: 4.0 Power cost: 12 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Grab a target and transport it next to you, covering it with frost, reducing its movement speed by 50% for 7 turns. The ice will also deal 86.69 cold damage. The damage will increase with your Spellpower. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
Stormshine (0 def, 3 armour) Stormshine (0 def, 3 armour)Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +2 (+0 eff.) Armour: +3 Damage (Melee): 11 lightning Damage when hit (Melee): 4 lightning Changes stats: +4 Str / +5 Mag / +4 Wil / +4 Con Changes resistances: +8% lightning / +5% arcane Changes damage: +8% lightning / +6% physical / +10% arcane Talent mastery: +0.20 Technique / Grappling Disarm immunity: +44% When used to modify unarmed attacks: Base power: 25.0 - 27.5 Uses stats: 50% Mag, 40% Mag, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +5.0% Attack speed: 167% When this weapon hits: Lightning Breath (10% chance level 5). When this weapon hits: Disarm (10% chance level 5). Damage (Melee): +4 arcane Burst (radius 2) on crit: +8 arcane / +10 lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Voidwrecker the drakeskin leather gloves (0 def, 3 armour) Voidwrecker the drakeskin leather gloves (0 def, 3 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Physical crit. chance: +20.0% Physical power: +16 (+2 eff.) Armour: +3 Changes stats: +5 Str / +2 Con Critical mult.: +14.00% Physical save: +9 (+2 eff.) Mental save: +9 (+2 eff.) Disarm immunity: +42% Maximum mana: +20.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +17% Mental crit. chance: +20% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% When used to modify unarmed attacks: Base power: 41.0 - 45.1 Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +9 Armour Penetration: +5 Physical crit. chance: +15.0% Attack speed: 167% When this weapon hits: Perfect Control (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). Burst (radius 2) on crit: +12 darkness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Woepain the voratun gauntlets (0 def, 3 armour) Woepain the voratun gauntlets (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +33 (+7 eff.) Armour penetration: +15 Physical crit. chance: +2.0% Physical power: +4 (+1 eff.) Armour: +3 Changes stats: +9 Cun / +14 Dex Changes damage: +9% darkness Life regen: +6.00 Stamina each turn: +1.20 Psi each turn: +0.40 Only die when reaching: -128.00 life Maximum stamina: +10.00 When used to modify unarmed attacks: Base power: 28.0 - 39.2 Uses stats: 50% Mag, 40% Mag, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +21 Armour Penetration: +25 Physical crit. chance: +22.0% Attack speed: 125% When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Second Wind (10% chance level 1). Damage (Melee): +16 blight / +16 physical It can be used to activate talent Steady Shot, placing all other charms into a 12 cooldown : Effective talent level: 3.6 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 203% damage. Metal gloves protecting the hands up to the middle of the lower arm. |
Wyrmbreath (0 def, 4 armour) Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire When used to modify unarmed attacks: Base power: 18.0 - 19.8 Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.0% Attack speed: 167% When this weapon hits: Bellowing Roar (10% chance level 3). When this weapon hits: Fire Breath (10% chance level 2). Damage (Melee): +10 fire Damage conversion: 50% fire It can be used to activate talent Fire Breath (costing 14 power out of 24/24) : Effective talent level: 2.0 Power cost: 14 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 213.35 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Aletta's Diadem (0 def, 0 armour) Aletta's Diadem (0 def, 0 armour)Requires: - Willpower 24 Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +4 Cun / +4 Wil Changes damage: +10% mind Mindpower: +12 (+2 eff.) Mental crit. chance: +5% It can be used to activate talent Psychic Lobotomy (costing 5 power out of 10/10) : Effective talent level: 3.0 Power cost: 5 out of 10/10. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Inflicts 99.26 mind damage and cripples the target's higher mental functions, reducing cunning by 24 and confusing (38% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
Crown of Command (3 def, 6 armour) Crown of Command (3 def, 6 armour)Requires: - Cunning 25 - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +4% Changes stats: +10 Wil / +3 Con Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Technique / Field control Mindpower: +5 (+1 eff.) It can be used to activate talent Indomitable (costing 34 power out of 60/60) : Effective talent level: 1.0 Power cost: 34 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This talent takes no time to use. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Crown of Eternal Night (0 def, 3 armour) Crown of Eternal Night (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. You need to find something to bind its powers. When wielded/worn: Armour: +3 Fatigue: +3% Reduce damage by fixed amount: +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
