Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
| Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. ZOmnibus Addon Pack 1.2.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Items Vault 1.2.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Shalore |
| Class | Sun Paladin |
| Level / Exp | 50 / 1866% |
| Size | medium |
| Lifes / Deaths | Killed by Lisudarin the Guardian at level 23 on the 46th Haze 122nd year of Ascendancy at 20:34 2 / 5Killed by elven corruptor at level 25 on the 68th Haze 122nd year of Ascendancy at 06:58 Killed by Hyperion's Inner Demon at level 33 on the 52nd Pyre 123rd year of Ascendancy at 12:33 Killed by Xynor the orc summoner at level 50 on the 32nd Regrowth 124th year of Ascendancy at 09:18 Killed by Veogo the daelach at level 50 on the 14th Pyre 124th year of Ascendancy at 14:20 |
Primary Stats
| Strength | 163 (base 60) |
| Dexterity | 48 (base 29) |
| Constitution | 112 (base 60) |
| Magic | 107 (base 60) |
| Willpower | 43 (base 11) |
| Cunning | 52 (base 12) |
Resources
| Life | 1986/1986 |
| Positive | 20/107 |
| Stamina | 330/330 |
| Healing Factor | 1.4 |
| Regeneration | 7.8291835720112 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | +15% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 6 |
| See Invisible | 20 |
| ESP Range | 10 |
| ESP Kinds | animal/canine, dragon |
Offense: Mainhand
| Damage | 366 |
| Accuracy | 62 |
| Crit Chance | 65% |
| APR | 51 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 76.75 |
| Crit Chance | 67% |
| Speed | 0.8695652173913 |
Offense: Mind
| Mindpower | 42.633333333333 |
| Crit Chance | 35% |
| Speed | 1 |
Offense: Damage Bonus
| All | +7% |
Defense: Base
| Armour (hardiness) | 92.32 (100%) |
| Defense | 46.433333333333 |
| Ranged Defense | 47.766666666667 |
| Fatigue | 0 |
| Physical Save | 88.041461073726 |
| Spell Save | 75.539326342157 |
| Mental Save | 58 |
Defense: Resistances
| All | + 22%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Silence Resistance | 100% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Knockback Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 83% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 901 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 635 damage for 5 turns. The effect will scale with your magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, physical effects and reduce all damage taken by 31% for 6 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 30 for 12 turns. While Heroism is active, you will only die when reaching -1286 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Class Talents
| Celestial / Crusader | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Celestial / Sun | 1.50 |
| 4/5 |
| 4/5 |
| 5/5 |
| 1/5 |
| Technique / Combat veteran | 1.10 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 5/5 |
| Technique / Two-handed assault | 1.10 |
| 1/5 |
| 1/5 |
| 3/5 |
| 4/5 |
| Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Radiance | 1.60 |
| 5/5 |
| 1/5 |
| 3/5 |
| 4/5 |
Generic Talents
| Technique / Combat training | 1.10 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Celestial / Light | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Celestial / Chants | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Weapon of Wrath |
| talent | Weapon of Light |
| talent | Chant of Fortitude |
| talent | Second Life |
| talent | Secrets of the Eternals |
| talent | Searing Sight |
| talent | Righteous Strength |
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 againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have encountered a dying sun paladin that told you about the orcs breeding pit, a true abomination. Desperate MeasuresYou have decided to report the information to Aeryn so she can deal with it. Aeryn said she would send troops to deal with it. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 8 of Dreadfell. Escort: lone alchemist (level 8 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Daikara. Escort: lost anorithil (level 2 of Daikara)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 6 of Dreadfell. Escort: lost anorithil (level 6 of Dreadfell)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved Strength by +2. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved Dexterity by +2. | done |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | 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 |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * You are back in Var'Eyal, the Far East as the people from the west call it. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 275. | 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. | active |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | 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 have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | 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 Creation* 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 within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
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 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 | [vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] Unbreakable Greaves (8 def, 20 armour)Unbreakable Greaves (8 def, 20 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Physical power: +10 Armour: +20 Armour Hardiness: +20% Defense: +8 Fatigue: +12% Changes stats: +20(+8) Str / -6 Dex / +0(-6) Mag / +10(+3) Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
| Light source | [vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] Eldritch PearlEldritch Pearl Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Physical power: +12 Changes stats: +4(-8) Str / +4 Dex / +4(-2) Mag / +4 Wil / +4 Cun / +4(-3) Con / -5 Lck Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) Allows you to breathe in: water Spellpower: +12 Light radius: +6 It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 4.0 Power cost: 80 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 1 per turn to a maximum eventual radius of 4, doing 40.05 cold damage and 51.28 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 7 turns. All creatures hit gain the wet effect which reduces their stun/freeze resistance by half of their value and interracts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
| On head | [vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] Dragonskull Helm (0 def, 2 armour)Dragonskull Helm (0 def, 2 armour) Requires: - Willpower 24 - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Armour: +2 Fatigue: +12% Changes stats: +0(-12) Str / +0(-6) Mag / +0(-7) Con Changes resistances: +15% acid / +15% fire / +15% cold / +15% lightning Grants telepathy: Dragon Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) Physical save: +12 Spell save: +12 Mental save: +12 Traces of a dragon's power still remain in this bleached and cracked skull. |
| Tool | [vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] Lightbringer's WandLightbringer's Wand Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Damage when hit (Melee): 18 light Changes stats: +0(-12) Str / +0(-6) Mag / +0(-7) Con Changes resistances: +12% darkness / +12% light Changes damage: +10% light Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) Spell save: +15 Light radius: +2 It can be used to summon a shining orb, costing 35 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
| On fingers | [vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] Hanyregorek the voratun ringHanyregorek the voratun ring Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Accuracy: +17 Armour penetration: +17 Physical power: +15 Defense: +21 Ranged Defense: +4 Damage when hit (Melee): 8 arcane Changes stats: +10(-2) Str / +5(-1) Mag / +5 Cun / +10(+3) Con Changes resistances: +6% lightning / +5% arcane Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) Physical save: +20 Mental save: +15 Confusion immunity: +0% Spellpower: +12 Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
| On fingers | [vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] voratun ring 'Glareimmortal'voratun ring 'Glareimmortal' Powered by arcane forces Infused by nature Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Damage when hit (Melee): 16 light Changes stats: +0(-12) Str / +7(+1) Mag / +8 Wil / +0(-7) Con Changes resistances: +9% temporal / +6% light / +21% fire Changes damage: +3% light Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) Mental save: +12 Confusion immunity: +47% Life regen: +2.00 Maximum life: +100.00 Spellpower: +15 Light radius: +2 Healing mod.: +30% Rings can have magical properties. |
| Around waist | [vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] BaridraregothelBaridraregothel Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Accuracy: +8 Armour penetration: +3 Armour: +15 Defense: +15 Changes stats: +0(-12) Str / +3 Dex / +0(-6) Mag / +6(-1) Con Changes resistances: +25% lightning / +15% temporal / +10% fire / +10% cold / +10% acid Changes damage: +12% acid Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) Reduces incoming crit damage: 10.00% Physical save: +24 Mental save: +15 Life regen: +0.20 Mindpower: +7 Healing mod.: +10% A belt that goes around your waist. |
| In main hand | [vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] Champion's Will (67-107.2 power, 22 apr)Champion's Will (67-107.2 power, 22 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 67.0 - 107.2 Uses stats: 20% Con, 115% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 (-) Physical crit. chance: +12.0% (-) Attack speed: 100% (-) On weapon hit: * releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Changes stats: +12(-) Str / +6(-) Mag / +7(-) Con Talent masteries: +0.20(-) Celestial / Sun +0.10(-) Celestial / Radiance +0.20(-) Celestial / Crusader Talents cooldown: Sun Ray (-1(-) turn) Absorption Strike (-1(-) turn) Flash of the Blade (-1(-) turn) Increases the damage of Sun Beam by 15%. It can be used to strike with your weapon as 100% light damage, up to 4 spaces away, healing for 50% of the damage dealt, costing 30 power out of 30/30. This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. This item has been sent to the Item's Vault. |
