Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.6 |
| Addons | Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Everything is Unique! 1.1.3Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.3.0Donators/Buyers bonus! Auto-Transmo Gems 1.1.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Faster Hero Levelup 1.0.0Faster adventurer’s adapted to work with the hero addon class. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. No more creaky door 1.2.5Got rid of the most anoying door creaks. Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Embers of Rage 1.4.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Ogres Look Like Shalore 1.4.5Changes the Ogre graphics to the Shalore graphics. Created by request for appolyon. |
| Campaign | Maj'Eyal |
| Mode | Madness Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Demonologist |
| Level / Exp | 43 / 39% |
| Size | huge |
| Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
| Strength | 119 (base 60) |
| Dexterity | 91 (base 60) |
| Constitution | 78 (base 60) |
| Magic | 79 (base 60) |
| Willpower | 81 (base 60) |
| Cunning | 117 (base 60) |
Resources
| Mana | 1337/1337 |
| Psi_feedback | 0/630 |
| Vim | 800/800 |
| Life | 15674/15674 |
| Stamina | 1076/1076 |
| Paradox | 300 |
| Healing Factor | 1.27 |
| Regeneration | 116.0145 |
Speed
| Mental | +190% |
| Attack | +200% |
| Movement | +210% |
| Spell | +200% |
| Global | +331.08453708906% |
Vision
| Sight | 13 |
| Lite | 13 |
| Infravision | 15 |
| See Stealth | 35 |
| See Invisible | 34 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 322 |
| Accuracy | 109 |
| Crit Chance | 101% |
| APR | 175 |
| Speed | 0.34 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 91 |
| Crit Chance | 55% |
| Speed | 0.33333333333333 |
| Cooldown Reduction | 81.9 |
Offense: Mind
| Mindpower | 95 |
| Crit Chance | 56% |
| Speed | 0.33333333333333 |
Offense: Damage Bonus
| All | 0% |
Offense: Damage Penetration
| All | +12% |
Defense: Base
| Armour (hardiness) | 393.73875984177 (100%) |
| Defense | 88 |
| Ranged Defense | 91 |
| Fatigue | 0 |
| Physical Save | 165 |
| Spell Save | 162 |
| Mental Save | 162 |
Defense: Resistances
| All | +103%(100%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 18% |
| Teleport Resistance | 100% |
| Blind Resistance | 15% |
| Silence Resistance | 15% |
| Bleed Resistance | 10% |
| Pinning Resistance | 50% |
| Disarm Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 54% |
Inscriptions (6/6)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 17.9 steam per turn. Can be activated for an instant burst of 90 steam. Its effects scale with your Willpower stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 323% efficiency and cooldown mod of 72%. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 537 life over 5 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 2 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 14. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 46%, your defense is increased by 46 and all your resistances by 46%. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or magical effect and reduce all damage taken by 32% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 3 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 670 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Corruption / Shadowflame | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Infernal combat | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Doom covenant | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Spellblaze | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Demonic pact | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Doom shield | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Shield offense | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat techniques | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Chronomancy | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Physics | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Chemistry | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Black-magic | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Race / Ogre | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Stone alchemy | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Torment | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Staff combat | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Blighted Path |
| talent | Blood Vengeance |
| talent | Range Amplification Device |
| talent | Overkill |
| talent | Tale of Destruction |
| talent | Flame of Urh'Rok |
| talent | Doom Tendrils |
| talent | Precise Strikes |
| talent | Bleak Outcome |
| talent | Willful Tormenter |
| talent | Hardened Core |
| talent | Contingency |
| talent | Shattered Mind |
| beneficial effect | Inscriptions cooldown twice as fast. Writ Large |
| detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 15% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
| beneficial effect | The target is surrounded by a fire haven, granting 40% fire damage affinity but -15% to blight resistance. Fire Haven |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 grave | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | 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 gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Scintillating Caves. Escort: lost tinker (level 2 of Scintillating Caves) | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you gained talent category Chronomancy / Chronomancy (at mastery 0.80). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * Find a way back to Eyal. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * 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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed black mamba head. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed honey tree root. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed orc heart. | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Abyssgash the pair of dwarven-steel boots (5 def, 4 armour) Abyssgash the pair of dwarven-steel boots (5 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +5 (+1 eff.) Ranged Defense: +5 (+1 eff.) Fatigue: +3% Changes stats: +5 Str / +3 Mag / +3 Wil / +6 Con Changes resistances penetration: +5% mind / +5% fire Changes damage: +6% physical Physical save: +15 (+2 eff.) Mental save: +10 (+1 eff.) Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Mental crit. chance: +4% Size category: +1 It can be used to blink to a nearby random location (rad 7), putting all charms on cooldown for 14 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Berimalen the Brightstalker Berimalen the BrightstalkerPowered by arcane forces Crafted by a master 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +9 Changes stats: +5 Mag Changes resistances: +15% light Changes resistances penetration: +10% fire / +12% all Changes damage: +11% darkness / +12% temporal / +20% light / +12% fire Damage affinity(heal): +5% darkness Spellpower: +12 (+2 eff.) Light radius: +13 Infravision radius: +4 See stealth: +10 See invisible: +0 It can be used to activate talent Moonlight Ray, placing all other charms into a 5 cooldown : Effective talent level: 4.0 Power cost: 5 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 461.34 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Steamcatcher (12 def, 0 armour) Steamcatcher (12 def, 0 armour)Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +12 (+2 eff.) Changes stats: +10 Cun Changes resistances: +15% fire Changes damage: +10% physical Infravision radius: +9 Sight radius: +3 See stealth: +25 See invisible: +25 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Steampower: +15 (+3 eff.) Steam crit. chance: +5% Steam each turn: +1.00 On taking fire damage: Gain 5% of the damage as steam. There's an old saying that most of your body heat escapes through your head. It's not true of body heat, but strangely, is actually true of steam. |
| On hands | Brandstake the voratun gauntlets (0 def, 3 armour) Brandstake the voratun gauntlets (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +5 Str / +5 Dex / +5 Mag / +8 Cun Changes resistances: +3% temporal / +1% physical / +10% light / +10% darkness Talent cooldown: Double Strike (-1 turn) Talent granted: +5 Iron Grip Physical save: +15 (+2 eff.) Blindness immunity: +15% Cut immunity: +10% Silence immunity: +15% Disarm immunity: +100% Stun/Freeze immunity: +10% Life regen: +4.00 Stamina each turn: +1.60 Only die when reaching: -20.00 life Maximum stamina: +40.00 Infravision radius: +2 When used to modify unarmed attacks: Base power: 27.0 - 37.8 Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +13 Armour Penetration: +15 Physical crit. chance: +23.0% Attack speed: 83% When this weapon hits: Slumber (10% chance level 5). When this weapon hits: Set Up (10% chance level 5). Burst (radius 1) on hit: +4 temporal Burst (radius 2) on crit: +12 fire / +50 light / +34 darkness It can be used to activate talent Starfall, placing all other charms into a 12 cooldown : Effective talent level: 1.0 Power cost: 12 out of 20/20. Range: 9 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 184.60 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Murkquarry the elven-wood wand of clairvoyance [power 10] (3 cooldown) Murkquarry the elven-wood wand of clairvoyance [power 10] (3 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn Damage when hit (Melee): 16 nature Changes stats: +1 Str / +2 Mag / +1 Wil Talent granted: +5 Strike Maximum vim: +17.00 See invisible: +9 It can be used to reveal the area around you, dispelling darkness (radius 10, power 77 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 3 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Duvarendur the Stormbane Duvarendur the StormbaneCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+2 eff.) Effects on melee hit: * 30% chance to daze Changes stats: +7 Dex / +5 Wil / +10 Cun / +2 Con Changes resistances: +6% acid Changes resistances penetration: +5% acid Spell save: +11 (+2 eff.) Vim when hitting in melee: +2.00 Maximum stamina: +16.00 Mindpower: +7 (+2 eff.) Rings can have magical properties. |