Cystbrawn (0 def, 5 armour) Cystbrawn (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +5 Armour: +5 Fatigue: +5% Changes stats: +2 Str / +16 Dex / +1 Wil / +4 Cun / +11 Con Changes resistances: +25% darkness Changes damage: +9% nature Reduces incoming crit damage: 5.00% Infravision radius: +6 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Decayed Visage (2 def, 0 armour) Decayed Visage (2 def, 0 armour)Requires: - Magic 25 - Willpower 20 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Ranged Defense: +2 (+1 eff.) Damage when hit (Melee): 10 vim draining blight Changes stats: +5 Mag / +5 Wil Changes resistances: +6% blight / +2% physical / +13% mind Changes damage: +11% blight / +13% arcane Mental save: +21 (+4 eff.) Confusion immunity: +28% Maximum vim: +25.00 Spell crit. chance: +3% Mental crit. chance: +3% It can be used to activate talent Vimsense (costing 14 power out of 45/45) : Effective talent level: 2.0 Power cost: 14 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 38%, but also make them aware of you. The resistance reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
Getalarim (0 def, 11 armour) Getalarim (0 def, 11 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +2 (+0 eff.) Armour: +11 Fatigue: +5% Damage when hit (Melee): 8 blight Changes stats: +19 Str Critical mult.: +10.00% Life regen: +1.00 Spellpower on spell critical (stacks up to 3 times): +4 Infravision radius: +4 Damage Shield penetration: +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Getuntir (0 def, 5 armour) Getuntir (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Armour: +5 Fatigue: +5% Changes stats: +6 Str / +8 Dex / +8 Wil / +6 Con Changes resistances: +15% blight / +3% physical Changes resistances penetration: +5% mind Physical save: +15 (+2 eff.) Mental save: +29 (+6 eff.) Stamina each turn: +0.40 Hate when firing a critical mind attack: +1.00 Mindpower: +4 (+1 eff.) It can be used to activate talent Battle Cry, placing all other charms into a 16 cooldown : Effective talent level: 2.0 Power cost: 16 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Hellpunish the drakeskin leather cap (0 def, 5 armour) Hellpunish the drakeskin leather cap (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 12 fire Changes stats: +6 Dex Changes resistances: +17% cold / +13% fire Changes resistances penetration: +10% lightning / +25% fire Changes damage: +3% fire Allows you to breathe in: water A cap made of leather. |
Ivoyanne the Blindwind (0 def, 5 armour) Ivoyanne the Blindwind (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +1 Physical crit. chance: +8.0% Armour: +5 Fatigue: +5% Damage when hit (Melee): 4 mind Changes stats: +2 Dex / +17 Lck / +13 Con Changes resistances: +15% acid / +15% fire / +15% cold / +15% lightning Changes resistances penetration: +10% light Spell crit. chance: +8% Mindpower: +2 (+0 eff.) Mental crit. chance: +8% A cap made of leather. |
Layolethra the elven-silk wizard hat (3 def, 0 armour) Layolethra the elven-silk wizard hat (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Defense: +3 (+1 eff.) Fatigue: -2% Damage when hit (Melee): 4 arcane Changes stats: +8 Cun / +6 Wil Changes resistances: +14% physical / +27% nature / +13% darkness Changes damage: +11% physical / +18% nature / +18% darkness Mental save: +16 (+3 eff.) Confusion immunity: -20% Fear immunity: -20% Maximum life: +10.00 Maximum stamina: +20.00 Maximum hate: +10.00 Mindpower: +9 (+2 eff.) Mental crit. chance: +10% It can be used to activate talent Hateful Whisper, placing all other charms into a 9 cooldown : Effective talent level: 3.6 Power cost: 9 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 165 mind damage and feed you 2 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 2.7. Every victim of the whisper has a 28% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+2 eff.) Spell save: +12 (+2 eff.) Mental save: +12 (+2 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Tarryruidur (12 def, 12 armour) Tarryruidur (12 def, 12 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Armour: +12 Defense: +12 (+5 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +5% Effects on melee hit: * 30% chance to disease Effects when hit in melee: * 16% chance to gain 10% of a turn Damage when hit (Melee): 8 blight Changes stats: +5 Str / +8 Cun / +5 Con Changes resistances penetration: +5% blight Physical save: +10 (+2 eff.) Mental save: +15 (+3 eff.) Infravision radius: +3 It can be used to activate talent Battle Cry, placing all other charms into a 16 cooldown : Effective talent level: 2.0 Power cost: 16 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
The Black Crown (0 def, 15 armour) The Black Crown (0 def, 15 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +15 Fatigue: +5% Changes stats: +10 Con / +10 Wil Changes resistances: +20% darkness / +20% blight Talent masteries: +0.20 Corruption / Demon seeds +0.20 Corruption / Demonic pact Shadow Power: +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
Un'fezan's Cap (1 def, 0 armour) Un'fezan's Cap (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Needs something equally stylish and cool to go with it. When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +8 Cun / +4 Wil Changes resistances: +10% physical / +10% temporal Talent mastery: +0.20 Chronomancy / Timetravel Spellpower: +8 (+1 eff.) Mindpower: +8 (+1 eff.) Reduces paradox anomalies(equivalent to willpower): +5 It can be used to activate talent Wormhole (costing 9 power out of 15/15) : Effective talent level: 1.2 Power cost: 9 out of 15/15. Range: 10 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 4 accuracy). The wormholes will last 6 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
Vorerivena (0 def, 5 armour) Vorerivena (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 4 arcane Changes stats: +10 Con Changes resistances: +28% lightning / +26% temporal Changes resistances penetration: +10% blight / +20% temporal Vim when firing critical spell: +1.00 Maximum vim: +10.00 A cap made of leather. |
