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Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Adjustable Levelup 1.5.10Allows modification of gains for stats, resources, experience gain, category points, and prodigy points. If you would like to be able to modify other values post them in the comments. UPDATE: I've added the ability to modify stat and level maximums. I have also added the ability to customize which levels stats, talents, talent types, and prodigies are gained at. This allows for alternative leveling schemes such as gaining 2 class points on every even level and 2 generic points every odd level. For example, the max/milestone level could be set to 100, xp gain at 300, and all intervals doubled with alternating offsets for a faster early game, a slower late game, and increased potential for early game specialization. NOTE: All options are accessed after loading a character through the game options window under a new Levelup tab. They will only appear for characters created after the addon is enabled. UPDATE: I've added the ability to toggle unlearning of prodigies and stats. I've also reworked some of the internals to improve compatibility with future changes. Spell Merchants 1.5.10
This Mod adds: 12 Merchants that will sell all Talents, as well as Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue Jewelry, Armor & Weapons! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns.
New Bosses:There are 8 new bosses that will spawn in the new dungeons (they will also spawn in Infinite Dungeon) *Bosses will drop gold on death*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon, talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired. 4. Will conflict with any mods that change the world map file (eyal.lua) *The only currently known conficting mod* is \"Extra Dungeons\" If you like this addon please show your support by hitting that thumbs up button! I've currently spent 200+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements.
If you like this addon please consider rating it :) Possessor Bonus Class 1.5.4Donators/Buyers bonus! Full Respecialization 1.5.5Allows full control over respecialization at any time. Grants the ability to respecialize all your attributes: stats, talents, categories, and prodigies. Categories no longer have a cap. Mage Knight 1.5.5Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Female |
Race | Lich |
Class | Necromancer |
Level / Exp | 171 / 96% |
Size | big |
Lifes / Deaths | Killed by Elilan the thalore at level 6 on the 9th Dusk 122nd year of Ascendancy at 08:36 / 305Killed by Elilan the thalore at level 6 on the 9th Dusk 122nd year of Ascendancy at 09:40 Killed by Atuon the thalore at level 6 on the 9th Dusk 122nd year of Ascendancy at 10:38 Killed by Elilan the thalore at level 6 on the 9th Dusk 122nd year of Ascendancy at 11:44 Killed by Elilan the thalore at level 6 on the 9th Dusk 122nd year of Ascendancy at 12:54 Killed by Elilan the thalore at level 6 on the 9th Dusk 122nd year of Ascendancy at 14:09 Killed by Elilan the thalore at level 6 on the 9th Dusk 122nd year of Ascendancy at 15:21 Killed by Kenncai the human at level 6 on the 42nd Dusk 122nd year of Ascendancy at 12:58 Killed by Kenncai the human at level 6 on the 42nd Dusk 122nd year of Ascendancy at 14:07 Killed by Abond the thalore at level 6 on the 47th Dusk 122nd year of Ascendancy at 00:50 Killed by Abond the thalore at level 6 on the 47th Dusk 122nd year of Ascendancy at 01:57 Killed by shadowblade at level 7 on the 54th