| On fingers | voratun ring 'Flashblur' voratun ring 'Flashblur'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Physical power: +15 (+1 eff.) Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 8 lightning / 4 blight Changes stats: +9 Dex / +10 Cun / +5 Con Changes resistances: +6% darkness Changes resistances penetration: +5% lightning / +15% blight Changes damage: +3% blight Spell save: +20 (+3 eff.) Vim each turn: +1.00 Vim when hit: +0.00 Maximum stamina: +34.00 Spellpower: +15 (+2 eff.) Mindpower: +14 (+3 eff.) Rings can have magical properties. |
| Around neck | Balidrantir BalidrantirCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +14 (+2 eff.) Armour penetration: +13 Physical crit. chance: +10.0% Damage when hit (Melee): 8 blight Changes stats: +3 Wil Changes damage: +9% arcane Critical mult.: +30.00% Mental save: +9 (+1 eff.) Confusion immunity: +18% Maximum vim: +20.00 Spell crit. chance: +3% Mindpower: +11 (+2 eff.) Damage Shield penetration: +20% Amulets can have magical properties. |
| In main hand | Bolbum's Big Knocker (64-76.8 power, 10 apr, physical element) Bolbum's Big Knocker (64-76.8 power, 10 apr, physical element)Requires: - Magic 38 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 64.0 - 76.8 Uses stats: 190% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +10 Attack speed: 100% Damage (Melee): +10 % chance of confusion When wielded/worn: Accuracy: +7 (+1 eff.) Changes damage: +20% physical Talent mastery: +0.20 Spell / Staff combat Talent granted: +5 Doom Tendrils Spellpower: +12 (+2 eff.) Spell crit. chance: +18% It can be used to activate talent Channel Staff (costing 6 power out of 20/20) : Effective talent level: 2.8 Power cost: 6 out of 20/20. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 92% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
| Around waist | Emerebeth EmerebethPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +9.0% Armour: +8 Defense: +10 (+2 eff.) Damage when hit (Melee): 4 arcane / 8 acid Changes stats: +5 Dex / +2 Mag / +5 Cun Changes damage: +25% acid / +37% blight / +25% fire / +6% arcane / +25% nature Physical save: +17 (+2 eff.) Mental save: +6 (+1 eff.) Spellpower: +6 (+1 eff.) Mental crit. chance: +9% A belt that goes around your waist. |
| In off hand | voratun shield 'Tempestblight' (12 def, 18 armour, 77.5-93 power, 208.5 block) voratun shield 'Tempestblight' (12 def, 18 armour, 77.5-93 power, 208.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 77.5 - 93.0 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +208 On weapon hit: * 20% chance to daze * deal bonus physical damage equal to your armor On weapon crit: * smash the target with your shield crippling them Damage (Melee): +12 lightning / +17 cold When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+0 eff.) Armour: +18 Armour Hardiness: +8% Defense: +12 (+2 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Damage (Melee): 9 cold Damage when hit (Melee): 13 ice / 8 fire Changes resistances: +6% acid / +16% physical Changes resistances penetration: +5% lightning Talents granted: +5 Blood Shield +5 Block Spell save: +6 (+1 eff.) Handheld deflection devices. |
| Cloak | Gluritha (3 def, 0 armour) Gluritha (3 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +9 Defense: +3 (+1 eff.) Changes stats: +6 Dex / +11 Wil / +12 Cun Changes resistances: +30% lightning Grants telepathy: Dragon Mental save: +21 (+3 eff.) Stun/Freeze immunity: +50% Mindpower: +8 (+2 eff.) Mental crit. chance: +9% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Glorath (9 def, 29 armour) Glorath (9 def, 29 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +29 Defense: +9 (+2 eff.) Fatigue: +16% Changes stats: +5 Str / +5 Con Changes resistances: +13% acid / +12% physical / +12% lightning / +15% cold / +11% fire / +4% all Talent cooldown: Rush (-5 turns) Talent granted: +5 Blighted Path Physical save: +26 (+3 eff.) Disarm immunity: +36% Pinning immunity: +25% Stun/Freeze immunity: +40% Knockback immunity: +29% Teleport immunity: +10% Life regen: +3.10 Maximum life: +70.00 Healing mod.: +27% A suit of armour made of metal plates. This item has been sent to the Item's Vault. |
Inventory
medical injector implant of the wizard (efficiency 254% / cooldown 75%) medical injector implant of the wizard (efficiency 254% / cooldown 75%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 254% efficiency and cooldown mod of 75%. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Primal Infusion (affinity 21%; cure magical, physical, mental) Primal Infusion (affinity 21%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 21% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
Blood of Life Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
shielding rune of the titan (absorb 459 for 5 turns) shielding rune of the titan (absorb 459 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 4 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 459 damage for 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Brighthunger BrighthungerPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 12 temporal Changes stats: +8 Str / +9 Dex / +10 Wil Changes resistances: +15% physical Changes resistances penetration: +25% fire Changes damage: +17% blight / +17% fire / +9% temporal Critical mult.: +20.00% Stamina each turn: +1.10 Spellpower: +15 (+2 eff.) Amulets can have magical properties. |
Galuzilagorn the steel amulet Galuzilagorn the steel amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour penetration: +1 Physical crit. chance: +2.0% Fatigue: -5% Changes stats: +3 Cun Changes resistances: +12% mind Reduces incoming crit damage: 10.00% Confusion immunity: +20% Life regen: +1.40 Maximum stamina: +5.00 Amulets can have magical properties. |
gold amulet 'Haligar' gold amulet 'Haligar'Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% physical Changes resistances penetration: +10% acid / +10% temporal Changes damage: +6% acid / +3% temporal / +6% fire / +5% lightning / +5% cold Talent mastery: +0.13 Technique / Shield offense Stamina each turn: +0.50 Spellpower: +5 (+0 eff.) Spell crit. chance: +4% Amulets can have magical properties. |
rogue's steel ring of pilfering rogue's steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +8 Defense: +13 (+3 eff.) Changes stats: +3 Cun Vim when hit: +0.00 It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Armorand the stralite battleaxe (47-70.5 power, 3 apr) Armorand the stralite battleaxe (47-70.5 power, 3 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 47.0 - 70.5 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom * Random elemental explosion Damage (Melee): +30 mind Burst (radius 2) on crit: +4 blight When wielded/worn: Physical power: +16 (+1 eff.) Damage when hit (Melee): 4 blight Changes stats: +9 Wil / +9 Cun / +9 Con Changes resistances: +3% blight / +5% arcane Changes resistances penetration: +21% acid / +17% physical / +21% fire / +21% cold / +21% lightning Critical mult.: +5.00% Disarm immunity: +42% Maximum psi: +20.00 Massive two-handed battleaxes. |
Hurihell the Glarepeal (62-93 power, 18 apr) Hurihell the Glarepeal (62-93 power, 18 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 62.0 - 93.0 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20% chance to blind * 40% chance to gain 10% of a turn On weapon crit: * cripple the target Damage Shield penetration (this weapon only): +66% Damage (Melee): +12 temporal When wielded/worn: Physical crit. chance: +12.0% Changes resistances: +3% light Changes damage: +3% temporal Massive two-handed battleaxes. |
Swordbreaker (25-32.5 power, 20 apr) Swordbreaker (25-32.5 power, 20 apr)Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 30% Wil, 50% Dex, 50% Mag, 50% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+3 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+2 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Boltmistress (61.5-98.4 power, 4 apr) Boltmistress (61.5-98.4 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.5 - 98.4 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * Random elemental explosion On weapon crit: * cripple the target Damage (Melee): +4 lightning / +26 temporal / +28 nature Burst (radius 1) on hit: +8 lightning When wielded/worn: Physical crit. chance: +19.0% Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 4 blight Changes resistances: +12% blight Changes resistances penetration: +24% acid / +23% fire / +29% lightning / +24% cold Changes damage: +9% blight Massive two-handed swords. |
Dethblyd (70-112 power, 18 apr) Dethblyd (70-112 power, 18 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 70.0 - 112.0 Uses stats: 30% Wil, 60% Mag, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +18 Physical crit. chance: +20.0% Attack speed: 100% On weapon hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. Lifesteal (this weapon only): +5% When wielded/worn: Changes stats: +10 Str / +8 Mag / +5 Con Talent masteries: +0.10 Corruption / Torture +0.20 Corruption / Brutality +0.20 Corruption / Wrath Talents cooldown: Draining Assault (-1 turn) Abduction (-1 turn) Detonating Charge (-1 turn) Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
Golden Three-Edged Sword 'The Truth' (49-78.4 power, 9 apr) Golden Three-Edged Sword 'The Truth' (49-78.4 power, 9 apr)Requires: - Willpower 18 - Cunning 18 - Strength 18 Infused by psionic forces 12.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 49.0 - 78.4 Uses stats: 30% Wil, 50% Mag, 129% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +9 Physical crit. chance: +9.0% Attack speed: 100% On weapon hit: * 9% chance to stun or confuse the target Damage (Melee): +49 light / +49 darkness The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