drakeskin leather cap 'Aeruribeth' (0 def, 5 armour) drakeskin leather cap 'Aeruribeth' (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +3 Str / +2 Dex / +2 Mag / +19 Wil Changes resistances: +25% blight Critical mult.: +5.00% Reduces incoming crit damage: 5.00% Mental save: +24 (+5 eff.) Stamina when hit: +2.90 Equilibrium when hit: +2.44 Psi when hit: +0.04 Light radius: +1 A cap made of leather. |
elven-silk wizard hat 'Yverin' (9 def, 0 armour) elven-silk wizard hat 'Yverin' (9 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +9 (+4 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +7 Cun Changes resistances: +30% nature / +9% acid Changes damage: +20% nature Mental save: +23 (+5 eff.) Disarm immunity: +10% Stun/Freeze immunity: +15% Knockback immunity: +10% Life regen: +5.00 Damage Shield Power: +14% A pointy cloth hat, very wizardly... |
voratun helm 'Crackletorrent' (0 def, 5 armour) voratun helm 'Crackletorrent' (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Armour: +5 Fatigue: +5% Effects on melee hit: * 45% chance to daze Damage when hit (Melee): 16 lightning Changes stats: +5 Dex / +8 Wil / +5 Cun Changes resistances: +15% acid / +14% blight / +12% fire / +15% lightning / +15% cold Changes resistances penetration: +5% mind Critical mult.: +20.00% Mental save: +8 (+2 eff.) Maximum hate: +4.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +1% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun helm 'Murkcrack' (11 def, 5 armour) voratun helm 'Murkcrack' (11 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Armour: +5 Defense: +11 (+5 eff.) Fatigue: +5% Effects when hit in melee: * 18% chance to gain 10% of a turn Changes stats: +4 Str / +15 Dex / +14 Cun / +4 Con Changes resistances: -40% light / +9% blight Changes resistances penetration: +10% blight / +10% temporal Changes damage: +12% darkness Life regen: +8.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Anirothel (20 def, 29 armour) Anirothel (20 def, 29 armour)Requires: - Strength 48 - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour penetration: +3 Armour: +29 Defense: +20 (+8 eff.) Fatigue: +6% Changes stats: +6 Cun / +3 Str Changes resistances: +20% light / +20% darkness Changes damage: +6% acid / +6% physical Reduces incoming crit damage: 19.00% Maximum encumbrance: +10 Physical save: +13 (+2 eff.) Mental save: +25 (+5 eff.) Psi when hit: +0.08 Mindpower: +4 (+1 eff.) A suit of armour made of mail. |
Belasaromizor (18 def, 19 armour) Belasaromizor (18 def, 19 armour)Requires: - Strength 48 - Talent Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour penetration: +4 Armour: +19 Defense: +18 (+7 eff.) Fatigue: +10% Changes stats: +5 Cun / +1 Dex Changes resistances: +10% mind / +27% acid Physical save: +6 (+1 eff.) Mental save: +49 (+10 eff.) Only die when reaching: -20.00 life Maximum stamina: +15.00 A suit of armour made of mail. |
Chromatic Harness (10 def, 14 armour) Chromatic Harness (10 def, 14 armour)Requires: - Talent Armour Training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+4 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% fire / +20% acid / +20% cold Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Corrosive Breath (-3 turns) Fire Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Iron Mail of Bloodletting (2 def, 4 armour) Iron Mail of Bloodletting (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +2 Str / +2 Con Changes resistances: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Technique / Bloodthirst Life regen: +0.50 Healing mod.: +30% It can be used to activate talent Bloodcasting (costing 34 power out of 60/60) : Effective talent level: 2.0 Power cost: 34 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. Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
voratun mail armour 'Faloromigrim' (5 def, 21 armour) voratun mail armour 'Faloromigrim' (5 def, 21 armour)Requires: - Strength 48 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +21 Defense: +5 (+2 eff.) Fatigue: +6% Changes stats: +9 Str Changes resistances: +9% lightning / +13% physical / +17% darkness / +6% nature Physical save: +13 (+2 eff.) Disarm immunity: +15% Life regen: +8.00 Stamina each turn: +2.50 Only die when reaching: -40.00 life Maximum life: +20.00 Light radius: +2 It can be used to activate talent Track, placing all other charms into a 17 cooldown : Effective talent level: 2.4 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 41 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
voratun mail armour 'Ichormonster' (20 def, 24 armour) voratun mail armour 'Ichormonster' (20 def, 24 armour)Requires: - Strength 48 - Talent Armour Training Powered by arcane forces Infused by psionic forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +24 Defense: +20 (+8 eff.) Fatigue: +16% Effects on melee hit: * Slows global speed by 15% Changes stats: +6 Cun Changes resistances: +12% lightning / +36% darkness / +9% mind / +38% light Mental save: +35 (+7 eff.) Confusion immunity: +10% Stun/Freeze immunity: +10% A suit of armour made of mail. |
Breath of Eyal (10 def, 10 armour) Breath of Eyal (10 def, 10 armour)Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +10 Defense: +10 (+4 eff.) Fatigue: +20% Changes resistances: +20% lightning / +20% temporal / +20% light / +20% fire / +20% nature / +20% acid / +20% blight / +20% cold / +15% arcane / +20% darkness Spell save: +20 (+3 eff.) Mindpower: +10 (+2 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