Dusk 122nd year of Ascendancy at 06:19 Killed by Assassin Lord at level 7 on the 54th Dusk 122nd year of Ascendancy at 07:16 Killed by bandit at level 7 on the 54th Dusk 122nd year of Ascendancy at 08:11 Killed by Croiamar the human at level 8 on the 67th Dusk 122nd year of Ascendancy at 12:47 Killed by Croiamar the human at level 8 on the 67th Dusk 122nd year of Ascendancy at 13:59 Killed by Croiamar the human at level 8 on the 67th Dusk 122nd year of Ascendancy at 15:16 Killed by Orynco the human at level 8 on the 73rd Dusk 122nd year of Ascendancy at 00:30 Killed by Andutan the thalore at level 8 on the 73rd Dusk 122nd year of Ascendancy at 01:46 Killed by Onir the thalore at level 8 on the 1st Haze 122nd year of Ascendancy at 07:25 Killed by skeleton mage at level 10 on the 19th Haze 122nd year of Ascendancy at 23:31 Killed by Arita at level 10 on the 20th Haze 122nd year of Ascendancy at 07:24 Killed by skeleton mage at level 10 on the 20th Haze 122nd year of Ascendancy at 10:07 Killed by Arita at level 10 on the 20th Haze 122nd year of Ascendancy at 21:54 Killed by Glorakira the sandworm at level 11 on the 21st Haze 122nd year of Ascendancy at 00:33 Killed by ritch flamespitter at level 11 on the 21st Haze 122nd year of Ascendancy at 14:08 Killed by Arita at level 11 on the 21st Haze 122nd year of Ascendancy at 21:22 Killed by sandworm destroyer at level 11 on the 21st Haze 122nd year of Ascendancy at 23:36 Killed by Sandworm Queen at level 11 on the 22nd Haze 122nd year of Ascendancy at 01:19 Killed by Arita at level 12 on the 22nd Haze 122nd year of Ascendancy at 03:18 Killed by green jelly at level 12 on the 22nd Haze 122nd year of Ascendancy at 17:43 Killed by Betewyn the white ooze at level 12 on the 22nd Haze 122nd year of Ascendancy at 21:01 Killed by red crystal at level 13 on the 48th Haze 122nd year of Ascendancy at 14:08 Killed by Eilinira the giant red ant at level 14 on the 50th Haze 122nd year of Ascendancy at 18:19 Killed by Eliwyn the black crystal at level 14 on the 51st Haze 122nd year of Ascendancy at 00:21 Killed by Eliwyn the black crystal at level 14 on the 51st Haze 122nd year of Ascendancy at 13:02 Killed by ink squid at level 15 on the 53rd Haze 122nd year of Ascendancy at 01:52 Killed by Arita at level 15 on the 53rd Haze 122nd year of Ascendancy at 08:32 Killed by Arita at level 15 on the 53rd Haze 122nd year of Ascendancy at 13:51 Killed by blade horror at level 15 on the 53rd Haze 122nd year of Ascendancy at 17:01 Killed by bloated horror at level 15 on the 53rd Haze 122nd year of Ascendancy at 18:08 Killed by devourer at level 15 on the 54th Haze 122nd year of Ascendancy at 00:17 Killed by blade horror at level 15 on the 54th Haze 122nd year of Ascendancy at 01:20 Killed by umbral horror at level 15 on the 54th Haze 122nd year of Ascendancy at 01:41 Killed by shadow at level 15 on the 54th Haze 122nd year of Ascendancy at 02:48 Killed by blade horror at level 15 on the 54th Haze 122nd year of Ascendancy at 04:02 Killed by oozing horror at level 15 on the 54th Haze 122nd year of Ascendancy at 06:06 Killed by oozing horror at level 15 on the 54th Haze 122nd year of Ascendancy at 07:55 Killed by devourer at level 15 on the 54th Haze 122nd year of Ascendancy at 13:47 Killed by devourer at level 15 on the 54th Haze 122nd year of Ascendancy at 19:40 Killed by devourer at level 15 on the 54th Haze 122nd year of Ascendancy at 20:45 Killed by blade horror at level 15 on the 54th Haze 122nd year of Ascendancy at 22:00 Killed by Weirdling