Hothel (82.5-132 power, 4 apr) Hothel (82.5-132 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 82.5 - 132.0 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 mind Burst (radius 2) on crit: +42 ice When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +21 Armour: +19 Changes stats: +2 Con Changes resistances: +6% blight Changes resistances penetration: +21% cold / +21% physical Changes damage: +21% physical Mental save: +12 (+2 eff.) Maximum stamina: +5.00 Massive two-handed swords. |
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. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 68.0 - 108.8 Uses stats: 30% Wil, 50% Mag, 125% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +10.0% Attack speed: 100% Lifesteal (this weapon only): +8% Damage conversion: 50% fire burn When wielded/worn: Changes stats: +3 Cun / +5 Str Changes resistances: +15% fire Changes damage: +10% darkness / +15% fire It can be used to accelerate burning effects on all creatures in a radius 1 ball within range 5, consuming them to instantly inflict 125% of all remaining burn damage, costing 6 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. |
Xanilralle (31.5-50.4 power, 2 apr) Xanilralle (31.5-50.4 power, 2 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 31.5 - 50.4 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +16.0% Changes resistances: +3% darkness Pinning immunity: +5% Stun/Freeze immunity: +15% Only die when reaching: -20.00 life Massive two-handed swords. |
Noonbreak (42.5-59.5 power, 6 apr) Noonbreak (42.5-59.5 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 42.5 - 59.5 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 40% * 20% chance to torment the target Damage (Melee): +12 nature Burst (radius 1) on hit: +4 fire Burst (radius 2) on crit: +8 light When wielded/worn: Accuracy: +15 (+3 eff.) Defense: +12 (+2 eff.) Effects on melee hit: * 15% chance to blind Changes resistances: +6% fire / +9% all Changes resistances penetration: +15% mind / +10% darkness / +15% nature Changes damage: +3% light / +3% fire Disarm immunity: +50% Sharp, long, and deadly. |
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 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Physical crit. chance: +12.0% Attack speed: 100% On weapon crit: * release a burst of light and dark damage (scales with Magic) When wielded/worn: Changes stats: +4 Str / +4 Cun / +4 Mag Changes damage: +18% darkness / +18% light Spellpower: +12 (+2 eff.) 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. |
Dusklace the voratun mace (63-88.2 power, 6 apr) Dusklace the voratun mace (63-88.2 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 63.0 - 88.2 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 28% chance to daze On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +12.0% Damage when hit (Melee): 8 darkness / 8 fire Changes stats: +4 Str / +4 Dex / +3 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances: +9% darkness / +3% temporal Changes resistances penetration: +15% lightning / +5% temporal / +5% darkness Changes damage: +3% darkness / +6% temporal Blunt and deadly. |
voratun mace 'Bethyldabeth' (47-65.8 power, 6 apr) voratun mace 'Bethyldabeth' (47-65.8 power, 6 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 47.0 - 65.8 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 20% chance to disease On weapon crit: * splashes the target with acid Damage (Melee): +19 acid / +30 cold / +17 blight When wielded/worn: Effects on melee hit: * 45% chance to corrode armour Changes stats: +1 Mag / +2 Wil Changes damage: +12% blight Critical mult.: +5.00% Disease immunity: +35% Mana when firing critical spell: +1.00 Blunt and deadly. |
Core of the Forge (24-26.4 power, 40 apr, dreamforge damage) Core of the Forge (24-26.4 power, 40 apr, dreamforge damage)Requires: - Willpower 40 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 24.0 - 26.4 Uses stats: 90% Wil, 50% Mag, 20% Cun Damage type: Dreamforge Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+1 eff.) Damage (Melee): 30 dreamforge Changes stats: +4 Cun / +6 Wil Changes resistances: +5% physical / +5% mind / +15% fire Changes resistances penetration: +10% mind / +10% physical Changes damage: +10% physical / +10% mind / +10% fire Talent masteries: +0.20 Psionic / Dream Forge +0.20 Psionic / Dream Smith Mindpower: +16 (+3 eff.) Mental crit. chance: +8% It can be used to activate talent Forge Bellows (costing 14 power out of 30/30) : Effective talent level: 3.0 Power cost: 14 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 83.26 mind damage, 100.00 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 7.56 mind and 9.08 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. |
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 Uses stats: 90% Wil, 50% Mag, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +10 Wil Changes resistances: +25% blight / +15% nature Changes resistances penetration: +20% nature / +10% acid Changes damage: +20% nature / +10% acid Talent mastery: +0.10 Wild-gift / Mindstar mastery Talent granted: +3 Ooze Spit Mindpower: +18 (+3 eff.) Mental crit. chance: +9% It can be used to activate talent Slime Wave (costing 17 power out of 30/30) : Effective talent level: 3.0 Power cost: 17 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 8, doing 169.12 slime damage for 15 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. |
Writhing Essence of Nightmares (15-16.5 power, 20 apr, darkness damage) Writhing Essence of Nightmares (15-16.5 power, 20 apr, darkness damage)Requires: - Willpower 30 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Base power: 15.0 - 16.5 Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Darkness Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +20 Physical crit. chance: +2.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun / +2 Wil Changes damage: +10% mind / +10% darkness Talent masteries: +0.20 Psionic / Nightmare +0.20 Cursed / Fears Mindpower: +15 (+3 eff.) Mental crit. chance: +3% It can be used to activate talent Waking Nightmare (costing 23 power out of 40/40) : Effective talent level: 2.0 Power cost: 23 out of 40/40. Range: 10 Travel Speed: instantaneous Is: a mind power Description: Inflicts 71.39 darkness damage each turn for 6 turns, and has a 36% chance to randomly cause blindness, stun, or confusion (lasting 3 turns). If the target is sleeping, the chance of avoiding a negative effect will be halved and fear immunity will be ignored. The damage will scale with your Mindpower. Whispers seem to ceaselessly emanate from this writhing mass of black tentacles, murmuring unspeakable horrors into the ears of any unfortunate enough to hear them. |
Xyma XymaRequires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 On weapon hit: * 18% chance to daze When wielded/worn: Changes stats: +4 Str / +5 Dex / +4 Mag / +4 Wil / +14 Cun / +4 Con Changes resistances penetration: +15% lightning / +21% physical Changes damage: +15% blight / +14% physical Talents cooldown: Multishot (-2 turns) Steady Shot (-1 turn) Pinning Shot (-1 turn) Mana when firing critical spell: +4.00 Infravision radius: +3 See invisible: +6 Slings are used to hurl stones or metal shots at your foes. |
Flameusher (30-36 power, 6 apr, fire element) Flameusher (30-36 power, 6 apr, fire element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +10.0% Effects on melee hit: * 20% chance to gain 10% of a turn Damage when hit (Melee): 4 temporal Changes resistances: +3% temporal Changes resistances penetration: +15% lightning / +5% temporal / +15% fire / +15% arcane / +15% cold Changes damage: +30% lightning / +3% temporal / +30% fire / +30% arcane / +30% cold Talent granted: +1 Command Staff Critical mult.: +14.00% Spellpower: +20 (+3 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
Gravitational Staff (30-36 power, 8 apr, physical element) Gravitational Staff (30-36 power, 8 apr, physical element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 180% Mag, 30% Wil Damage type: Gravity pin Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +8 Attack speed: 100% When wielded/worn: Changes resistances: +15% physical Changes damage: +20% physical / +10% temporal Talent masteries: +0.10 Chronomancy / Gravity +0.10 Chronomancy / Matter +0.10 Spell / Earth Spellpower: +25 (+4 eff.) Spell crit. chance: +7% It can be used to activate talent Gravity Spike (costing 8 power out of 14/14) : Effective talent level: 3.0 Power cost: 8 out of 14/14. Range: 9 Travel Speed: instantaneous Is: a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell's center and inflicts 459.76 physical (gravity) damage. Each target moved beyond the first increases the damage by 57.47 (up to a maximum of 229.88 bonus damage). Targets take reduced damage the further they are from the epicenter (20% less per tile). The damage dealt will scale with your Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. |
Voiddeath the elven-wood starstaff (25-30 power, 5 apr, darkness element) Voiddeath the elven-wood starstaff (25-30 power, 5 apr, darkness element)Requires: - Magic 35 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +4 darkness When wielded/worn: Physical crit. chance: +13.0% Effects on melee hit: * Slows global speed by 30% Changes stats: +3 Dex / +2 Cun / +14 Con Changes resistances: +3% darkness / +6% cold Changes damage: +25% darkness Talent granted: +1 Command Staff Critical mult.: +15.00% Life regen: +2.80 Spellpower: +30 (+5 eff.) Spell crit. chance: +4% Healing mod.: +52% Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff 'Salithra' (30-36 power, 6 apr, cold element) dragonbone magestaff 'Salithra' (30-36 power, 6 apr, cold element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +8.0% Attack speed: 100% Damage (Melee): +8 acid Burst (radius 1) on hit: +8 acid When wielded/worn: Physical crit. chance: +31.0% Fatigue: -2% Damage (Melee): 45 arcane Changes resistances: +6% physical Changes damage: +30% cold Talent granted: +1 Command Staff Critical mult.: +18.00% Mana each turn: +0.34 Maximum mana: +106.00 Spellpower: +43 (+7 eff.) Spell crit. chance: +5% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 17 turns. Staves designed for wielders of magic, by the greats of the art. |