Eel-skin armour (10 def, 1 armour) Eel-skin armour (10 def, 1 armour)Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +1 Defense: +10 (+4 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Poison immunity: +30% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 11 power out of 50/50) : Effective talent level: 2.0 Power cost: 11 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 50.36 to 151.08 damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Kindlestun (4 def, 7 armour) Kindlestun (4 def, 7 armour)Requires: - Strength 18 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+2 eff.) Fatigue: +8% Damage (Melee): 18 darkness Damage (Ranged): 18 darkness Damage when hit (Melee): 8 light Changes stats: +2 Mag / +2 Wil Changes resistances: +26% acid / +52% temporal / +50% darkness Changes resistances penetration: +15% blight Grants telepathy: Dragon Demon/Major Demon/Minor See invisible: +9 Defense after a teleport: +52 Resist all after a teleport: +36% New effects duration reduction after a teleport: +41% It can be used to blink to a nearby random location (rad 41), putting all charms on cooldown for 14 turns. A suit of armour made of leather. |
Porolaith (5 def, 8 armour) Porolaith (5 def, 8 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +20 Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Damage (Melee): 10 acid Damage (Ranged): 10 acid Changes stats: +2 Dex Changes resistances: +87% acid / +32% nature / +3% darkness Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 15.00% Spell save: +28 (+5 eff.) A suit of armour made of leather. |
The Untouchable (14 def, 12 armour) The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+6 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
drakeskin leather armour 'Sunmire' (5 def, 8 armour) drakeskin leather armour 'Sunmire' (5 def, 8 armour)Requires: - Strength 20 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+1 eff.) Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 8 fire Changes stats: +5 Str / +5 Dex / +4 Mag / +7 Wil / +8 Cun / +2 Con Changes resistances: +8% physical Critical mult.: +15.00% Reduces incoming crit damage: 15.00% Physical save: +16 (+3 eff.) A suit of armour made of leather. |
Borfast's Cage (10 def, 20 armour) Borfast's Cage (10 def, 20 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +10 (+4 eff.) Fatigue: +24% Changes stats: +5 Con Changes resistances: -15% acid / +15% physical Reduces opponents crit chance: 20% Physical save: +15 (+2 eff.) Knockback immunity: +30% Life regen: +2.00 Maximum life: +50.00 Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
Kindlearc the voratun plate armour (9 def, 32 armour) Kindlearc the voratun plate armour (9 def, 32 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +32 Defense: +9 (+4 eff.) Fatigue: +26% Changes stats: +2 Cun Changes resistances: +22% acid / +8% physical / +13% fire / +26% cold / +9% lightning Changes resistances penetration: +10% light Allows you to breathe in: water Critical mult.: +10.00% Reduces incoming crit damage: 35.00% Maximum life: +59.00 Mindpower: +2 (+0 eff.) Mental crit. chance: +1% A suit of armour made of metal plates. |
Malyrach the Lightbait (9 def, 16 armour) Malyrach the Lightbait (9 def, 16 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+4 eff.) Fatigue: +26% Changes stats: +6 Str / +6 Con Changes resistances: +9% light / +9% physical Changes resistances penetration: +5% mind Grants telepathy: Demon/Minor Demon/Major Physical save: +24 (+4 eff.) Life regen: +2.60 Maximum life: +200.00 Mental crit. chance: +4% Healing mod.: +29% A suit of armour made of metal plates. |
Thalore-Wood Cuirass (4 def, 12 armour) Thalore-Wood Cuirass (4 def, 12 armour)Requires: - Strength 24 - Talent Armour Training (level 3) Infused by nature Crafted by a master 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +12 Defense: +4 (+2 eff.) Fatigue: +14% Changes stats: +3 Dex / +3 Wil / +3 Con Changes resistances: +18% cold / +18% darkness / +18% nature Healing mod.: +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
Ulolatharim the stralite plate armour (7 def, 13 armour) Ulolatharim the stralite plate armour (7 def, 13 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +13 Defense: +7 (+3 eff.) Fatigue: +26% Changes stats: +4 Str / +4 Con Changes resistances: +23% lightning / +23% fire / +3% physical Physical save: +6 (+1 eff.) Only die when reaching: -20.00 life Maximum life: +83.00 A suit of armour made of metal plates. |
Bindings of Eternal Night (12 def, 12 armour) Bindings of Eternal Night (12 def, 12 armour)Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 3 It is part of a set of items. A complementing item would be your crowning glory. When wielded/worn: Armour: +12 Defense: +12 (+5 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Mag / +5 Wil Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
Sanguine Shield (14 def, 4 armour, 40-48 power, 220 block) Sanguine Shield (14 def, 4 armour, 40-48 power, 220 block)Requires: - Cunning 39 - Talent Buckler Expertise (level 1) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 40.0 - 48.0 Uses stats: 170% Mag, 30% Wil Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +9.0% Block value: +220 Lifesteal (this weapon only): +8% When wielded/worn: Armour: +4 Defense: +14 (+6 eff.) Ranged Defense: +14 (+5 eff.) Fatigue: +19% Changes stats: +10 Con Changes resistances: +25% blight Talent granted: +5 Block Life regen: +5.00 Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
Summertide (17 def, 15 armour, 52-62.4 power, 260 block) Summertide (17 def, 15 armour, 52-62.4 power, 260 block)Requires: - Willpower 28 - Cunning 20 - Talent Buckler Expertise (level 1) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 52.0 - 62.4 Uses stats: 150% Mag, 30% Wil Damage type: Light Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +260 On weapon hit: * 30% chance to blind * releases a burst of light When wielded/worn: Armour: +15 Defense: +17 (+7 eff.) Ranged Defense: +17 (+6 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +20% light / +10% fire / +15% darkness / +12% mind Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent granted: +5 Block Mental save: +18 (+4 eff.) Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 (+1 eff.) Light radius: +3 It can be used to send out a range 7 beam, lighting its path and dealing 47.25 to 59.06 light damage (based on Willpower and Cunning), costing 7 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. |