| On hands | [vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] Turarim the Forestsear (0 def, 3 armour)Turarim the Forestsear (0 def, 3 armour) Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Armour: +3 Changes stats: +0(-12) Str / +6(-) Mag / +5 Cun / +0(-7) Con Changes resistances: +6% mind / +10% light / +10% darkness Changes resistances penetration: +20% nature Changes damage: +6% mind / +3% nature Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) Mana each turn: +0.80 Spellpower: +32 Spell crit. chance: +18% Infravision radius: +2 It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 106.12 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | [vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] Plate of the Blackened Mind (15 def, 40 armour)Plate of the Blackened Mind (15 def, 40 armour) Requires: - Strength 48 - Talent Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Armour: +40 Defense: +15 Fatigue: +17% Effects when hit in melee: * 20% chance to cause random insanity Changes stats: +0(-12) Str / +0(-6) Mag / +6 Wil / +4 Cun / +3(-4) Con Changes resistances: +15% acid / +15% light / +20% blight / +25% mind / +20% darkness Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader +0.20 Cursed / Gloom Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) Physical save: +15 Mental save: +25 Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 Light radius: -2 Infravision radius: +4 It can be used to activate talent Dominate (costing 15 power out of 25/25) : Effective talent level: 2.0 Power cost: 15 out of 25/25. Range: 2 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 7 Armour, 11 Defense and your attacks will gain 33% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
| Cloak | [vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] elven-silk cloak 'Olokhad' (3 def, 0 armour)elven-silk cloak 'Olokhad' (3 def, 0 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Armour penetration: +2 Physical power: +4 Defense: +3 Fatigue: -4% Effects on melee hit: * 30% chance to corrode armor Changes stats: +3(-9) Str / +4 Dex / +0(-6) Mag / +6 Wil / +10 Cun / +4(-3) Con Changes resistances: +25% darkness Changes resistances penetration: +19% darkness Changes damage: +21% darkness / +15% physical Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) Stealth bonus: +24 Maximum life: +40.00 Mental crit. chance: +8% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | [vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] VoxVox Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Changes stats: +0(-12) Str / +0(-6) Mag / +0(-7) Con Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. |
Inventory
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] wild infusion of the wizard (resist 35%; cure mental, physical)wild infusion of the wizard (resist 35%; cure mental, physical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Changes stats: +0(-12) Str / +0(-6) Mag / +0(-7) Con Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental, physical effects and reduce all damage taken by 35% for 6 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] Infusion of Wild Growth (Rad 5 for 10 turns)Infusion of Wild Growth (Rad 5 for 10 turns) Infused by nature 0.10 Encumbrance. [Plot Item] Type: scroll / infusion ; tier 3 Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Changes stats: +0(-12) Str / +0(-6) Mag / +0(-7) Con Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place and dealing 74.66 physical damage and 119.89 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] teleportation rune of the wizard (range 154)teleportation rune of the wizard (range 154) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Changes stats: +0(-12) Str / +0(-6) Mag / +0(-7) Con Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 154 with a minimum range of 15. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] Rune of the Rift (322.00 temporal damage, removed from time 4 turns)Rune of the Rift (322.00 temporal damage, removed from time 4 turns) Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Changes stats: +0(-12) Str / +0(-6) Mag / +0(-7) Con Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Inflicts 344.54 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 60 (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. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] shielding rune of the wizard (absorb 642 for 6 turns)shielding rune of the wizard (absorb 642 for 6 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Changes stats: +0(-12) Str / +0(-6) Mag / +0(-7) Con Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 642 damage for 6 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] Sealed Scroll of Last HopeSealed Scroll of Last Hope 0.10 Encumbrance. [Unique] Type: scroll / scroll Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Changes stats: +0(-12) Str / +0(-6) Mag / +0(-7) Con Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) 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. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] Daneth's NeckguardDaneth's Neckguard Crafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6(-6) Str / +0(-6) Mag / +6(-1) Con Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) It can be used to activate talent Juggernaut (costing 30 power out of 60/60) : Effective talent level: 2.0 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides 11% chances to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] Mirror ShardsMirror Shards Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes stats: +0(-12) Str / +0(-6) Mag / +0(-7) Con Changes resistances: +25% light Changes damage: +12% light Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) Light radius: +1 It can be used to create a reflective shield (50% reflection rate), costing 24 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] Frost Lord's ChainFrost Lord's Chain Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Damage when hit (Melee): 10 cold Changes stats: +0(-12) Str / +0(-6) Mag / +0(-7) Con Changes resistances: +25% cold Changes damage: +12% cold Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 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. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] Limmir's Amulet of the MoonLimmir's Amulet of the Moon 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Armour: +5 Changes stats: +5(-7) Str / +5 Dex / +5(-1) Mag / +5 Wil / +5 Cun / +5(-2) Con Changes resistances: +5% all Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) See stealth: +10 See invisible: +10 Amulets can have magical properties. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] voratun amuletvoratun amulet 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Changes stats: +0(-12) Str / +0(-6) Mag / +0(-7) Con Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) Amulets can have magical properties. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] Orb of Many WaysOrb of Many Ways Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Changes stats: +0(-12) Str / +0(-6) Mag / +0(-7) Con Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] NightsongNightsong Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Defense: +6 Fatigue: -7% Changes stats: +0(-12) Str / +0(-6) Mag / +6 Cun / +0(-7) Con Changes damage: +5% physical Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Shadowstep (-1 turn) Flash of the Blade ((+0(+1) turn) Mental save: +13 Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 26 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] Ring of GrowthRing of Growth Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Changes stats: +4(-8) Str / +0(-6) Mag / +4 Wil / +0(-7) Con Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) Physical save: +8 Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] Vargh RedemptionVargh Redemption Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Changes stats: +0(-12) Str / +0(-6) Mag / +4 Wil / +6(-1) Con Changes resistances: +10% nature / +25% cold Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a tidal wave, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] Ring of the DeadRing of the Dead Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Changes stats: +0(-12) Str / +0(-6) Mag / +0(-7) Con / +10 Lck Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) Physical save: +10 Spell save: +10 Mental save: +10 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. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] ExilerExiler Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Damage (Melee): 15 temporal Changes stats: +0(-12) Str / +0(-6) Mag / +0(-7) Con Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader +0.20 Chronomancy / Time Travel Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) Time Skip (-1 turn) Spellpower: +10 Reduces paradox failures(equivalent to willpower): +20 Talent on hit(spell): Rethread (10% chance level 2). It can be used to deal temporal damage to summons, and if they survive, remove them from time, costing 32 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] MnemonicMnemonic Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Changes stats: +0(-12) Str / +0(-6) Mag / +8 Wil / +0(-7) Con Changes resistances: +25% mind Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader +0.20 Psionic / Mentalism Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) Mental save: +20 Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). It can be used to activate talent Mental Shielding (costing 30 power out of 30/30) : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. This talent takes no time to use. As long as you wear this ring, you will never forget who you are. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] voratun ringvoratun ring 0.10 Encumbrance. Type: jewelry / ring ; tier 5 Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Changes stats: +0(-12) Str / +0(-6) Mag / +0(-7) Con Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) Rings can have magical properties. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] Drake's Bane (52-78 power, 21 apr)Drake's Bane (52-78 power, 21 apr) Requires: - Strength 45 Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 52.0 - 78.0(-15.0 - -29.2) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +21 (-1) Physical crit. chance: +2.0% (-10.0%) Attack speed: 100% (-) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. Damage against: +25% Dragon When wielded/worn: Changes stats: +6(-6) Str / +0(-6) Mag / +0(-7) Con Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) Physical save: +9 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. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] Eksatin's Ultimatum (63-94.5 power, 25 apr)Eksatin's Ultimatum (63-94.5 power, 25 apr) Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 63.0 - 94.5(-4.0 - -12.7) Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 (+3) Physical crit. chance: +25.0% (+13.0%) Attack speed: 100% (-) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. On weapon crit: + decapitate a weakened target When wielded/worn: Changes stats: +0(-12) Str / +0(-6) Mag / +0(-7) Con Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) Critical mult.: +25.00% This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] Khulmanar's Wrath (70-105 power, 8 apr)Khulmanar's Wrath (70-105 power, 8 apr) Requires: - Strength 52 Powered by arcane forces 3.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0(+3.0 - -2.2) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 (-14) Physical crit. chance: +8.0% (-4.0%) Attack speed: 100% (-) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. Damage (Melee): +50 fire Damage conversion: 20% fire When wielded/worn: Changes stats: +0(-12) Str / +0(-6) Mag / +0(-7) Con Changes resistances: +20% fire Changes resistances penetration: +25% fire Changes damage: +20% fire Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) The wearer is treated as a demon. It can be used to activate talent Infernal Breath (costing 35 power out of 35/35) : Effective talent level: 3.0 Power cost: 35 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 258.47 fire damage, and flames will be left dealing a further 60.55 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] The Gaping Maw (72-108 power, 4 apr)The Gaping Maw (72-108 power, 4 apr) Requires: - Strength 60 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 72.0 - 108.0(+5.0 - +0.8) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 (-18) Physical crit. chance: +8.0% (-4.0%) Attack speed: 100% (-) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. On weapon crit: + deal manaburn damage equal to your mindpower in a radius 3 cone Damage (Melee): +50 acid / +50 nature slow When wielded/worn: Changes stats: +0(-12) Str / +0(-6) Mag / +0(-7) Con Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Flash of the Blade ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Ice Claw (-1 turn) Sun Ray ((+0(+1) turn) Mana Clash (-2 turns) Swallow (-2 turns) This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] 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. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5(-52.0 - -87.7) Uses stat: 100% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 (-2) Physical crit. chance: +10.0% (-2.0%) Attack speed: 100% (-) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. + 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: +0(-12) Str / +20 Dex / +0(-6) Mag / +0(-7) Con Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) 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. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] Spelldrinker (27-35.1 power, 8 apr)Spelldrinker (27-35.1 power, 8 apr) Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 3 Base power: 27.0 - 35.1(-40.0 - -72.1) Uses stats: 45% Str, 5% Mag, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +8 (-14) Physical crit. chance: +9.0% (-3.0%) Attack speed: 100% (-) When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: + steals up to 50 mana from the target - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Changes stats: +0(-12) Str / +6(-) Mag / +6 Cun / +0(-7) Con Changes resistances: +12% arcane Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) Spell save: +12 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. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] Kinetic Spike (38-49.4 power, 40 apr)Kinetic Spike (38-49.4 power, 40 apr) Requires: - Willpower 42 Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4(-29.0 - -57.8) Uses stats: 30% Wil, 40% Dex, 30% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +40 (+18) Physical crit. chance: +10.0% (-2.0%) Attack speed: 100% (-) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Accuracy: +8 Physical power: +15 Changes stats: +0(-12) Str / +0(-6) Mag / +0(-7) Con Changes resistances penetration: +30% physical Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) It can be used to fires a bolt of kinetic force, doing 150% weapon damage, costing 10 power out of 10/10. A simple, rudely crafted stone hilt, this object manifests a blade of wavering, nearly invisible force, like a heat haze, as you grasp it. Despite its simple appearance, it is capable of shearing through solid granite, in the hands of those with the necessary mental fortitude to use it properly. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] Life Drinker (42-54.6 power, 11 apr)Life Drinker (42-54.6 power, 11 apr) Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 5 Base power: 42.0 - 54.6(-25.0 - -52.6) Uses stats: 55% Mag, 35% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 (-11) Physical crit. chance: +18.0% (+6.0%) Attack speed: 100% (-) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Changes stats: +0(-12) Str / +6(-) Mag / +6 Cun / +0(-7) Con Changes damage: +15% blight / +15% darkness / +15% acid Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) Spellpower: +12 Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). It can be used to activate talent Worm Rot (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: 600% of base Is: a spell Description: Infects the target with parasitic carrion worm larvae for 6 turns. Each turn the disease will remove a beneficial physical effect and deal 17.67 acid and 15.88 blight damage. If not cleared after five turns it will inflict 240.70 acid damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Black blood for foul deeds. This dagger serves evil. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] Mandible of Ungolmor (40-52 power, 12 apr)Mandible of Ungolmor (40-52 power, 12 apr) Requires: - Cunning 38 Infused by nature 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 5 Base power: 40.0 - 52.0(-27.0 - -55.2) Uses stats: 30% Cun, 35% Str, 35% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +12 (-10) Physical crit. chance: +22.0% (+10.0%) Attack speed: 100% (-) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. On weapon crit: + inflicts pinning spydric poison upon the target Damage conversion: 30% darkness When wielded/worn: Armour: +5 Armour Hardiness: +5% Changes stats: +0(-12) Str / +4 Dex / +0(-6) Mag / +8 Cun / +0(-7) Con Changes damage: +30% nature / +20% darkness Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) Light radius: -2 It can be used to activate talent Creeping Darkness (costing 25 power out of 40/40) : Effective talent level: 3.0 Power cost: 25 out of 40/40. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Creeping dark slowly spreads from 4 spots in a radius of 3 around the targeted location. The dark deals 23 damage, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +12% damage to anything that has entered your creeping dark. This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] Tirakai's Maul (32-41.6 power, 6 apr)Tirakai's Maul (32-41.6 power, 6 apr) Powered by arcane forces 5.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 32.0 - 41.6(-35.0 - -65.6) Uses stats: 10% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 (-16) Physical crit. chance: +8.0% (-4.0%) Attack speed: 100% (-) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Changes stats: +0(-12) Str / +0(-6) Mag / +0(-7) Con Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) No gem It can be used to imbue the hammer with a gem of your choice, costing 10 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] Blighted Maul (96-144 power, 22 apr)Blighted Maul (96-144 power, 22 apr) Requires: - Strength 60 Powered by arcane forces 12.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 96.0 - 144.0(+29.0 - +36.8) Uses stat: 140% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +22 (-) Physical crit. chance: +10.0% (-2.0%) Attack speed: 83% (83%) On weapon hit: * 50% chance to disease (+50%) + Damages enemies in radius 1 around your target (based on Strength). - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. Damage conversion: 20% blight When wielded/worn: Changes stats: +0(-12) Str / +0(-6) Mag / +0(-7) Con Changes damage: +12% physical Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) Critical mult.: +40.00% Knockback immunity: +30% It can be used to knock away nearby foes, costing 50 power out of 50/50. The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] Voratun Hammer of the Deep Bellow (82-123 power, 7 apr)Voratun Hammer of the Deep Bellow (82-123 power, 7 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 82.0 - 123.0(+15.0 - +15.8) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 (-15) Physical crit. chance: +4.0% (-8.0%) Attack speed: 100% (-) When this weapon hits: Flameshock (10% chance level 3). On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. Damage (Melee): +30 fire When wielded/worn: Changes stats: +0(-12) Str / +0(-6) Mag / +0(-7) Con Changes damage: +15% physical Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) The legendary hammer of the Dwarven master smiths. For ages it was used to forge powerful weapons with searing heat until it became highly powerful by itself. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] Latafayn (68-108.8 power, 5 apr)Latafayn (68-108.8 power, 5 apr) Requires: - Strength 40 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 68.0 - 108.8(+1.0 - +1.6) Uses stat: 125% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 (-17) Physical crit. chance: +10.0% (-2.0%) Attack speed: 100% (-) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. Lifesteal (this weapon only): +8% Damage conversion: 50% fire burn When wielded/worn: Changes stats: +5(-7) Str / +0(-6) Mag / +3 Cun / +0(-7) Con Changes resistances: +15% fire Changes damage: +10% darkness / +15% fire Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) It can be used to accelerate burns, instantly inflicting 125% of all burn damage, costing 10 power out of 25/25. This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] Borosk's Hate (60-96 power, 22 apr)Borosk's Hate (60-96 power, 22 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0(-7.0 - -11.2) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 (-) Physical crit. chance: +10.0% (-2.0%) Attack speed: 100% (-) On weapon hit: + 25% chance to strike the target again. - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Changes stats: +10(-2) Str / +5 Dex / +0(-6) Mag / +15(+8) Con Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader +0.20 Technique / Two-handed maiming Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] Acera (33-46.2 power, 4 apr)Acera (33-46.2 power, 4 apr) Requires: - Strength 40 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 Base power: 33.0 - 46.2(-34.0 - -61.0) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 (-18) Physical crit. chance: +10.0% (-2.0%) Attack speed: 100% (-) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. Damage (Melee): +12 acid Burst (radius 2) on crit: +40 corrosive acid When wielded/worn: Physical crit. chance: +10.0% Changes stats: +0(-12) Str / +0(-6) Mag / +0(-7) Con Changes resistances: +15% acid Changes resistances penetration: +10% physical Changes damage: +15% acid Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) Spell crit. chance: +10% It can be used to activate talent Corrosive Worm (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Infect your target with a corrosive worm that deals 59.23 acid damage per turn for 10 turns. If the target dies while the worm is inside, it will explode, doing 239.57 acid damage in a radius of 4. The damage will increase with your Spellpower, and can critical. This warped, blackened sword drips acid from its countless pores. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] Twilight's Edge (47-65.8 power, 7 apr)Twilight's Edge (47-65.8 power, 7 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8(-20.0 - -41.4) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 (-15) Physical crit. chance: +12.0% (-) Attack speed: 100% (-) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. On weapon crit: + release a burst of light and dark damage (scales with Magic) When wielded/worn: Changes stats: +4(-8) Str / +4(-2) Mag / +4 Cun / +0(-7) Con Changes damage: +18% darkness / +18% light Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) Spellpower: +12 Spell crit. chance: +4% Light radius: +1 The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] Blood-Edge (46-64.4 power, 7 apr)Blood-Edge (46-64.4 power, 7 apr) Requires: - Magic 20 - Strength 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 46.0 - 64.4(-21.0 - -42.8) Uses stats: 10% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 (-15) Physical crit. chance: +6.0% (-6.0%) Attack speed: 100% (-) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. + 15% chance to animate a bleeding foe's blood Lifesteal (this weapon only): +5% Damage conversion: 50% blight When wielded/worn: Changes stats: +0(-12) Str / +0(-6) Mag / +0(-7) Con Changes damage: +15% blight / +15% physical Grants telepathy: Undead/Blood Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) Maximum vim: +25.00 Spellpower: +21 Spell crit. chance: +8% It can be used to activate talent Bleeding Edge (costing 20 power out of 20/20) : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. This deep red sword weeps blood continuously. It was born in the labs of the orcish corrupter Hurik, who sought to make a crystal that would house his soul after death. But his plans were disrupted by a band of sun paladins, and though most died purging his keep of dread minions, their leader Raasul fought through to Hurik's lab, sword in hand. There the two did battle, blade against blood magic, till both fell to the floor with weeping wounds. The orc with his last strength crawled towards his fashioned phylactery, hoping to save himself, but Raasul saw his plans and struck the crystal with his light-bathed sword. It shattered, and in the sudden impulse of energies the steel, crystal and blood were fused into one. Now the broken fragments of Raasul's soul are trapped in this terrible artifact, his mind warped beyond all sanity by decades of imprisonment. Only the taste of blood calls him forth, his soul stealing the lifeblood of others to take on physical form again, that he may thrash and wail against the living. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] Butcher (48-67.2 power, 12 apr)Butcher (48-67.2 power, 12 apr) Requires: - Strength 40 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2(-19.0 - -40.0) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 (-10) Physical crit. chance: +10.0% (-2.0%) Attack speed: 100% (-) On weapon hit: + Attempt to devour a low HP enemy, striking again and possibly killing instantly. - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. On weapon kill: + Enter a Rampage (Shared 30 turn cooldown). When wielded/worn: Accuracy: +18 Changes stats: +10(-2) Str / +0(-6) Mag / +10 Wil / +7 Cun / +0(-7) Con Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.20 Cursed / Rampage +0.00(-0.20) Celestial / Crusader +0.20 Cursed / Slaughter Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) Enter Rampage if HP falls under 20%% (Shared 30 turn cooldown) Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] 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(-43.0 - -80.8) Uses stats: 60% Wil, 20% Cun Damage type: Dreamforge Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 (+18) Physical crit. chance: +5.0% (-7.0%) Attack speed: 100% (-) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Accuracy: +10 Physical power: +10 Damage (Melee): 30 dreamforge Changes stats: +0(-12) Str / +0(-6) Mag / +6 Wil / +3 Cun / +0(-7) Con 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: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.20 Psionic / Dream Smith +0.00(-0.20) Celestial / Crusader +0.20 Psionic / Dream Forge Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) Mindpower: +15 Mental crit. chance: +8% It can be used to activate talent Forge Bellows (costing 24 power out of 30/30) : Effective talent level: 3.0 Power cost: 24 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 24.93 mind damage, 23.61 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 2.02 mind and 1.91 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. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] Eyal's Will (22-24.2 power, 40 apr, nature damage)Eyal's Will (22-24.2 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2(-45.0 - -83.0) Uses stats: 60% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 (+18) Physical crit. chance: +5.0% (-7.0%) Attack speed: 100% (-) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Changes stats: +0(-12) Str / +0(-6) Mag / +10 Wil / +5 Cun / +0(-7) Con Changes resistances: +25% blight / +15% nature Changes resistances penetration: +20% nature / +10% acid Changes damage: +20% nature / +10% acid Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader +0.10 Wild-gift / Mindstar mastery Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) Talent granted: +3 Ooze Spit Mindpower: +20 Mental crit. chance: +9% It can be used to activate talent Slime Wave (costing 30 power out of 30/30) : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 7, doing 41.16 slime damage for 12 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] Rod of Sarrilon (30-36 power, 4 apr, physical element)Rod of Sarrilon (30-36 power, 4 apr, physical element) Requires: - Magic 48 Powered by unknown forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0(-37.0 - -71.2) Uses stat: 150% Mag Damage type: Temporal Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 (-18) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (-) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Changes stats: +0(-12) Str / +8(+2) Mag / +7 Wil / +0(-7) Con Changes resistances penetration: +30% temporal Changes damage: +40% temporal Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.20 Chronomancy / Time Travel +0.20 Chronomancy / Timeline Threading +0.20 Spell / Temporal +0.00(-0.20) Celestial / Crusader +0.20 Chronomancy / Paradox Talents cooldown: Flash of the Blade ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Temporal Clone (-5 turns) Temporal Reprieve (-10 turns) Sun Ray ((+0(+1) turn) Paradox Clone (-7 turns) Gravity Well (-6 turns) Body Reversion (-2 turns) Teleport immunity: +100% Spellpower: +40 Spell crit. chance: +15% Reduces paradox failures(equivalent to willpower): +50 A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] Awakened Staff of Absorption (60-72 power, 60 apr, physical element)Awakened Staff of Absorption (60-72 power, 60 apr, physical element) Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0(-7.0 - -35.2) Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 (+38) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (-) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Changes stats: +0(-12) Str / +10(+4) Mag / +10 Wil / +0(-7) Con Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb energies, costing 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] Telos's Staff (Bottom Half)Telos's Staff (Bottom Half) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (-) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Changes stats: +0(-12) Str / +4(-2) Mag / +0(-7) Con Changes damage: +20% acid / +20% cold Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) Critical mult.: +20.00% Mental save: +8 Confusion immunity: +20% Maximum mana: +50.00 Spell crit. chance: +8% The bottom part of Telos' broken staff. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] Blood-Letter (33-46.2 power, 4.5 apr)Blood-Letter (33-46.2 power, 4.5 apr) Requires: - Dexterity 24 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 3 Base power: 33.0 - 46.2(-34.0 - -61.0) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 (-18) Physical crit. chance: +7.0% (-5.0%) Attack speed: 100% (-) When this weapon hits: Ice Breath (15% chance level 2). On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. Damage conversion: 50% ice When wielded/worn: Armour: +20 Changes stats: +0(-12) Str / +0(-6) Mag / +0(-7) Con Changes resistances penetration: +20% cold Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) Ice block penetration: +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] Malediction (55-66 power, 15 apr)Malediction (55-66 power, 15 apr) Requires: - Strength 55 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 4 Base power: 55.0 - 66.0(-12.0 - -41.2) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 (-7) Physical crit. chance: +10.0% (-2.0%) Attack speed: 100% (-) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. Lifesteal (this weapon only): +5% Burst (radius 1) on hit: +25 blight When wielded/worn: Changes stats: +0(-12) Str / +0(-6) Mag / +0(-7) Con Changes damage: +20% blight Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) Life regen: -0.30 The land withers and crumbles wherever this cursed axe rests. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr)Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr) Requires: - Strength 42 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 58.0 - 81.2(-9.0 - -26.0) Uses stat: 100% Str Damage type: Physical bleed Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +16 (-6) Physical crit. chance: +7.0% (-5.0%) Attack speed: 100% (-) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Changes stats: +4(-8) Str / +4 Dex / +0(-6) Mag / +0(-7) Con Changes damage: +10% physical Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) See invisible: +5 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] Storm FuryStorm Fury Requires: - Magic 30 - Dexterity 30 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 143% (143%) Firing range: +10 On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Ranged Defense: +15 Damage (Ranged): 75 lightning Changes stats: +0(-12) Str / +5 Dex / +7(+1) Mag / +0(-7) Con Changes resistances: +20% lightning Changes damage: +20% lightning Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.10 Spell / Storm +0.00(-0.20) Celestial / Crusader +0.20 Spell / Air Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) Spellpower: +20 Movement speed: +10% Automatically fires lightning bolts at nearby enemies, with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] Arkul's Siege Arrows (14/14, 68-95.2 power, 100 apr)Arkul's Siege Arrows (14/14, 68-95.2 power, 100 apr) Requires: - Strength 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 68.0 - 95.2(+1.0 - -12.0) Uses stats: 70% Str, 50% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +100 (+78) Physical crit. chance: +10.0% (-2.0%) Attack speed: 100% (100%) Capacity: 14 On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Changes stats: +0(-12) Str / +0(-6) Mag / +0(-7) Con Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] Girdle of the Calm WatersGirdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Changes stats: +0(-12) Str / +0(-6) Mag / +3 Wil / +0(-7) Con Changes resistances: +20% blight / +20% cold / +20% nature Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] monstrous hardened leather belt of burglarymonstrous hardened leather belt of burglary Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Physical power: +7 Changes stats: +4(-8) Str / +5 Dex / +0(-6) Mag / +4 Cun / +4(-3) Con / +5 Lck Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) Trap disarming bonus: +19 Stealth bonus: +5 Physical save: +5 Infravision radius: +4 Size category: +1 A belt that goes around your waist. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] Frozen Shroud (12 def, 0 armour)Frozen Shroud (12 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Defense: +12 Damage when hit (Melee): 60 ice Changes stats: +0(-12) Str / +7(+1) Mag / +0(-7) Con Changes resistances: +25% cold / -15% fire / +8% all Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) It can be used to release a blast of ice, costing 30 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] Robes of Deflection (0 def, 7 armour)Robes of Deflection (0 def, 7 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Armour: +7 Armour Hardiness: +30% Changes stats: +0(-12) Str / +3(-3) Mag / +3(-4) Con Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) Spellpower: +4 Talent on hit(spell): Evasion (4% chance level 1). This set of robes seems to shine with metallic colors. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] Evermoss Robe (12 def, 0 armour)Evermoss Robe (12 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Defense: +12 Damage when hit (Melee): 35 nature slow Changes stats: +0(-12) Str / +0(-6) Mag / +5 Wil / +0(-7) Con Changes resistances: +25% nature Changes resistances penetration: +10% nature Changes damage: +30% nature Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader +0.10 Wild-gift / Moss Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) Physical save: +15 Life regen: +0.20 Mindpower: +12 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. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] Robe of the Archmage (10 def, 10 armour)Robe of the Archmage (10 def, 10 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Armour: +10 Defense: +10 Damage when hit (Melee): 15 arcane Changes stats: +0(-12) Str / +4(-2) Mag / +4 Wil / +4 Cun / +0(-7) Con Changes resistances: +10% fire / +10% cold Changes damage: +12% all Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) Spell save: +18 Mental save: +15 Blindness immunity: +40% Mana each turn: +1.00 Spellpower: +15 Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] 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. Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Armour: +3 Defense: +9 Damage when hit (Melee): 10 temporal Changes stats: +0(-12) Str / +5(-1) Mag / +3 Wil / +0(-7) Con Changes resistances: +20% temporal Changes resistances penetration: +20% temporal Changes damage: +20% temporal Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) Spellpower: +23 It can be used to activate talent Damage Smearing (costing 25 power out of 25/25) : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: For the next 2 turns, you convert all non-temporal damage you receive into temporal damage spread out over six turns. The duration will scale with your Paradox. 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. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] Black Robe (6 def, 0 armour)Black Robe (6 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Physical power: +10 Defense: +6 Changes stats: +0(-12) Str / +5(-1) Mag / +4 Wil / +3 Cun / +0(-7) Con Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) Spell save: +25 Blindness immunity: +50% Spellpower: +30 See invisible: +10 Talent on hit(spell): Blood Grasp (5% chance level 3). Talent on hit(spell): Soul Rot (5% chance level 3). Talent on hit(spell): Bone Spear (5% chance level 3). A silk robe, darker than the darkest night sky, it radiates power. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] 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 Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Defense: +12 Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +0(-12) Str / +0(-6) Mag / +10 Wil / +10 Cun / +0(-7) Con Changes resistances penetration: +20% all Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.20 Cursed / Slaughter +0.20 Cursed / Punishments +0.10 Psionic / Solipsism +0.00(-0.20) Celestial / Crusader +0.20 Psionic / Focus Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) 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 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. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] Aetherwalk (6 def, 0 armour)Aetherwalk (6 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Defense: +6 Fatigue: +1% Changes stats: +0(-12) Str / +8(+2) Mag / +8 Cun / +0(-7) Con Changes resistances: +12% arcane Changes resistances cap: +5% arcane Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) It can be used to phase door in range 6, radius 2, costing 24 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] Boots of the Hunter (2 def, 12 armour)Boots of the Hunter (2 def, 12 armour) Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Armour penetration: +15 Physical power: +12 Armour: +12 Defense: +2 Fatigue: +8% Changes stats: +0(-12) Str / +0(-6) Mag / +0(-7) Con Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.00(-0.20) Celestial / Crusader +0.20 Cursed / Predator Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) Spell save: +10 Mental save: +10 Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for 4 turns (does not use a turn), costing 32 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] Cinderfeet (3 def, 5 armour)Cinderfeet (3 def, 5 armour) Requires: - Dexterity 10 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Armour: +5 Defense: +3 Fatigue: +6% Changes stats: +0(-12) Str / +4(-2) Mag / +4 Cun / +0(-7) Con Changes resistances: +20% cold Changes damage: +18% fire Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) Light radius: +2 Trails fire behind you, dealing damage based on spellpower. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] Storm Bringer's Gauntlets (0 def, 3 armour)Storm Bringer's Gauntlets (0 def, 3 armour) Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Armour: +3 Changes stats: +0(-12) Str / +4(-2) Mag / +0(-7) Con Changes resistances: +15% lightning Changes resistances cap: +5% lightning Changes damage: +10% lightning Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) Critical mult.: +20.00% Spell crit. chance: +5% It can be used to activate talent Chain Lightning (costing 16 power out of 16/16) : Effective talent level: 3.0 Power cost: 16 out of 16/16. Range: 10 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 68.63 to 205.90 damage and forking to another target. It can hit up to 6 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] 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. Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Armour: +3 Fatigue: +3% Damage (Melee): 0 darkness Changes stats: +0(-12) Str / +0(-6) Mag / +0 Cun / +0(-7) Con Reduce damage by fixed amount: +10 all Changes damage: +0% darkness Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader +0.00(-) Cunning / Stealth Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) Spell save: +0 Mental save: +0 Confusion immunity: +0% Knockback immunity: +0% Light radius: +0 This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] The Face of Fear (8 def, 0 armour)The Face of Fear (8 def, 0 armour) Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Defense: +8 Changes stats: +0(-12) Str / +0(-6) Mag / +8 Wil / +6 Cun / +0(-7) Con Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader +0.20 Cursed / Fears Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) Fear immunity: +60% Mindpower: +16 It can be used to activate talent Instill Fear (costing 18 power out of 45/45) : Effective talent level: 2.0 Power cost: 18 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your target, causing one of several possible fears that lasts for 8 turns. There is also a 25% chance of instilling fear in any foe in a radius of 2. The target can save versus Mindpower to resist the effect, and can be affected by multiple fears. You gain 2 new fears: The Paranoid effect gives the target an 21% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. The Despair effect reduces the target's resistance to all damage by 15%. Fear effects improve with your Mindpower. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and it's hollow eye sockets seem to stare back into you. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] 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. Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Defense: +1 Changes stats: +0(-12) Str / +0(-6) Mag / +4 Wil / +8 Cun / +0(-7) Con Changes resistances: +20% temporal Changes damage: +0% temporal Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader +0.20 Chronomancy / Time Travel Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) Confusion immunity: +0% Spellpower: +8 Mindpower: +8 Casting speed: +0% Reduces paradox failures(equivalent to willpower): +10 This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] 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 Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Armour: +10 Defense: +10 Fatigue: +20% Changes stats: +0(-12) Str / +0(-6) Mag / +0(-7) Con Changes resistances: +20% lightning / +20% temporal / +20% light / +20% fire / +20% nature / +20% acid / +20% blight / +20% cold / +15% arcane / +20% darkness Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) Spell save: +20 Mindpower: +10 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. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] Death's Embrace (18 def, 18 armour)Death's Embrace (18 def, 18 armour) Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Armour: +18 Armour Hardiness: +15% Defense: +18 Damage when hit (Melee): 15 darkness / 15 cold Changes stats: +0(-12) Str / +5 Dex / +5(-1) Mag / +5 Cun / +0(-7) Con Changes resistances: +30% temporal / +30% darkness / +30% cold Changes damage: +20% darkness / +20% cold Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.10 Cunning / Stealth +0.10 Spell / Shades +0.00(-0.20) Celestial / Crusader +0.10 Spell / Phantasm Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) Critical mult.: +20.00% Stealth bonus: +10 Spellpower: +10 Healing mod.: -15% It can be used to turn yourself invisible for 10 turns, costing 50 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] 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 Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Armour: +20 Defense: +10 Fatigue: +24% Changes stats: +0(-12) Str / +0(-6) Mag / +5(-2) Con Changes resistances: -15% acid / +15% physical Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) Reduces opponents crit chance: 20% Physical save: +15 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. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] Cuirass of the Thronesmen (20 def, 32 armour)Cuirass of the Thronesmen (20 def, 32 armour) Requires: - Strength 44 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Armour: +32 Armour Hardiness: +10% Defense: +20 Fatigue: +15% Changes stats: +0(-12) Str / +0(-6) Mag / +6(-1) Con Changes resistances: +25% darkness / +25% fire Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) Physical save: +40 Stun/Freeze immunity: +40% Knockback immunity: +40% Healing mod.: -30% This heavy dwarven-steel armour was created in the deepest forges of the Iron Throne. While it grants incomparable protection, it demands that you rely only on your own strength. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] voratun plate armour (9 def, 16 armour)voratun plate armour (9 def, 16 armour) Requires: - Strength 60 - Talent Armour Training (level 3) 17.00 Encumbrance. Type: armor / massive ; tier 5 Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Armour: +16 Defense: +9 Fatigue: +26% Changes stats: +0(-12) Str / +0(-6) Mag / +0(-7) Con Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) A suit of armour made of metal plates. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] 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. Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Armour: +12 Defense: +12 Damage when hit (Melee): 10 darkness Changes stats: +0(-12) Str / +5(-1) Mag / +5 Wil / +0(-7) Con Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +20% darkness Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) 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. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] Piercing Gaze (5 def, 25 armour, 40 dam, 180 block)Piercing Gaze (5 def, 25 armour, 40 dam, 180 block) Requires: - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When used to attack (with talents): Base power: 40.0 - 48.0 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +180 When wielded/worn: Armour: +25 Defense: +5 Ranged Defense: +10 Fatigue: +12% Changes stats: +0(-12) Str / +0(-6) Mag / +0(-7) Con Changes resistances: +10% acid / +10% physical / +10% lightning / +10% fire Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) Talent granted: +4 Block Special effect on block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] Blightstopper (18 def, 12 armour, 52 dam, 240 block)Blightstopper (18 def, 12 armour, 52 dam, 240 block) Requires: - Strength 35 - Talent Armour Training (level 2) Infused by nature Infused by arcane disrupting forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When used to attack (with talents): Base power: 52.0 - 62.4 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +240 Damage conversion: 30% nature / 10% manaburn arcane When wielded/worn: Armour: +12 Defense: +18 Ranged Defense: +12 Fatigue: +22% Damage when hit (Melee): 15 nature Changes stats: +0(-12) Str / +0(-6) Mag / +0(-7) Con Changes resistances: +35% blight / +15% nature Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader +0.20 Wild-gift / Antimagic Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) Talent granted: +5 Block Spell save: +24 Disease immunity: +60% It can be used to purge diseases and increase your resistances, costing 24 power out of 40/40. This voratun shield, coated with thick vines, was imbued with nature's power long ago by the Halfling General Almadar Riul, who used it to stave off the magic and diseases of orcish corruptors during the peak of the Pyre Wars. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] Lunar Shield (12 def, 7 armour, 45 dam, 250 block)Lunar Shield (12 def, 7 armour, 45 dam, 250 block) Requires: - Strength 35 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When used to attack (with talents): Base power: 45.0 - 63.0 Uses stat: 100% Str Damage type: Arcane Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +10.0% Block value: +250 When wielded/worn: Armour: +7 Defense: +12 Ranged Defense: +5 Fatigue: +2% Changes stats: +0(-12) Str / +0(-6) Mag / +0(-7) Con Changes resistances: +25% darkness Changes damage: +15% darkness Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.20 Celestial / Star fury +0.10 Celestial / Twilight +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) Talent granted: +5 Block Spellpower: +10 Light radius: +1 Talent on hit(spell): Moonlight Ray (10% chance level 2). A large section of chitin removed from Nimisil. It continues to give off a strange white glow. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] Summertide (17 def, 15 armour, 52 dam, 260 block)Summertide (17 def, 15 armour, 52 dam, 260 block) Requires: - Willpower 28 - Strength 20 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When used to attack (with talents): Base power: 52.0 - 62.4 Uses stat: 100% Str 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 (+30%) + releases a burst of light When wielded/worn: Armour: +15 Defense: +17 Ranged Defense: +17 Fatigue: +12% Changes stats: +0(-12) Str / +0(-6) Mag / +5 Wil / +3 Cun / +0(-7) Con Changes resistances: +12% mind / +10% fire / +20% light / +15% darkness Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) Talent granted: +5 Block Mental save: +18 Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 Light radius: +3 It can be used to send out a beam of light, costing 12 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] agateagate 0.00 Encumbrance. Type: gem / black ; tier 1 Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Changes stats: +1(-11) Str / +1 Dex / +1(-5) Mag / +1 Wil / +1 Cun / +1(-6) Con Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] 2 onyx2 onyx 0.00 Encumbrance. Type: gem / black ; tier 3 Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Changes stats: +3(-9) Str / +3 Dex / +3(-3) Mag / +3 Wil / +3 Cun / +3(-4) Con Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Gems can be sold for money or used in arcane rituals. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] 2 emerald2 emerald 0.00 Encumbrance. Type: gem / green ; tier 3 Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Armour: +3 Changes stats: +0(-12) Str / +0(-6) Mag / +0(-7) Con Changes resistances: +3% all Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) When used to imbue an object: Armour: +3 Changes resistances: +3% all Gems can be sold for money or used in arcane rituals. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] quartzquartz 0.00 Encumbrance. Type: gem / white ; tier 3 Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Changes stats: +0(-12) Str / +0(-6) Mag / +0(-7) Con Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] 9 sapphire9 sapphire 0.00 Encumbrance. Type: gem / blue ; tier 4 Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Defense: +8 Changes stats: +0(-12) Str / +0(-6) Mag / +0(-7) Con Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 Gems can be sold for money or used in arcane rituals. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] 4 jade4 jade 0.00 Encumbrance. Type: gem / green ; tier 4 Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Armour: +4 Changes stats: +0(-12) Str / +0(-6) Mag / +0(-7) Con Changes resistances: +4% all Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) When used to imbue an object: Armour: +4 Changes resistances: +4% all Gems can be sold for money or used in arcane rituals. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] 8 turquoise8 turquoise 0.00 Encumbrance. Type: gem / green ; tier 4 Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Changes stats: +0(-12) Str / +0(-6) Mag / +0(-7) Con Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Gems can be sold for money or used in arcane rituals. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] 9 ruby9 ruby 0.00 Encumbrance. Type: gem / red ; tier 4 Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Changes stats: +4(-8) Str / +4 Dex / +4(-2) Mag / +4 Wil / +4 Cun / +4(-3) Con Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Gems can be sold for money or used in arcane rituals. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] 6 amber6 amber 0.00 Encumbrance. Type: gem / yellow ; tier 4 Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Physical crit. chance: +4.0% Changes stats: +0(-12) Str / +0(-6) Mag / +0(-7) Con Changes damage: +8% all Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) 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% Gems can be sold for money or used in arcane rituals. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] 11 bloodstone11 bloodstone 0.00 Encumbrance. Type: gem / red ; tier 5 Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Changes stats: +0(-12) Str / +0(-6) Mag / +0(-7) Con Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Gems can be sold for money or used in arcane rituals. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] 6 fire opal6 fire opal 0.00 Encumbrance. Type: gem / red ; tier 5 Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Physical crit. chance: +5.0% Changes stats: +0(-12) Str / +0(-6) Mag / +0(-7) Con Changes damage: +10% all Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) 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% Gems can be sold for money or used in arcane rituals. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] 4 diamond4 diamond 0.00 Encumbrance. Type: gem / white ; tier 5 Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Changes stats: +5(-7) Str / +5 Dex / +5(-1) Mag / +5 Wil / +5 Cun / +5(-2) Con Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Gems can be sold for money or used in arcane rituals. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] 4 moonstone4 moonstone 0.00 Encumbrance. Type: gem / white ; tier 5 Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Defense: +10 Changes stats: +0(-12) Str / +0(-6) Mag / +0(-7) Con Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) Physical save: +10 Spell save: +10 Mental save: +10 When used to imbue an object: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 Gems can be sold for money or used in arcane rituals. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] 5 pearl5 pearl 0.00 Encumbrance. Type: gem / white ; tier 5 Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Armour: +5 Changes stats: +0(-12) Str / +0(-6) Mag / +0(-7) Con Changes resistances: +5% all Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) When used to imbue an object: Armour: +5 Changes resistances: +5% all Gems can be sold for money or used in arcane rituals. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] Burning StarBurning Star Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Changes stats: +0(-12) Str / +0(-6) Mag / +0(-7) Con Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) When carried: Light radius: +1 It can be used to map surroundings, costing 30 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. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] Pearl of Life and DeathPearl of Life and Death Infused by nature 2.00 Encumbrance. [Unique] Type: gem / white Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Changes stats: +0(-12) Str / +0(-6) Mag / +0(-7) Con Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] Crystal FocusCrystal Focus Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Changes stats: +0(-12) Str / +0(-6) Mag / +0(-7) Con Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) 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. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] Atamathon's Lost Ruby EyeAtamathon's Lost Ruby Eye 0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Changes stats: +0(-12) Str / +0(-6) Mag / +0(-7) Con Changes damage: +12% fire Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] 371 alchemist agate371 alchemist agate 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Changes stats: +0(-12) Str / +0(-6) Mag / +0(-7) Con Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] 48 alchemist bloodstone48 alchemist bloodstone 0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Changes stats: +0(-12) Str / +0(-6) Mag / +0(-7) Con Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] Summertide PhialSummertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Changes stats: +0(-12) Str / +0(-6) Mag / +0(-7) Con Changes resistances: +30% light Changes damage: +10% light Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) Light radius: +4 Healing mod.: +10% It can be used to call light, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] Axe of Fluffy EvilAxe of Fluffy Evil Powered by unknown forces 4.00 Encumbrance. [Unique] Type: misc / axe Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Changes stats: +0(-12) Str / +0(-6) Mag / +0(-7) Con Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) It can be used to create a ... clockwork gnome, costing 50 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. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] Rungof's FangRungof's Fang Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Changes stats: +0(-12) Str / +0(-6) Mag / +0(-7) Con Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] 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 Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes stats: +0(-12) Str / +0(-6) Mag / +0(-7) Con Changes damage: +4% blight Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] Pick of Dwarven Emperors (dig speed 12 turns)Pick of Dwarven Emperors (dig speed 12 turns) Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Changes stats: +3(-9) Str / +0(-6) Mag / +3(-4) Con Changes resistances penetration: +10% physical Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) Physical save: +7 Spell save: +7 Mental save: +7 Maximum life: +50.00 When carried: Talent granted: +1 Dig This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] Prox's Lucky Halfling FootProx's Lucky Halfling Foot Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Defense: +5 Changes stats: +0(-12) Str / +0(-6) Mag / +0(-7) Con / +5 Lck Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) Trap disarming bonus: +5 Detects traps. Gives a 25% chance to shrug off up to three stuns, pins, and dazes each turn, with a 10 turn cooldown. A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] Dragon Orb (Orb of Command)Dragon Orb (Orb of Command) Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Changes stats: +0(-12) Str / +0(-6) Mag / +0(-7) Con Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] Elemental Orb (Orb of Command)Elemental Orb (Orb of Command) Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Changes stats: +0(-12) Str / +0(-6) Mag / +0(-7) Con Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] Orb of Destruction (Orb of Command)Orb of Destruction (Orb of Command) Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Changes stats: +0(-12) Str / +0(-6) Mag / +0(-7) Con Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] Orb of Undeath (Orb of Command)Orb of Undeath (Orb of Command) Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Changes stats: +0(-12) Str / +0(-6) Mag / +0(-7) Con Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] Scrying OrbScrying Orb Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Changes stats: +0(-12) Str / +0(-6) Mag / +0(-7) Con Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) When carried: This orb will automatically identify items you find. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] Transmogrification ChestTransmogrification Chest Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Changes stats: +0(-12) Str / +0(-6) Mag / +0(-7) Con Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) 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. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] Rod of Recall (1/1)Rod of Recall (1/1) Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Changes stats: +0(-12) Str / +0(-6) Mag / +0(-7) Con Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) It can be used to recall the user to the worldmap, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
[vs. Champion's Will (67-107.2 power, 22 apr) (In main hand)] The Guardian's TotemThe Guardian's Totem Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 Armour Penetration: +0 (-22) Physical crit. chance: +0.0% (-12.0%) Attack speed: 100% (100%) On weapon hit: - releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Damage when hit (Melee): 18 nature slow Changes stats: +0(-12) Str / +0(-6) Mag / +10 Wil / +0(-7) Con Changes resistances: +20% blight / +20% arcane Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.10 Wild-gift / Fungus +0.00(-0.20) Celestial / Crusader +0.10 Wild-gift / Antimagic Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) Spell save: +20 Mindpower: +8 It can be used to call an antimagic pillar, but silence yourself, costing 35 power out of 35/35. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Hyperion the Shalore Sun Paladin level 32