dragonbone vilestaff 'Zanakor' (30-36 power, 6 apr, acid element) dragonbone vilestaff 'Zanakor' (30-36 power, 6 apr, acid element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +10% When wielded/worn: Physical crit. chance: +14.0% Armour: +12 Armour Hardiness: +12% Damage (Melee): 45 arcane Changes stats: +2 Wil Changes damage: +30% acid / +12% mind / +6% blight Talent granted: +1 Command Staff Critical mult.: +15.00% Physical save: +10 (+1 eff.) Spell save: +6 (+1 eff.) Mana each turn: +0.34 Maximum mana: +196.00 Spellpower: +25 (+4 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
Chameroharasus the Kindlesting Chameroharasus the KindlestingRequires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 On weapon hit: * 40% chance to blind Travel speed: +600% Damage (Ranged): +23 fire / +35 nature Burst (radius 2) on crit: +2 light Attacks use: 2.0 Steam When wielded/worn: Ranged Defense: +2 (+1 eff.) Changes resistances: +15% fire / +10% all Changes resistances penetration: +15% fire / +10% nature / +22% physical Changes damage: +3% darkness / +22% physical Physical save: +3 (+1 eff.) Disease immunity: +15% Silence immunity: +5% Global speed: +6% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
voratun steamgun 'Goraladir' voratun steamgun 'Goraladir'Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Powered by arcane forces Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 Travel speed: +600% Damage (Ranged): +20 dazing lightning Attacks use: 2.0 Steam When wielded/worn: Changes stats: +4 Str / +5 Dex / +4 Mag / +5 Wil / +5 Cun / +4 Con Changes resistances penetration: +15% lightning / +43% physical / +5% blight Changes damage: +21% physical Maximum mana: +80.00 Maximum vim: +20.00 Spellpower: +4 (+0 eff.) Damage Shield penetration: +70% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Dradur (40.5-60.75 power, 25 apr) Dradur (40.5-60.75 power, 25 apr)Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Base power: 40.5 - 60.8 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Physical crit. chance: +5.0% Attack speed: 100% Block value: +88 Attacks use: 1.0 Steam When used to attack (with talents): Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Damage (Melee): +20 acid When wielded/worn: Accuracy: +12 (+2 eff.) Armour: +6 Defense: +25 (+5 eff.) Fatigue: +12% Effects when hit in melee: * 19% chance to corrode armour Changes stats: +1 Cun / +6 Con Changes resistances: +30% lightning / +19% acid Changes resistances penetration: +5% arcane Changes damage: +6% blight Talent granted: +3 Block Critical mult.: +10.00% Disarm immunity: +48% Spellpower on spell critical (stacks up to 3 times): +8 Maximum hate: +2.00 Maximum vim: +10.00 Spellpower: +4 (+0 eff.) Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
Stormwolf (39-58.5 power, 25 apr) Stormwolf (39-58.5 power, 25 apr)Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Base power: 39.0 - 58.5 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Physical crit. chance: +5.0% Attack speed: 100% Block value: +96 Burst (radius 1) on hit: +19 fire Attacks use: 1.0 Steam When used to attack (with talents): Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical On weapon hit: * 20% chance to daze * reduce the cooldown of your ward talent by 1 Damage (Melee): +8 temporal When wielded/worn: Accuracy: +14 (+2 eff.) Armour: +6 Defense: +10 (+2 eff.) Fatigue: +12% Changes stats: +7 Str / +2 Dex / +1 Mag / +1 Con Changes resistances: +3% lightning / +6% temporal Maximum wards: +6 lightning / +5 temporal / +4 blight / +6 fire / +6 cold Changes damage: +14% physical Talents granted: +1 Ward +3 Block Stamina when hit: +2.40 Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
Yarihek (40-60 power, 25 apr) Yarihek (40-60 power, 25 apr)Requires: - Strength 48 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Base power: 40.0 - 60.0 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Physical crit. chance: +5.0% Attack speed: 100% Block value: +104 On weapon hit: * 35% chance to corrode armour Damage (Melee): +20 temporal / +20 nature Attacks use: 1.0 Steam When used to attack (with talents): Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Damage (Melee): +8 physical Damage against: +20% Undead When wielded/worn: Armour: +6 Defense: +25 (+5 eff.) Fatigue: +12% Changes resistances: +9% acid Changes resistances penetration: +32% acid Talent granted: +3 Block Spell save: +9 (+1 eff.) Life regen: +2.20 Deflect projectiles away: +19% Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
voratun steamsaw 'Radhihor' (52.5-78.75 power, 25 apr) voratun steamsaw 'Radhihor' (52.5-78.75 power, 25 apr)Requires: - Strength 48 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Base power: 52.5 - 78.8 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Physical crit. chance: +5.0% Attack speed: 100% Block value: +99 Damage (Melee): +17 temporal / +12 nature / +8 mind Attacks use: 1.0 Steam When wielded/worn: Physical power: +11 (+1 eff.) Armour: +6 Defense: +10 (+2 eff.) Fatigue: +12% Changes stats: +1 Cun / +2 Con Changes resistances penetration: +10% mind / +11% physical Grants telepathy: Humanoid/Orc Talent granted: +3 Block Disarm immunity: +18% Maximum psi: +10.00 Mindpower: +2 (+1 eff.) Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
Skullcleaver (20-28 power, 4 apr) Skullcleaver (20-28 power, 4 apr)Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 20.0 - 28.0 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +12.0% Attack speed: 100% When this weapon hits: Greater Weapon Focus (10% chance level 2). Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Zubikira the voratun waraxe (55-77 power, 6 apr) Zubikira the voratun waraxe (55-77 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 55.0 - 77.0 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Blight Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * 40% chance to disease On weapon crit: * cripple the target Burst (radius 1) on hit: +8 temporal When wielded/worn: Physical crit. chance: +28.0% Changes resistances: +12% temporal Changes resistances penetration: +10% temporal Changes damage: +3% blight / +6% temporal One-handed war axes. |
voratun waraxe 'Flameblast' (40.5-56.7 power, 6 apr) voratun waraxe 'Flameblast' (40.5-56.7 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 40.5 - 56.7 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 17% chance to disease * 20% chance to torment the target Damage (Melee): +16 blight / +19 mind Burst (radius 2) on crit: +8 fire When wielded/worn: Changes stats: +3 Cun Changes resistances penetration: +15% mind / +15% darkness Mental save: +6 (+1 eff.) Disease immunity: +32% Spellpower on spell critical (stacks up to 3 times): +8 Maximum vim: +30.00 Spellpower: +6 (+1 eff.) It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. One-handed war axes. |
Eilinona EilinonaPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Defense: +23 (+5 eff.) Changes stats: +6 Mag / +6 Wil Changes resistances: +9% mind Changes resistances penetration: +10% arcane Changes damage: +12% blight Reduced damage from: +30% Summoned Stealth bonus: +15 Spell crit. chance: +6% Mindpower: +4 (+1 eff.) Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +28% A belt that goes around your waist. |
Emblem of Evasion Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+4 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% It can be used to activate talent Evasion (costing 17 power out of 30/30) : Effective talent level: 4.8 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 38% chance to completely evade them and granting you 55 defense for 13 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Arcblow the cashmere cloak (9 def, 0 armour) Arcblow the cashmere cloak (9 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +9 (+2 eff.) Effects on melee hit: * 30% chance to daze Changes stats: +2 Str / +2 Dex / +2 Cun Changes resistances: +13% darkness / +15% temporal Grants telepathy: Demon/Minor Demon/Major Physical save: +7 (+1 eff.) Light radius: +2 Defense after a teleport: +14 Resist all after a teleport: +12% New effects duration reduction after a teleport: +13% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 6 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak of battle (7 def, 0 armour) enveloping linen cloak of battle (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +1 (+0 eff.) Defense: +7 (+1 eff.) Fatigue: -2% Physical save: +6 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Blackransom the elven-silk robe (5 def, 0 armour) Blackransom the elven-silk robe (5 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +8 Str / +8 Mag / +11 Wil / +1 Cun / +10 Con Changes resistances: +15% lightning / +15% cold / +27% nature / +6% darkness Changes damage: +15% lightning / +15% physical / +6% darkness / +19% cold / +33% nature Critical mult.: +10.00% Poison immunity: +48% Disease immunity: +50% Psi when hit: +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Crimson Robe (12 def, 0 armour) Crimson Robe (12 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+2 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.10 Psionic / Solipsism +0.20 Cursed / Slaughter +0.20 Cursed / Punishments 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 (+4 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Toxinsquall (5 def, 0 armour) Toxinsquall (5 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 8 nature / 12 acid Changes stats: +6 Wil / +16 Mag Changes resistances: +20% acid / +20% physical / +20% fire / +18% nature / +20% cold Changes resistances penetration: +15% temporal / +15% physical Changes damage: +15% acid / +29% temporal / +15% cold / +14% fire / +33% physical Talent cooldown: Refit Golem (-5 turns) Silence immunity: +38% Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +17 (+2 eff.) Reduces paradox anomalies(equivalent to willpower): +16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Shadesting (0 def, 5 armour) Shadesting (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 30% chance to inflict damage reduction Changes stats: +2 Wil / +4 Cun / +5 Con Changes resistances: +5% arcane Changes resistances penetration: +10% mind Physical save: +18 (+2 eff.) Mental save: +17 (+2 eff.) Stamina each turn: +1.00 Maximum stamina: +28.00 Movement speed: +20% A pair of boots made of leather. |