Zubewen the Strikestar (22/22, 42-58.8 power, 14 apr) Zubewen the Strikestar (22/22, 42-58.8 power, 14 apr)Requires: - Dexterity 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 42.0 - 58.8 Uses stats: 30% Wil, 70% Dex, 100% Mag Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +15 Armour Penetration: +14 Physical crit. chance: +2.5% Capacity: 22 On weapon hit: * 40% chance to gain 10% of a turn * 20% chance to daze Damage (Ranged): +27 insidious poison / +28 lightning Arrows are used with bows to pierce your foes to death. |
Axe of Fluffy Evil Axe of Fluffy EvilPowered by unknown forces 4.00 Encumbrance. [Unique] Type: misc / axe It can be used to create a ... clockwork gnome, costing 28 power out of 50/50. It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
4 agate 4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
1579 alchemist agate 1579 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
7 onyx 7 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
9 aquamarine 9 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli 5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal 5 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 sapphire 6 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz 6 topaz0.00 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 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
demon seed [champion of Urh'Rok] (level 36, body) demon seed [champion of Urh'Rok] (level 36, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'body' When attach to an other item: Changes stats: +10 Str / +10 Mag Maximum life: +90.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [champion of Urh'Rok] (level 50, body) demon seed [champion of Urh'Rok] (level 50, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'body' When attach to an other item: Changes stats: +12 Str / +12 Mag Maximum life: +125.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [dolleg] (level 50, finger) demon seed [dolleg] (level 50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'finger' When attach to an other item: Vim when hitting in melee: +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [dolleg] (level 50, offhand) demon seed [dolleg] (level 50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +35% blight Reduce damage by fixed amount: +25 blight Demon status: alive (100% life). The seed of a demon. |
demon seed [forge-giant] (level 49, offhand) demon seed [forge-giant] (level 49, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'offhand' When attach to an other item: Talent granted: +5 Flash Block Demon status: alive (100% life). The seed of a demon. |
demon seed [forge-giant] (level 50, finger) demon seed [forge-giant] (level 50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'finger' When attach to an other item: Vim each turn: +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [forge-giant] (level 50, offhand) demon seed [forge-giant] (level 50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'offhand' When attach to an other item: Talent granted: +5 Flash Block Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (level 31, offhand) demon seed [quasit] (level 31, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +26% physical Reduce damage by fixed amount: +16 physical Demon status: alive (100% life). The seed of a demon. |
demon seed [thaurhereg] (level 34, body) demon seed [thaurhereg] (level 34, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'body' When attach to an other item: Silence immunity: +76% Demon status: alive (100% life). The seed of a demon. |
demon seed [thaurhereg] (level 49, finger) demon seed [thaurhereg] (level 49, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'finger' When attach to an other item: Vim when hitting in melee: +2.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [thaurhereg] (level 50, body) demon seed [thaurhereg] (level 50, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'body' When attach to an other item: Silence immunity: +100% Demon status: alive (100% life). The seed of a demon. |
demon seed [thaurhereg] (level 50, mainhand) demon seed [thaurhereg] (level 50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'mainhand' When attach to an other item: 25% chance to trigger a Silence cast of level 5 The seed of a demon. |
demon seed [uruivellas] (level 17, mainhand) demon seed [uruivellas] (level 17, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +2 Disarm Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (level 50, mainhand) demon seed [water imp] (level 50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Frost Grab Mana each turn: +0.50 Demon status: alive (100% life). The seed of a demon. |
demon seed [wretch titan] (level 42, body) demon seed [wretch titan] (level 42, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'body' When attach to an other item: Reduces incoming crit damage: 31.00% Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 42, mainhand) demon seed [wretchling] (level 42, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 43, offhand) demon seed [wretchling] (level 43, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +32% acid Reduce damage by fixed amount: +22 acid Demon status: alive (100% life). The seed of a demon. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