Beast at level 15 on the 55th Haze 122nd year of Ascendancy at 16:28 Killed by Emyriawen the bone giant at level 16 on the 79th Haze 122nd year of Ascendancy at 15:38 Killed by Emyriawen the bone giant at level 16 on the 79th Haze 122nd year of Ascendancy at 17:59 Killed by Islylekira the lesser vampire at level 16 on the 79th Haze 122nd year of Ascendancy at 21:09 Killed by Islylekira the lesser vampire at level 16 on the 79th Haze 122nd year of Ascendancy at 22:48 Killed by Xerenn the vampire at level 16 on the 80th Haze 122nd year of Ascendancy at 01:00 Killed by Xerenn the vampire at level 16 on the 80th Haze 122nd year of Ascendancy at 01:57 Killed by Mayymina the bone giant at level 16 on the 80th Haze 122nd year of Ascendancy at 05:10 Killed by Mayymina the bone giant at level 16 on the 80th Haze 122nd year of Ascendancy at 06:14 Killed by Mayymina the bone giant at level 16 on the 80th Haze 122nd year of Ascendancy at 07:21 Killed by Xoyaba the ghoul at level 16 on the 80th Haze 122nd year of Ascendancy at 09:16 Killed by Govea the skeleton mage at level 16 on the 80th Haze 122nd year of Ascendancy at 11:41 Killed by skeleton mage at level 16 on the 80th Haze 122nd year of Ascendancy at 14:56 Killed by Celia at level 16 on the 80th Haze 122nd year of Ascendancy at 16:03 Killed by Celia at level 16 on the 80th Haze 122nd year of Ascendancy at 17:16 Killed by Celia at level 16 on the 80th Haze 122nd year of Ascendancy at 19:35 Killed by Celia at level 16 on the 80th Haze 122nd year of Ascendancy at 19:42 Killed by Celia at level 16 on the 80th Haze 122nd year of Ascendancy at 19:54 Killed by Celia at level 16 on the 80th Haze 122nd year of Ascendancy at 20:12 Killed by Celia at level 16 on the 80th Haze 122nd year of Ascendancy at 20:22 Killed by degenerated skeleton warrior at level 16 on the 80th Haze 122nd year of Ascendancy at 21:26 Killed by cold drake hatchling at level 16 on the 7th Decay 122nd year of Ascendancy at 23:02 Killed by ultimate teluvorta at level 17 on the 2nd Regrowth 123rd year of Ascendancy at 23:25 Killed by fire drake at level 18 on the 3rd Regrowth 123rd year of Ascendancy at 00:45 Killed by armoured skeleton warrior at level 18 on the 3rd Regrowth 123rd year of Ascendancy at 05:49 Killed by Kelad, the One Who Stole Poosh at level 18 on the 4th Regrowth 123rd year of Ascendancy at 00:04 Killed by ultimate telugoroth at level 19 on the 5th Pyre 123rd year of Ascendancy at 21:03 Killed by dredge at level 20 on the 7th Pyre 123rd year of Ascendancy at 16:23 Killed by Rantha the Abomination at level 20 on the 7th Pyre 123rd year of Ascendancy at 18:40 Killed by temporal stalker at level 20 on the 8th Pyre 123rd year of Ascendancy at 02:02 Killed by Chronolith Twin at level 20 on the 8th Pyre 123rd year of Ascendancy at 11:47 Killed by Rantha the Worm at level 21 on the 10th Pyre 123rd year of Ascendancy at 03:28 Killed by Aduth the bloated horror at level 21 on the 14th Pyre 123rd year of Ascendancy at 15:17 Killed by Salulebeth the assassin at level 23 on the 56th Pyre 123rd year of Ascendancy at 14:53 Killed by fire drake at level 23 on the 56th Pyre 123rd year of Ascendancy at 20:46 Killed by thief at level 23 on the 58th Pyre 123rd year of Ascendancy at 06:51 Killed by Cyrowyn the brown bear at level 23 on the 60th Pyre 123rd year of Ascendancy at 00:22 Killed by Layavena the grizzly bear at level 24 on the 60th Pyre 123rd year of Ascendancy at 13:22 Killed by Layavena the grizzly bear at level 24 on the 60th Pyre 123rd year of