Loambutcher the hardened leather gloves (0 def, 2 armour) Loambutcher the hardened leather gloves (0 def, 2 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Physical power: +7 (+0 eff.) Armour: +2 Damage (Melee): 4 acid / 6 fire / 5 cold / 5 lightning Damage when hit (Melee): 12 nature Changes stats: +4 Str / +2 Mag / +2 Wil Changes resistances: +3% mind Disarm immunity: +0% Mana each turn: +0.18 Spellpower: +7 (+1 eff.) Spell crit. chance: +5% When used to modify unarmed attacks: Base power: 23.0 - 25.3 Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Elemental Bolt (10% chance level 3). Damage (Melee): +12 ice / +8 acid / +9 fire / +12 arcane / +7 lightning Burst (radius 1) on hit: +12 nature Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Steam Powered Gauntlets (0 def, 12 armour) Steam Powered Gauntlets (0 def, 12 armour)Requires: - Talent Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +10.0% Attack speed: 83% Gauntlets. But with steam power! |
drakeskin leather gloves 'Hathyhir' (0 def, 3 armour) drakeskin leather gloves 'Hathyhir' (0 def, 3 armour)Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +19 (+3 eff.) Armour penetration: +15 Armour: +3 Damage (Melee): 14 nature Changes stats: +9 Cun / +9 Dex Changes resistances: +9% nature Changes damage: +11% nature Grants telepathy: Demon/Minor Demon/Major Physical save: +10 (+1 eff.) Mental save: +16 (+2 eff.) Disarm immunity: +50% Equilibrium when hit: +0.08 Mental crit. chance: +1% Heals friendly targets nearby when you use a nature summon: +10 When used to modify unarmed attacks: Base power: 26.5 - 29.2 Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +21 Armour Penetration: +15 Physical crit. chance: +5.0% Attack speed: 100% When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Poison Breath (10% chance level 5). When this weapon hits: Perfect Control (10% chance level 5). Damage (Melee): +4 mind Burst (radius 2) on crit: +15 nature / +12 mind It can be used to activate talent Steady Shot, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Glintonslaught (0 def, 5 armour) Glintonslaught (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Armour: +5 Fatigue: +5% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 blight Changes stats: +6 Str / +3 Dex / +4 Cun Changes resistances: +15% lightning Stamina when hit: +1.80 Equilibrium when hit: +1.80 Light radius: +3 A cap made of leather. |
Hat of Arcane Understanding (2 def, 0 armour) Hat of Arcane Understanding (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Only supremacy of the arcane can release its full power. When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +20% arcane Talent mastery: +0.20 Spell / Meta Talent cooldown: Disruption Shield (-10 turns) Mana each turn: +2.00 A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
Lelaharadin (11 def, 5 armour) Lelaharadin (11 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Physical power: +6 (+0 eff.) Armour: +5 Defense: +11 (+2 eff.) Fatigue: +5% Effects when hit in melee: * 20% chance to gain 10% of a turn Changes stats: +5 Str / +4 Wil / +14 Cun / +4 Con Changes resistances: +6% acid / +6% fire Reduces incoming crit damage: 16.00% Cut immunity: +15% Stun/Freeze immunity: +15% Teleport immunity: +15% Mindpower: +6 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Omniscience (7 def, 0 armour) Omniscience (7 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+1 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+3 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+4 eff.) Mental crit. chance: +9% Infravision radius: +5 It can be used to reveal the surrounding area (range 20), costing 17 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
Shadesteel the elven-silk wizard hat (3 def, 0 armour) Shadesteel the elven-silk wizard hat (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 8 blight Changes stats: +7 Cun / +8 Wil Changes resistances: +23% darkness / +14% physical Changes resistances penetration: +15% darkness / +5% blight Changes damage: +18% darkness / +15% physical Mental save: +20 (+3 eff.) Confusion immunity: -20% Fear immunity: -20% Mana each turn: +0.25 Maximum hate: +12.00 Spellpower: +4 (+0 eff.) Spell crit. chance: +4% Mindpower: +8 (+2 eff.) Mental crit. chance: +12% It can be used to activate talent Hateful Whisper, placing all other charms into a 9 cooldown : Effective talent level: 4.0 Power cost: 9 out of 15/15. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 593 mind damage and feed you 4 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 3.0. Every victim of the whisper has a 30% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+2 eff.) Spell save: +12 (+2 eff.) Mental save: +12 (+2 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
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 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 (+3 eff.) It can be used to activate talent Instill Fear (costing 11 power out of 45/45) : Effective talent level: 2.0 Power cost: 11 out of 45/45. Range: 10 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 37% 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 29%. 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. |
Scale Mail of Kroltar (10 def, 18 armour) Scale Mail of Kroltar (10 def, 18 armour)Requires: - Strength 38 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+2 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 It can be used to activate talent Inferno (costing 28 power out of 80/80) : Effective talent level: 3.0 Power cost: 28 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a spell Description: Raging flames burn foes and allies alike, doing 152.92 fire damage in a radius of 5 each turn for 8 turns. The damage will increase with your Spellpower. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
voratun mail armour 'Chargewaker' (5 def, 10 armour) voratun mail armour 'Chargewaker' (5 def, 10 armour)Requires: - Strength 48 - Talent Armour Training Powered by arcane forces Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +16% Effects on melee hit: * 30% chance to inflict damage reduction Damage (Melee): 22 acid / 21 fire Damage when hit (Melee): 16 acid / 15 fire / 22 lightning Changes resistances: +44% acid / +30% fire / +9% mind / +3% lightning Changes damage: +3% lightning Life regen: +4.00 Maximum life: +100.00 Healing mod.: +30% A suit of armour made of mail. |
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 When wielded/worn: Armour: +18 Armour Hardiness: +15% Defense: +18 (+4 eff.) Damage when hit (Melee): 15 darkness / 15 cold Changes stats: +5 Dex / +5 Mag / +5 Cun Changes resistances: +30% temporal / +30% darkness / +30% cold Changes damage: +20% darkness / +20% cold Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Shades +0.10 Cunning / Stealth Critical mult.: +20.00% Stealth bonus: +10 Spellpower: +10 (+1 eff.) Healing mod.: -15% It can be used to turn yourself invisible (power 43, based on Cunning and Magic) for 10 turns, costing 28 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
Islylle (4 def, 9 armour) Islylle (4 def, 9 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+1 eff.) Fatigue: +22% Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances: +18% acid / +22% temporal / +6% arcane Spell save: +10 (+2 eff.) Silence immunity: +5% A suit of armour made of metal plates. |
Ameldir the steel shield (6 def, 2 armour, 20-24 power, 35 block) Ameldir the steel shield (6 def, 2 armour, 20-24 power, 35 block)Requires: - Strength 16 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 20.0 - 24.0 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +35 Damage (Melee): +11 acid When wielded/worn: Armour: +2 Defense: +6 (+1 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Effects on melee hit: * 20% chance to disease Effects when hit in melee: * 10% chance to corrode armour Changes stats: +1 Con Changes resistances: +11% acid / +11% mind / +15% lightning Reduce damage by fixed amount: +0 acid Talent granted: +2 Block Spell crit. chance: +1% Handheld deflection devices. |
Hanilach the Chargequeen (12 def, 3 armour, 71.5-85.8 power, 188.5 block) Hanilach the Chargequeen (12 def, 3 armour, 71.5-85.8 power, 188.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 71.5 - 85.8 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +188 Damage (Melee): +20 light / +12 lightning Burst (radius 2) on crit: +12 light / +8 fire When wielded/worn: Armour: +3 Defense: +12 (+2 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Effects when hit in melee: * 40% chance to blind Changes stats: +5 Mag / +7 Con Changes resistances: +59% acid / +6% fire / +15% light / +12% lightning Talent granted: +5 Block Handheld deflection devices. |