5 emerald 5 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 jade 3 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel 6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 turquoise 5 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Eilinylrama the Bloomslicer Eilinylrama the BloomslicerInfused by nature Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +13 Changes stats: +3 Cun / +1 Str Changes resistances: +3% all Changes resistances penetration: +10% nature / +12% all Grants telepathy: Humanoid/Orc Physical save: +14 (+2 eff.) Spell save: +14 (+2 eff.) Light radius: +6 Infravision radius: +3 Healing mod.: +26% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Planar Beacon Planar BeaconPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 14 power out of 25/25) : Effective talent level: 2.0 Power cost: 14 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 104.88 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 104.88 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Runerion the Obsidianlace Runerion the ObsidianlacePowered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +16 (+3 eff.) Damage when hit (Melee): 8 darkness Changes stats: +4 Dex Changes resistances: +10% cold / +9% darkness / +7% temporal Physical save: +9 (+2 eff.) Mental save: +26 (+5 eff.) Mindpower: +12 (+2 eff.) Mental crit. chance: +10% Light radius: +4 See stealth: +21 See invisible: +23 Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +28% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Shadowvault the dwarven lantern Shadowvault the dwarven lanternCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +3 Str / +2 Dex / +1 Mag / +2 Con Changes resistances penetration: +20% darkness Changes damage: +9% darkness Critical mult.: +6.00% Life regen: +0.60 Light radius: +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (165 power, based on Willpower), costing 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 6 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% A piece of the scorched wood taken from the remains of Snaproot. |
3 bloodstone 3 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 fire opal 2 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
11 garnet 11 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 ruby 2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 252.38 fire damage (based on Magic), costing 28 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 114 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (5/5) Rod of Spydric Poison (5/5)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 360.43 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 14 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
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. |
Cystvice (19/19, 61.5-73.8 power, 18 apr) Cystvice (19/19, 61.5-73.8 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 5 Base power: 61.5 - 73.8 Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +18 Physical crit. chance: +19.0% Capacity: 19 Turns elapse between self-loadings: 6 On weapon hit: * 80% chance to cause random gloom Travel speed: +200% Damage (Ranged): +20 cold / +16 blight / +4 nature / +23 mind Burst (radius 1) on hit: +8 blight Burst (radius 2) on crit: +4 blight Shots are used with slings to pummel your foes to death. |
Skull of the Rat Lich Skull of the Rat LichPowered by arcane forces 1.00 Encumbrance. [Unique] Type: tool / skull ; tier 3 When wielded/worn: Damage when hit (Melee): 12 darkness Spellpower: +10 (+2 eff.) Spell crit. chance: +4% It can be used to raise undead rats, costing 40 power out of 70/70. This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eyes. |
Neritha [power 215] (14 cooldown) Neritha [power 215] (14 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes stats: +5 Wil Talents cooldown: Telekinetic Blast (+5 turn) Silence (+5 turn) Talents granted: +5 Telekinetic Blast +5 Silence Spell save: +6 (+1 eff.) Mana each turn: +0.08 Maximum mana: +40.00 Spellpower: +2 (+0 eff.) It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 215 for 7 turns, putting all charms on cooldown for 14 turns. Torques are made by powerful psionics to store psionic powers. |
voratun torque of charged psionic shield 'Lavasweep' [power 255] (20 cooldown) voratun torque of charged psionic shield 'Lavasweep' [power 255] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes resistances penetration: +20% acid / +10% fire Changes damage: +6% fire Talent cooldown: Silence (+5 turn) Talent granted: +3 Silence It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 255 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 18 hate. Torques are made by powerful psionics to store psionic powers. |
Alorig [power 90] (12 cooldown) Alorig [power 90] (12 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Fatigue: -4% Changes stats: +3 Str Changes resistances: +9% cold / +9% fire Changes damage: +12% physical Talent cooldown: Invoke Tentacle (+5 turn) Talents granted: +1 Invoke Tentacle +10 Lay Web Confusion immunity: +5% It can be used to harden the skin for 7 turns increasing armour by 90 and armour hardiness by 70%, putting all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
Honeywood Chalice Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+2 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
Tree of Life Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +6 Con / +7 Wil Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+1 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health, armor, and armor hardiness but rooting you in place, costing 6 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