76th Regrowth 123rd year of Ascendancy at 14:41 see stats
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Hyperion the Shalore Sun Paladin level 22
44th Haze 122nd year of Ascendancy at 21:11 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By Hyperion the Shalore Sun Paladin level 30
53rd Regrowth 123rd year of Ascendancy at 09:07 see stats
Arachnophobia (Nightmare (Adventure) difficulty)
Destroyed the spydric menace.By Hyperion the Shalore Sun Paladin level 36
71st Pyre 123rd year of Ascendancy at 10:04 see stats
Are you out of your mind?! (Nightmare (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Hyperion the Shalore Sun Paladin level 47
11st Regrowth 124th year of Ascendancy at 06:24 see stats
Back and there again (Nightmare (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Hyperion the Shalore Sun Paladin level 44
27th Haze 123rd year of Ascendancy at 21:40 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Hyperion the Shalore Sun Paladin level 19
29th Haze 122nd year of Ascendancy at 13:00 see stats
Clone War (Nightmare (Adventure) difficulty)
Destroyed your own Shade.By Hyperion the Shalore Sun Paladin level 49
20th Regrowth 124th year of Ascendancy at 05:44 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Hyperion the Shalore Sun Paladin level 14
27th Dusk 122nd year of Ascendancy at 10:36 see stats
Demonic Invasion (Nightmare (Adventure) difficulty)
Stopped a demonic invasion by closing their portal.By Hyperion the Shalore Sun Paladin level 50
40th Regrowth 124th year of Ascendancy at 10:26 see stats
Destroyer of the creation (Nightmare (Adventure) difficulty)
Killed Slasul.By Hyperion the Shalore Sun Paladin level 50
65th Regrowth 124th year of Ascendancy at 18:03 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By Hyperion the Shalore Sun Paladin level 34
61st Pyre 123rd year of Ascendancy at 18:08 see stats
Dragon's Greed (Nightmare (Adventure) difficulty)
Amassed 8000 gold pieces.By Hyperion the Shalore Sun Paladin level 47
6th Allure 124th year of Ascendancy at 20:17 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Hyperion the Shalore Sun Paladin level 45
34th Haze 123rd year of Ascendancy at 00:53 see stats
Evil denied (Nightmare (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Hyperion the Shalore Sun Paladin level 50
16th Pyre 124th year of Ascendancy at 14:39 see stats
Explorer (Nightmare (Adventure) difficulty)
Used the Sher'Tul fortress exploratory farportal at least 7 times with the same character.By Hyperion the Shalore Sun Paladin level 50
37th Regrowth 124th year of Ascendancy at 04:45 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Hyperion the Shalore Sun Paladin level 19
22nd Haze 122nd year of Ascendancy at 17:48 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Hyperion the Shalore Sun Paladin level 24
61st Haze 122nd year of Ascendancy at 15:54 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By Hyperion the Shalore Sun Paladin level 19
30th Haze 122nd year of Ascendancy at 19:56 see stats
Fear of Fours (Nightmare (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Hyperion the Shalore Sun Paladin level 50
6th Pyre 124th year of Ascendancy at 19:26 see stats
Flooder (Nightmare (Adventure) difficulty)
Defeated Ukllmswwik while doing his own quest.By Hyperion the Shalore Sun Paladin level 50
65th Regrowth 124th year of Ascendancy at 20:36 see stats
Gem of the Moon (Nightmare (Adventure) difficulty)
Completed the Master Jeweler quest with Limmir.By Hyperion the Shalore Sun Paladin level 50
73rd Regrowth 124th year of Ascendancy at 07:08 see stats
Guiding Hand (Nightmare (Adventure) difficulty)
Saved all escorted adventurers.By Hyperion the Shalore Sun Paladin level 29
51st Regrowth 123rd year of Ascendancy at 00:04 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Hyperion the Shalore Sun Paladin level 22
44th Haze 122nd year of Ascendancy at 21:38 see stats
I cleared the room of death and all I got was this lousy achievement! (Nightmare (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Hyperion the Shalore Sun Paladin level 49
11st Regrowth 124th year of Ascendancy at 18:43 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Hyperion the Shalore Sun Paladin level 10
3rd Summertide 122nd year of Ascendancy at 01:31 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Hyperion the Shalore Sun Paladin level 20
31st Haze 122nd year of Ascendancy at 05:51 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Hyperion the Shalore Sun Paladin level 30
52nd Regrowth 123rd year of Ascendancy at 05:27 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Hyperion the Shalore Sun Paladin level 40
67th Dusk 123rd year of Ascendancy at 06:24 see stats
Level 50 (Nightmare (Adventure) difficulty)
Got a character to level 50.By Hyperion the Shalore Sun Paladin level 50
26th Regrowth 124th year of Ascendancy at 07:26 see stats
Lost in translation (Nightmare (Adventure) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Hyperion the Shalore Sun Paladin level 5
77th Pyre 122nd year of Ascendancy at 21:53 see stats
Lucky Girl (Nightmare (Adventure) difficulty)
Saved Melinda again and invited her to the Fortress to cure her.By Hyperion the Shalore Sun Paladin level 33
53rd Pyre 123rd year of Ascendancy at 01:10 see stats
Merry wintertide! (Nightmare (Adventure) difficulty)
Finish the Santascape event and free the little helper elves.By Hyperion the Shalore Sun Paladin level 39
55th Dusk 123rd year of Ascendancy at 12:04 see stats
Orcrist (Nightmare (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Hyperion the Shalore Sun Paladin level 50
5th Pyre 124th year of Ascendancy at 04:04 see stats
Overpowered! (Nightmare (Adventure) difficulty)
Did over 6000 damage in one attack.By Hyperion the Shalore Sun Paladin level 50
4th Pyre 124th year of Ascendancy at 23:23 see stats
Race through fire (Nightmare (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Hyperion the Shalore Sun Paladin level 50
44th Regrowth 124th year of Ascendancy at 02:26 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Hyperion the Shalore Sun Paladin level 15
64th Dusk 122nd year of Ascendancy at 15:33 see stats
Savior of the damsels in distress (Nightmare (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Hyperion the Shalore Sun Paladin level 26
70th Haze 122nd year of Ascendancy at 05:13 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Hyperion the Shalore Sun Paladin level 29
48th Regrowth 123rd year of Ascendancy at 20:00 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Hyperion the Shalore Sun Paladin level 20
31st Haze 122nd year of Ascendancy at 07:52 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Hyperion the Shalore Sun Paladin level 34
61st Pyre 123rd year of Ascendancy at 20:03 see stats
Tactical master (Nightmare (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Hyperion the Shalore Sun Paladin level 50
16th Pyre 124th year of Ascendancy at 14:38 see stats
Tales of the Spellblaze (Nightmare (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Hyperion the Shalore Sun Paladin level 22
44th Haze 122nd year of Ascendancy at 21:11 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Hyperion the Shalore Sun Paladin level 10
1st Flare 122nd year of Ascendancy at 19:02 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Hyperion the Shalore Sun Paladin level 22
44th Haze 122nd year of Ascendancy at 21:11 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Hyperion the Shalore Sun Paladin level 33
48th Pyre 123rd year of Ascendancy at 00:38 see stats
The Sun Still Shines (Nightmare (Adventure) difficulty)
Aeryn survived the last battle.By Hyperion the Shalore Sun Paladin level 50
16th Pyre 124th year of Ascendancy at 14:39 see stats
The bigger the better! (Nightmare (Adventure) difficulty)
Did over 3000 damage in one attack.By Hyperion the Shalore Sun Paladin level 43
19th Haze 123rd year of Ascendancy at 02:33 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Hyperion the Shalore Sun Paladin level 12
8th Flare 122nd year of Ascendancy at 02:06 see stats
There and back again (Nightmare (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Hyperion the Shalore Sun Paladin level 39
3rd Dusk 123rd year of Ascendancy at 17:28 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Hyperion the Shalore Sun Paladin level 33
47th Pyre 123rd year of Ascendancy at 01:55 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Hyperion the Shalore Sun Paladin level 32
14th Pyre 123rd year of Ascendancy at 08:26 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Hyperion the Shalore Sun Paladin level 20
31st Haze 122nd year of Ascendancy at 14:57 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Hyperion the Shalore Sun Paladin level 29
52nd Regrowth 123rd year of Ascendancy at 05:27 see stats
Well trained (Nightmare (Adventure) difficulty)
Deal one million damage to training dummies in a single training session.By Hyperion the Shalore Sun Paladin level 29
49th Regrowth 123rd year of Ascendancy at 16:00 see stats
Log
Ran for 4 turns (stop reason: hostile spotted to the west (ziguranth patrol)).
Today is the 24th Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:10.
Ran for 8 turns (stop reason: hostile spotted to the east (ziguranth patrol)).
Today is the 25th Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 05:11.
Today is the 26th Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:50.
Today is the 27th Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 02:05.
Today is the 28th Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 00:31.
There is a Hidden teleportation portal to Angolwen, the hidden city of magic here (press '' or right click to use).
Today is the 29th Pyre of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 01:46.
Ran for 7 turns (stop reason: hostile spotted to the south (ziguranth patrol)).
There is a A gate into the Maze here (press '' or right click to use).
There is a Hidden teleportation portal to Angolwen, the hidden city of magic here (press '' or right click to use).
There is a portal back here (press '' or right click to use).
Saving game...
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Saving done.