The Black Wall (12 def, 9 armour, 52-62.4 power, 200 block) The Black Wall (12 def, 9 armour, 52-62.4 power, 200 block)Requires: - Strength 28 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 52.0 - 62.4 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Darkness Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +200 When wielded/worn: Armour: +9 Defense: +12 (+2 eff.) Ranged Defense: +15 (+3 eff.) Fatigue: +28% Damage when hit (Melee): 10 darkness Changes resistances: +0% all Talent masteries: +0.20 Technique / Shield defense +0.20 Technique / Shield offense +0.20 Corruption / Doom shield Talent granted: +5 Block Shadow Power: +5 Increases all resists by 0.4% for each point of your Shadow Power. "With this, no one will ever harm you again." |
Titanic (20 def, 18 armour, 48-57.6 power, 320 block) Titanic (20 def, 18 armour, 48-57.6 power, 320 block)Requires: - Strength 37 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +320 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+4 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +30% Talent granted: +4 Block This shield made of the darkest stralite is huge, heavy and very solid. |
crackling voratun shield of patience (12 def, 3 armour, 67-80.4 power, 185.5 block) crackling voratun shield of patience (12 def, 3 armour, 67-80.4 power, 185.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 67.0 - 80.4 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +186 Damage (Melee): +20 lightning / +18 temporal When wielded/worn: Armour: +3 Defense: +12 (+2 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Effects when hit in melee: * 17% chance to daze Damage when hit (Melee): 18 temporal Changes stats: +4 Dex Changes resistances: +15% lightning / +20% temporal Talent granted: +5 Block Activating this item is instant. It can be used to activate talent Time Shield, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (476) is absorbed, or the time runs out (8 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 46%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
Arilewen the Kindleprophet (20/20, 63.5-88.9 power, 29 apr) Arilewen the Kindleprophet (20/20, 63.5-88.9 power, 29 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 63.5 - 88.9 Uses stats: 30% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Fire Accuracy bonus: +0.2% crit / acc Armour Penetration: +29 Physical crit. chance: +11.0% Capacity: 20 On weapon hit: * 20% chance to gain 10% of a turn On weapon crit: * wounds the target Travel speed: +200% Damage (Ranged): +12 temporal / +28 darkness / +8 fire / +20 bleed Burst (radius 2) on crit: +12 temporal Damage against: +19% Living Arrows are used with bows to pierce your foes to death. |
Arkul's Siege Arrows (13/14, 68-95.2 power, 100 apr) Arkul's Siege Arrows (13/14, 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 Uses stats: 30% Wil, 50% Dex, 50% Mag, 70% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +100 Physical crit. chance: +10.0% Capacity: 14 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. |
Quiver of the Sun (25/25, 34-47.6 power, 15 apr) Quiver of the Sun (25/25, 34-47.6 power, 15 apr)Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 34.0 - 47.6 Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Bright light Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Physical crit. chance: +2.0% Capacity: 25 Travel speed: +300% Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
The Titan's Quiver (18/18, 62-86.8 power, 20 apr) The Titan's Quiver (18/18, 62-86.8 power, 20 apr)Requires: - Strength 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 62.0 - 86.8 Uses stats: 30% Wil, 50% Dex, 50% Mag, 70% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +20 Physical crit. chance: +8.0% Capacity: 18 On weapon crit: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. |
Urthovor the quiver of dragonbone arrows (21/21, 57.5-80.5 power, 18 apr) Urthovor the quiver of dragonbone arrows (21/21, 57.5-80.5 power, 18 apr)Requires: - Dexterity 48 Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 57.5 - 80.5 Uses stats: 30% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +6.0% Capacity: 21 On weapon hit: * 40% chance to cause random gloom * 40% chance to disease * 10% chance to knock the target back * 20% chance to torment the target Travel speed: +200% Damage (Ranged): +106 physical / +17 darkness / +20 mind Burst (radius 1) on hit: +4 physical Arrows are used with bows to pierce your foes to death. |
quiver of dragonbone arrows 'Xaniwyn' (22/22, 53.5-74.9 power, 18 apr) quiver of dragonbone arrows 'Xaniwyn' (22/22, 53.5-74.9 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 53.5 - 74.9 Uses stats: 30% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Blight Accuracy bonus: +0.2% crit / acc Accuracy: +25 Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 22 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 65% chance to disease * 45% chance to cause random gloom * 20% chance to curse the target Damage (Ranged): +43 blight / +20 darkness Burst (radius 1) on hit: +12 blight Arrows are used with bows to pierce your foes to death. |
3 agate 3 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
565 alchemist agate 565 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
8 onyx 8 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 aquamarine 5 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 lapis lazuli 10 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal 2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 sapphire 4 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz 6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
demon seed [champion of Urh'Rok] (level 25, body) demon seed [champion of Urh'Rok] (level 25, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'body' When attach to an other item: Changes stats: +8 Str / +8 Mag Maximum life: +62.50 Demon status: alive (100% life). The seed of a demon. |
demon seed [champion of Urh'Rok] (level 25, mainhand) demon seed [champion of Urh'Rok] (level 25, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +3 Doomed Nature Demon status: alive (100% life). The seed of a demon. |
demon seed [champion of Urh'Rok] (level 25, offhand) demon seed [champion of Urh'Rok] (level 25, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'offhand' When attach to an other item: Talent granted: +3 Armoured Leviathan Demon status: alive (100% life). The seed of a demon. |
demon seed [champion of Urh'Rok] (level 26, body) demon seed [champion of Urh'Rok] (level 26, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'body' When attach to an other item: Changes stats: +8 Str / +8 Mag Maximum life: +65.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [champion of Urh'Rok] (level 50, body) demon seed [champion of Urh'Rok] (level 50, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'body' When attach to an other item: Changes stats: +12 Str / +12 Mag Maximum life: +125.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [champion of Urh'Rok] (level 50, offhand) demon seed [champion of Urh'Rok] (level 50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'offhand' When attach to an other item: Talent granted: +5 Armoured Leviathan Demon status: alive (100% life). The seed of a demon. |
demon seed [daelach] (level 50, offhand) demon seed [daelach] (level 50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'offhand' When attach to an other item: Talent granted: +5 Fiery Portal Demon status: alive (100% life). The seed of a demon. |
demon seed [dolleg] (level 13, finger) demon seed [dolleg] (level 13, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'finger' When attach to an other item: Vim when hitting in melee: +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [dolleg] (level 14, body) demon seed [dolleg] (level 14, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +2 Blighted Path Demon status: alive (100% life). The seed of a demon. |
demon seed [dolleg] (level 16, mainhand) demon seed [dolleg] (level 16, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'mainhand' When attach to an other item: 20% chance to trigger a Blood Grasp cast of level 2 The seed of a demon. |
demon seed [dolleg] (level 26, mainhand) demon seed [dolleg] (level 26, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'mainhand' When attach to an other item: 20% chance to trigger a Blood Grasp cast of level 3 The seed of a demon. |
demon seed [dolleg] (level 50, offhand) demon seed [dolleg] (level 50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +35% blight Reduce damage by fixed amount: +25 blight Demon status: alive (100% life). The seed of a demon. |
demon seed [dúathedlen] (level 13, mainhand) demon seed [dúathedlen] (level 13, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +2 Corrupt Light Demon status: alive (100% life). The seed of a demon. |
demon seed [dúathedlen] (level 15, body) demon seed [dúathedlen] (level 15, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +2 Shadowmeld Demon status: alive (100% life). The seed of a demon. |
demon seed [dúathedlen] (level 41, offhand) demon seed [dúathedlen] (level 41, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'offhand' When attach to an other item: Grants telepathy: Humanoid Demon Demon status: alive (100% life). The seed of a demon. |
demon seed [dúathedlen] (level 43, body) demon seed [dúathedlen] (level 43, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +5 Shadowmeld Demon status: alive (100% life). The seed of a demon. |
demon seed [dúathedlen] (level 43, mainhand) demon seed [dúathedlen] (level 43, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 3 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Corrupt Light Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 10, finger) demon seed [fire imp] (level 10, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 23, mainhand) demon seed [fire imp] (level 23, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +3 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 24, body) demon seed [fire imp] (level 24, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +3 Fiery Cleansing Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 24, body) demon seed [fire imp] (level 24, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +3 Fiery Cleansing Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 5, mainhand) demon seed [fire imp] (level 5, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +1 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 50, mainhand) demon seed [fire imp] (level 50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 7, mainhand) demon seed [fire imp] (level 7, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +1 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 9, mainhand) demon seed [fire imp] (level 9, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +1 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