5 amethyst 5 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Radiancewill [power 281] (4 cooldown) Radiancewill [power 281] (4 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 4 When wielded/worn: Effects on melee hit: * 45% chance to blind Damage when hit (Melee): 12 darkness / 12 light Changes resistances: +9% light / +9% darkness Maximum wards: +5 lightning / +5 temporal / +5 blight / +5 fire / +5 cold Changes resistances penetration: +5% light Changes damage: +9% light Talent cooldown: Void Blast (+6 turn) Talents granted: +4 Void Blast +1 Ward It can be used to creates a wall of flames lasting for 4 turns (dam 281 overall), putting all charms on cooldown for 4 turns. When used: 100% chance to regenerate 13 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings within range 20, costing 17 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
4 diamond 4 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
moonstone moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+4 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+4 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
pearl pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 quartz 8 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 amber 4 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine 4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon 4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Madness (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Kate Madness the Higher Adventurer level 48
27th Dusk 123rd year of Ascendancy at 14:52 see stats
A different point of view (Madness (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Kate Madness the Higher Adventurer level 19
45th Dusk 122nd year of Ascendancy at 21:51 see stats
A living one! (Madness (Roguelike) difficulty)
Was teleported into Caldizar's Fortress, far into the void between the stars.By Kate Madness the Higher Adventurer level 35
66th Regrowth 123rd year of Ascendancy at 17:34 see stats
Against all odds (Madness (Roguelike) difficulty)
Killed Ukruk in the ambush.By Kate Madness the Higher Adventurer level 47
25th Dusk 123rd year of Ascendancy at 13:35 see stats
Anti-Antimagic! (Madness (Roguelike) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Kate Madness the Higher Adventurer level 40
7th Pyre 123rd year of Ascendancy at 17:55 see stats
Arachnophobia (Madness (Roguelike) difficulty)
Destroyed the spydric menace.By Kate Madness the Higher Adventurer level 50
19th Haze 123rd year of Ascendancy at 09:42 see stats
Are you out of your mind?! (Madness (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Kate Madness the Higher Adventurer level 50
32nd Haze 123rd year of Ascendancy at 01:45 see stats
Brave new world (Madness (Roguelike) difficulty)
Went to the Far East and took part in the war.By Kate Madness the Higher Adventurer level 50
17th Haze 123rd year of Ascendancy at 03:20 see stats
Bringer of Doom (Madness (Roguelike) difficulty)
Killed a Bringer of Doom.By Kate Madness the Higher Adventurer level 44
23rd Dusk 123rd year of Ascendancy at 12:56 see stats
Curse Lifter (Madness (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Kate Madness the Higher Adventurer level 13
6th Dusk 122nd year of Ascendancy at 20:21 see stats
Destroyer of the creation (Madness (Roguelike) difficulty)
Killed Slasul.By Kate Madness the Higher Adventurer level 50
35th Regrowth 124th year of Ascendancy at 20:34 see stats
Destroyer's bane (Madness (Roguelike) difficulty)
Killed Golbug the Destroyer.By Kate Madness the Higher Adventurer level 50
5th Haze 123rd year of Ascendancy at 03:58 see stats
Dragon's Greed (Madness (Roguelike) difficulty)
Amassed 8000 gold pieces.By Kate Madness the Higher Adventurer level 40
8th Pyre 123rd year of Ascendancy at 02:22 see stats
Explorer (Madness (Roguelike) difficulty)
Used the Sher'Tul fortress exploratory farportal at least 7 times with the same character.By Kate Madness the Higher Adventurer level 49
34th Dusk 123rd year of Ascendancy at 10:58 see stats
Exterminator (Madness (Roguelike) difficulty)
Killed 1000 creatures.By Kate Madness the Higher Adventurer level 22
41st Haze 122nd year of Ascendancy at 00:24 see stats
Eye of the storm (Madness (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Kate Madness the Higher Adventurer level 37
72nd Regrowth 123rd year of Ascendancy at 05:32 see stats
Fear me not! (Madness (Roguelike) difficulty)
Survived the Fearscape!By Kate Madness the Higher Adventurer level 33
65th Regrowth 123rd year of Ascendancy at 13:14 see stats
Flooder (Madness (Roguelike) difficulty)
Defeated Ukllmswwik while doing his own quest.By Kate Madness the Higher Adventurer level 50
35th Regrowth 124th year of Ascendancy at 18:46 see stats
Guiding Hand (Madness (Roguelike) difficulty)
Saved all escorted adventurers.By Kate Madness the Higher Adventurer level 46
24th Dusk 123rd year of Ascendancy at 20:23 see stats
Home sweet home (Madness (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Kate Madness the Higher Adventurer level 19
45th Dusk 122nd year of Ascendancy at 22:07 see stats
I cleared the room of death and all I got was this lousy achievement! (Madness (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Kate Madness the Higher Adventurer level 50
32nd Haze 123rd year of Ascendancy at 05:25 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Kate Madness the Higher Adventurer level 10
3rd Flare 122nd year of Ascendancy at 11:10 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By Kate Madness the Higher Adventurer level 20
32nd Haze 122nd year of Ascendancy at 14:53 see stats
Level 30 (Madness (Roguelike) difficulty)
Got a character to level 30.By Kate Madness the Higher Adventurer level 30
77th Haze 122nd year of Ascendancy at 15:12 see stats
Level 40 (Madness (Roguelike) difficulty)