demon seed [forge-giant] (level 22, mainhand) demon seed [forge-giant] (level 22, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +3 Inferno Mana each turn: +0.50 Demon status: alive (100% life). The seed of a demon. |
demon seed [forge-giant] (level 23, offhand) demon seed [forge-giant] (level 23, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'offhand' When attach to an other item: Talent granted: +3 Flash Block Demon status: alive (100% life). The seed of a demon. |
demon seed [forge-giant] (level 50, body) demon seed [forge-giant] (level 50, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'body' When attach to an other item: Reduces duration of detrimental effects by 40% The seed of a demon. |
demon seed [forge-giant] (level 50, mainhand) demon seed [forge-giant] (level 50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Inferno Mana each turn: +0.50 Demon status: alive (100% life). The seed of a demon. |
demon seed [forge-giant] (level 50, offhand) demon seed [forge-giant] (level 50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 6 Attach on item worn on slot 'offhand' When attach to an other item: Talent granted: +5 Flash Block Demon status: alive (15% life). The seed of a demon. |
demon seed [quasit] (level 9, finger) demon seed [quasit] (level 9, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +2.00 Demon status: alive (15% life). The seed of a demon. |
demon seed [thaurhereg] (level 17, body) demon seed [thaurhereg] (level 17, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'body' When attach to an other item: Silence immunity: +50% Demon status: alive (100% life). The seed of a demon. |
demon seed [thaurhereg] (level 18, offhand) demon seed [thaurhereg] (level 18, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'offhand' When attach to an other item: Talent granted: +2 Blood Shield Demon status: alive (100% life). The seed of a demon. |
demon seed [thaurhereg] (level 22, body) demon seed [thaurhereg] (level 22, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'body' When attach to an other item: Silence immunity: +58% Demon status: alive (100% life). The seed of a demon. |
demon seed [thaurhereg] (level 23, mainhand) demon seed [thaurhereg] (level 23, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'mainhand' When attach to an other item: 25% chance to trigger a Silence cast of level 3 The seed of a demon. |
demon seed [uruivellas] (level 20, mainhand) demon seed [uruivellas] (level 20, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +2 Disarm Demon status: alive (100% life). The seed of a demon. |
demon seed [uruivellas] (level 24, mainhand) demon seed [uruivellas] (level 24, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +3 Disarm Demon status: alive (100% life). The seed of a demon. |
demon seed [uruivellas] (level 25, offhand) demon seed [uruivellas] (level 25, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'offhand' When attach to an other item: Talent granted: +3 Battle Call Demon status: alive (100% life). The seed of a demon. |
demon seed [uruivellas] (level 40, finger) demon seed [uruivellas] (level 40, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'finger' When attach to an other item: Vim when hitting in melee: +2.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [uruivellas] (level 50, mainhand) demon seed [uruivellas] (level 50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 4 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Disarm Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (level 15, body) demon seed [water imp] (level 15, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +2 Blackice Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (level 44, mainhand) demon seed [water imp] (level 44, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Frost Grab Mana each turn: +0.50 Demon status: alive (15% life). The seed of a demon. |
demon seed [water imp] (level 50, finger) demon seed [water imp] (level 50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +2.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (level 50, offhand) demon seed [water imp] (level 50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 2 Attach on item worn on slot 'offhand' When attach to an other item: Reduce damage by fixed amount: +25 darkness Changes resistances penetration: +25% darkness Demon status: alive (100% life). The seed of a demon. |
demon seed [wretch titan] (level 50, body) demon seed [wretch titan] (level 50, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'body' When attach to an other item: Reduces incoming crit damage: 35.00% Demon status: alive (100% life). The seed of a demon. |
demon seed [wretch titan] (level 50, offhand) demon seed [wretch titan] (level 50, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 5 Attach on item worn on slot 'offhand' When attach to an other item: Talent granted: +5 Acid Burst Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 12, offhand) demon seed [wretchling] (level 12, offhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'offhand' When attach to an other item: Changes resistances: +16% acid Reduce damage by fixed amount: +6 acid Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 17, finger) demon seed [wretchling] (level 17, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 50, body) demon seed [wretchling] (level 50, body)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'body' When attach to an other item: Talent granted: +5 Acidic Bath Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 50, finger) demon seed [wretchling] (level 50, finger)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'finger' When attach to an other item: Vim when hit: +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 50, mainhand) demon seed [wretchling] (level 50, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +5 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 6, mainhand) demon seed [wretchling] (level 6, mainhand)Powered by arcane forces 0.00 Encumbrance. [Unique] Type: seed / demon ; tier 1 Attach on item worn on slot 'mainhand' When attach to an other item: Talent granted: +1 Corrosive Slashes Demon status: alive (96% life). The seed of a demon. |
Earidedil the voratun pickaxe (dig speed 6 turns) =dig it= Earidedil the voratun pickaxe (dig speed 6 turns) =dig it=Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Fatigue: -10% Changes stats: +8 Str Changes resistances: +10% darkness / +10% fire Changes damage: +15% mind / +15% fire Grants telepathy: Humanoid/Orc Mental save: +13 (+2 eff.) Psi when hit: +0.12 Maximum psi: +30.00 Mindpower: +6 (+1 eff.) Heals friendly targets nearby when you use a nature summon: +40 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 emerald 4 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 jade 5 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
13 spinel 13 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 turquoise 5 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Dúathedlen Heart Dúathedlen HeartPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 4 When wielded/worn: Physical power: +7 (+0 eff.) Changes resistances: +30% light Changes resistances cap: +10% light Talent mastery: +0.10 Cunning / Stealth Light radius: -1000 Infravision radius: +6 It can be used to activate talent Blood Grasp (costing 6 power out of 15/15) : Effective talent level: 3.0 Power cost: 6 out of 15/15. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 589.19 blight damage and healing you for half the damage done. The damage will increase with your Spellpower. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
Emeletira the dwarven lantern Emeletira the dwarven lanternInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 8 arcane Changes stats: +2 Wil / +1 Mag Changes damage: +3% blight / +9% arcane / +0% darkness Critical mult.: +5.00% Physical save: +15 (+2 eff.) Mental save: +12 (+2 eff.) Blindness immunity: +41% Confusion immunity: +30% Mana when firing critical spell: +1.00 Spellpower: +2 (+0 eff.) Mindpower: +11 (+2 eff.) Mental crit. chance: +11% Light radius: +10 Infravision radius: +0 See stealth: +21 See invisible: +22 Healing mod.: +30% It can be used to activate talent Track, placing all other charms into a 23 cooldown : Effective talent level: 2.0 Power cost: 23 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 39 for 5 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Galumnir the Spiderhack Galumnir the SpiderhackPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 24 fire Changes stats: +2 Wil / +1 Mag Changes resistances: +8% fire Changes damage: +9% arcane Mental save: +21 (+3 eff.) Vim when firing critical spell: +3.00 Spellpower: +2 (+0 eff.) Spell crit. chance: +1% Mindpower: +9 (+2 eff.) Mental crit. chance: +7% Light radius: +4 See stealth: +14 See invisible: +21 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (135 power, based on Willpower), costing 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
3 bloodstone 3 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 fire opal 4 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 114 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
amazing frost salve [power 91] amazing frost salve [power 91]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 323% efficiency and 72% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (91% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 14 turns. Medical salve. |
amazing pain suppressor salve [power 954] amazing pain suppressor salve [power 954]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 323% efficiency and 72% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -954 life and reduces all damage by 28% for 7 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 6 turns. Medical salve. |
amazing water salve [power 91] amazing water salve [power 91]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 323% efficiency and 72% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (91% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 14 turns. Medical salve. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
perfect black light emitter perfect black light emitterPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'lite' When attach to an other item: Changes damage: +25% darkness Light radius: -5 Infravision radius: +10 See invisible: +10 Tinkers can be attached to normal items to improve them with steam power! |
perfect thunder grenade perfect thunder grenadePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'belt' When attach to an other item: Talent granted: +5 Thunder Grenade Tinkers can be attached to normal items to improve them with steam power! |
Giyawyn the Treegrind [power 29] (9 cooldown) Giyawyn the Treegrind [power 29] (9 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Damage when hit (Melee): 12 nature Infravision radius: +1 See invisible: +3 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 29 for 7 turns, putting all charms on cooldown for 9 turns. When used: 200% chance to regenerate 2 psi. Torques are made by powerful psionics to store psionic powers. |
Emelesewe [power 80] (16 cooldown) Emelesewe [power 80] (16 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 15% chance to corrode armour Damage when hit (Melee): 8 acid Changes resistances: +12% blight Maximum wards: +4 acid / +4 nature / +4 light Talent granted: +1 Ward It can be used to harden the skin for 7 turns increasing armour by 80 and armour hardiness by 70%, putting all charms on cooldown for 16 turns. When used: 100% chance to regenerate 15 equilibrium. Natural totems are made by powerful wilders to store nature power. |
Gebeth the Stardredge [power 3] (4 cooldown) Gebeth the Stardredge [power 3] (4 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 40% chance to blind Changes resistances: +6% nature / +3% acid Changes resistances penetration: +10% light Changes damage: +3% light Talents granted: +4 Rushing Claws +3 Lay Web It can be used to remove up to 3 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 4 turns. Natural totems are made by powerful wilders to store nature power. |
Honeywood Chalice Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+1 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
Tree of Life Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+2 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 6 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
5 amethyst 5 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Cracklewrack the dragonbone wand of firewall [power 341] (4 cooldown) Cracklewrack the dragonbone wand of firewall [power 341] (4 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 8 lightning Changes resistances: +15% lightning Maximum wards: +5 lightning / +5 temporal / +5 blight / +5 fire / +5 cold Changes resistances penetration: +10% lightning Talent cooldown: Void Blast (+6 turn) Talents granted: +4 Void Blast +1 Ward Maximum vim: +20.00 Light radius: +3 Infravision radius: +2 See invisible: +9 It can be used to creates a wall of flames lasting 4 turns (dealing 754 fire damage overall), putting all charms on cooldown for 4 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 diamond 2 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 moonstone 5 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+1 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+1 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 pearl 7 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 quartz 4 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 ametrine 6 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine 4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon 4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom (Madness (Adventure) difficulty)
Killed a Bringer of Doom.By Zudpog the Profane the Ogre Demonologist level 19
56th Dusk 122nd year of Ascendancy at 16:29 see stats
Curse Lifter (Madness (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Zudpog the Profane the Ogre Demonologist level 18
48th Dusk 122nd year of Ascendancy at 01:37 see stats
Dragon's Greed (Madness (Adventure) difficulty)
Amassed 8000 gold pieces.By Zudpog the Profane the Ogre Demonologist level 9
76th Pyre 122nd year of Ascendancy at 20:06 see stats
Exterminator (Madness (Adventure) difficulty)
Killed 1000 creatures.By Zudpog the Profane the Ogre Demonologist level 27
61st Dusk 122nd year of Ascendancy at 22:22 see stats
Fear me not! (Madness (Adventure) difficulty)
Survived the Fearscape!By Zudpog the Profane the Ogre Demonologist level 10
4th Mirth 122nd year of Ascendancy at 10:54 see stats
Hell has no fury like a demon scorned! (Madness (Adventure) difficulty)
Escaped the Searing Halls.By Zudpog the Profane the Ogre Demonologist level 6
75th Pyre 122nd year of Ascendancy at 22:49 see stats
Home sweet home (Madness (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Zudpog the Profane the Ogre Demonologist level 21
57th Dusk 122nd year of Ascendancy at 10:56 see stats
Level 10 (Madness (Adventure) difficulty)
Got a character to level 10.By Zudpog the Profane the Ogre Demonologist level 10
4th Mirth 122nd year of Ascendancy at 07:29 see stats
Level 20 (Madness (Adventure) difficulty)
Got a character to level 20.By Zudpog the Profane the Ogre Demonologist level 20
57th Dusk 122nd year of Ascendancy at 00:36 see stats
Level 30 (Madness (Adventure) difficulty)
Got a character to level 30.By Zudpog the Profane the Ogre Demonologist level 30
62nd Dusk 122nd year of Ascendancy at 02:35 see stats
Level 40 (Madness (Adventure) difficulty)
Got a character to level 40.By Zudpog the Profane the Ogre Demonologist level 40
64th Dusk 122nd year of Ascendancy at 18:16 see stats
Overpowered! (Madness (Adventure) difficulty)
Did over 6000 damage in one attack.By Zudpog the Profane the Ogre Demonologist level 30
62nd Dusk 122nd year of Ascendancy at 03:00 see stats
Rescuer of the lost (Madness (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Zudpog the Profane the Ogre Demonologist level 17
5th Dusk 122nd year of Ascendancy at 15:36 see stats
Size is everything (Madness (Adventure) difficulty)
Did over 1500 damage in one attack.By Zudpog the Profane the Ogre Demonologist level 23
60th Dusk 122nd year of Ascendancy at 06:25 see stats
Size matters (Madness (Adventure) difficulty)
Did over 600 damage in one attack.By Zudpog the Profane the Ogre Demonologist level 14
9th Mirth 122nd year of Ascendancy at 04:05 see stats
The Arena (Madness (Adventure) difficulty)
Unlocked Arena mode.By Zudpog the Profane the Ogre Demonologist level 9
3rd Mirth 122nd year of Ascendancy at 11:57 see stats
The bigger the better! (Madness (Adventure) difficulty)
Did over 3000 damage in one attack.By Zudpog the Profane the Ogre Demonologist level 23
60th Dusk 122nd year of Ascendancy at 06:25 see stats
The secret city (Madness (Adventure) difficulty)
Discovered the truth about mages.By Zudpog the Profane the Ogre Demonologist level 9
2nd Mirth 122nd year of Ascendancy at 04:47 see stats
Treasure Hoarder (Madness (Adventure) difficulty)
Amassed 3000 gold pieces.By Zudpog the Profane the Ogre Demonologist level 4
75th Pyre 122nd year of Ascendancy at 03:40 see stats
Treasure Hunter (Madness (Adventure) difficulty)
Amassed 1000 gold pieces.By Zudpog the Profane the Ogre Demonologist level 2
74th Pyre 122nd year of Ascendancy at 11:00 see stats
Log
You gain 7.39 gold from the melting of dragonbone vilestaff of wizardry (30-36 power, 6 apr, acid element).
You gain 20.54 gold from the melting of drakeskin leather sling 'Unrydin'.
You collect a new ingredient: lump of voratun (1).
You gain 7.54 gold from the melting of thunderous voratun longsword (44-61.6 power, 6 apr).
You collect a new ingredient: lump of voratun (1).
You gain 3.86 gold from the melting of voratun greatsword of erosion (65-104 power, 4 apr).
You collect a new ingredient: lump of voratun (1).
You gain 4.08 gold from the melting of voratun dagger of paradox (37-48.1 power, 9 apr).
You collect a new ingredient: lump of voratun (1).
You gain 5.90 gold from the melting of quick voratun dagger of phasing (38-49.4 power, 17 apr).
You collect a new ingredient: stack of herbs (bilberry) (2).
You gain 4.00 gold from the melting of schematic: Saw Shell.
You collect a new ingredient: stack of herbs (bilberry) (2).
You gain 2.50 gold from the melting of schematic: Pain Suppressor Salve.
You collect a new ingredient: stack of herbs (bilberry) (2).
You gain 4.00 gold from the melting of schematic: Magnetic Shell.
There is a portal to previous level here (press '' or right click to use).
Zudpog the Profane deactivates Blighted Path.
Zudpog the Profane deactivates Tale of Destruction.
Zudpog the Profane deactivates Precise Strikes.
Zudpog the Profane deactivates Overkill.
Zudpog the Profane deactivates Shattered Mind.
Zudpog the Profane deactivates Contingency.
Zudpog the Profane deactivates Willful Tormenter.
Zudpog the Profane deactivates Doom Tendrils.
Zudpog the Profane deactivates Bleak Outcome.
Zudpog the Profane deactivates Range Amplification Device.
Zudpog the Profane deactivates Flame of Urh'Rok.
Zudpog the Profane deactivates Hardened Core.
Zudpog the Profane deactivates Blood Vengeance.