Got a character to level 40.By Kate Madness the Higher Adventurer level 40
7th Pyre 123rd year of Ascendancy at 10:58 see stats
Level 50 (Madness (Roguelike) difficulty)
Got a character to level 50.By Kate Madness the Higher Adventurer level 50
34th Dusk 123rd year of Ascendancy at 13:22 see stats
Merry wintertide! (Madness (Roguelike) difficulty)
Finish the Santascape event and free the little helper elves.By Kate Madness the Higher Adventurer level 44
20th Dusk 123rd year of Ascendancy at 06:23 see stats
Overpowered! (Madness (Roguelike) difficulty)
Did over 6000 damage in one attack.By Kate Madness the Higher Adventurer level 42
49th Pyre 123rd year of Ascendancy at 09:41 see stats
Rescuer of the lost (Madness (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Kate Madness the Higher Adventurer level 23
48th Haze 122nd year of Ascendancy at 20:22 see stats
Santassacre! (Madness (Roguelike) difficulty)
Killed the little helper elves after saving them!By Kate Madness the Higher Adventurer level 44
20th Dusk 123rd year of Ascendancy at 06:27 see stats
Savior of the damsels in distress (Madness (Roguelike) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Kate Madness the Higher Adventurer level 28
59th Haze 122nd year of Ascendancy at 09:03 see stats
Size is everything (Madness (Roguelike) difficulty)
Did over 1500 damage in one attack.By Kate Madness the Higher Adventurer level 35
66th Regrowth 123rd year of Ascendancy at 07:06 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By Kate Madness the Higher Adventurer level 23
56th Haze 122nd year of Ascendancy at 18:20 see stats
Sliders (Madness (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Kate Madness the Higher Adventurer level 50
14th Haze 123rd year of Ascendancy at 19:27 see stats
Tales of the Spellblaze (Madness (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Kate Madness the Higher Adventurer level 19
45th Dusk 122nd year of Ascendancy at 21:51 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By Kate Madness the Higher Adventurer level 8
10th Mirth 122nd year of Ascendancy at 19:02 see stats
The Legend of Garkul (Madness (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Kate Madness the Higher Adventurer level 19
45th Dusk 122nd year of Ascendancy at 21:51 see stats
The Rat Lich (Madness (Roguelike) difficulty)
Killed the terrible Rat Lich.By Kate Madness the Higher Adventurer level 50
10th Haze 123rd year of Ascendancy at 00:05 see stats
The bigger the better! (Madness (Roguelike) difficulty)
Did over 3000 damage in one attack.By Kate Madness the Higher Adventurer level 42
49th Pyre 123rd year of Ascendancy at 09:38 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By Kate Madness the Higher Adventurer level 19
49th Dusk 122nd year of Ascendancy at 03:49 see stats
There and back again (Madness (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Kate Madness the Higher Adventurer level 50
29th Regrowth 124th year of Ascendancy at 22:34 see stats
Thralless (Madness (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Kate Madness the Higher Adventurer level 24
57th Haze 122nd year of Ascendancy at 00:33 see stats
Treacherous Bastard (Madness (Roguelike) difficulty)
Killed Slasul even though you sided with him to learn the Legacy of the Naloren prodigy.By Kate Madness the Higher Adventurer level 50
35th Regrowth 124th year of Ascendancy at 20:34 see stats
Treasure Hoarder (Madness (Roguelike) difficulty)
Amassed 3000 gold pieces.By Kate Madness the Higher Adventurer level 28
59th Haze 122nd year of Ascendancy at 09:03 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By Kate Madness the Higher Adventurer level 18
45th Dusk 122nd year of Ascendancy at 10:09 see stats
Vampire crusher (Madness (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Kate Madness the Higher Adventurer level 47
25th Dusk 123rd year of Ascendancy at 08:36 see stats
Well trained (Madness (Roguelike) difficulty)
Deal one million damage to training dummies in a single training session.By Kate Madness the Higher Adventurer level 28
75th Haze 122nd year of Ascendancy at 05:03 see stats
Log
Kate Madness is less impervious to physical effects.
Kate Madness is not intimidated!
Doomed Shade of Kate Madness resists!
Doomed Shade of Kate Madness hits Doomed Shade of Kate Madness for 24 healing, 75 healing, 518 arcane (518 total damage) [99 healing].
Doomed Shade of Kate Madness hits Something for 0 arcane damage.
Doomed Shade of Kate Madness hits Kate Madness for 168 darkness damage.
Corrosive Worm from Giant spider hits Kate Madness for 26 acid damage.
Rak'Shor Cultist receives 24903 healing.
Kate Madness hits Kate Madness for 111 blight, 0 blight (111 total damage).
Cauterize hits Kate Madness for 213 fire damage.
Doomed Shade of Kate Madness has shrugged off 261 damage and is ready for more.
Doomed Shade of Kate Madness stops weaving fate.
Doomed Shade of Kate Madness stops spinning fate.
Kate Madness moves reluctantly!
Kate Madness is weakened by the gloom.
Doomed Shade of Kate Madness uses Creeping Darkness.
Doomed Shade of Kate Madness's mind surges with critical power!
Doomed Shade of Kate Madness hits Doomed Shade of Kate Madness for 0 fire, 103 healing (0 total damage) [103 healing].
Kate Madness hits Kate Madness for 0 blight damage.
Kate Madness hits Doomed Shade of Kate Madness for 0 acid damage.
Kate Madness quaffs the Blood of Life!
You feel the Blood of Life rushing through your veins.
You have no more Blood of Life.
Giant spider is no longer weakened.
Your hatred grows even as your life fades! (+83 hate)
You twist your body in complex ways mitigating the blow by 1042.
Doomed Shade of Kate Madness spins fate.
Doomed Shade of Kate Madness weaves fate.
Saving game...