Ascendancy at 13:23 Killed by Arita at level 24 on the 61st Pyre 123rd year of Ascendancy at 01:31 Killed by thought-forged warrior at level 24 on the 61st Pyre 123rd year of Ascendancy at 12:21 Killed by Lisaba the war bear at level 24 on the 62nd Pyre 123rd year of Ascendancy at 01:51 Killed by Aerawen the war bear at level 24 on the 62nd Pyre 123rd year of Ascendancy at 14:36 Killed by Xerin the black bear at level 24 on the 64th Pyre 123rd year of Ascendancy at 13:59 Killed by Xerin the black bear at level 24 on the 64th Pyre 123rd year of Ascendancy at 15:29 Killed by Emiriabeth the black bear at level 25 on the 64th Pyre 123rd year of Ascendancy at 21:34 Killed by Emiriabeth the black bear at level 25 on the 64th Pyre 123rd year of Ascendancy at 22:52 Killed by snow giant thunderer at level 25 on the 74th Pyre 123rd year of Ascendancy at 03:43 Killed by Polinne the snow giant at level 26 on the 75th Pyre 123rd year of Ascendancy at 01:05 Killed by elven warrior at level 27 on the 78th Pyre 123rd year of Ascendancy at 06:17 Killed by ogre warmaster at level 27 on the 1st Mirth 123rd year of Ascendancy at 15:38 Killed by Bethulera the elven warrior at level 27 on the 1st Mirth 123rd year of Ascendancy at 23:48 Killed by Belamirabeth the elven guard at level 27 on the 2nd Mirth 123rd year of Ascendancy at 07:20 Killed by Xeryrivea the elven guard at level 27 on the 2nd Mirth 123rd year of Ascendancy at 08:52 Killed by Xeryrivea the elven guard at level 27 on the 2nd Mirth 123rd year of Ascendancy at 09:55 Killed by Acolyte of the Sect of Kryl-Feijan at level 27 on the 2nd Mirth 123rd year of Ascendancy at 21:14 Killed by elven corruptor at level 27 on the 14th Dusk 123rd year of Ascendancy at 09:04 Killed by Yvarin the elven corruptor at level 28 on the 15th Dusk 123rd year of Ascendancy at 08:19 Killed by lesser vampire at level 28 on the 24th Dusk 123rd year of Ascendancy at 13:29 Killed by orc grand master assassin at level 29 on the 26th Dusk 123rd year of Ascendancy at 21:42 Killed by skeleton warrior at level 29 on the 26th Dusk 123rd year of Ascendancy at 23:53 Killed by ghast at level 29 on the 27th Dusk 123rd year of Ascendancy at 04:46 Killed by armoured skeleton warrior at level 29 on the 27th Dusk 123rd year of Ascendancy at 07:34 Killed by grave wight at level 30 on the 29th Dusk 123rd year of Ascendancy at 16:28 Killed by wretchling at level 30 on the 31st Dusk 123rd year of Ascendancy at 05:16 Killed by worm that walks at level 30 on the 31st Dusk 123rd year of Ascendancy at 07:50 Killed by worm that walks at level 30 on the 31st Dusk 123rd year of Ascendancy at 10:34 Killed by venom wyrm at level 30 on the 31st Dusk 123rd year of Ascendancy at 12:31 Killed by venom drake at level 30 on the 31st Dusk 123rd year of Ascendancy at 13:47 Killed by skeleton warrior at level 31 on the 34th Dusk 123rd year of Ascendancy at 18:28 Killed by skeleton archer at level 31 on the 37th Dusk 123rd year of Ascendancy at 03:09 Killed by ruin banshee at level 31 on the 37th Dusk 123rd year of Ascendancy at 06:30 Killed by ruin banshee at level 31 on the 37th Dusk 123rd year of Ascendancy at 08:46 Killed by skeleton warrior at level 32 on the 38th Dusk 123rd year of Ascendancy at 01:12 Killed by skeleton mage at level 32 on the 39th Dusk 123rd year of Ascendancy at 02:44 Killed by Porildann the grave wight at level 32 on the 39th Dusk 123rd year of Ascendancy at 04:54 Killed by Porildann the grave wight at level 32 on the 39th Dusk 123rd year of Ascendancy at 06:04 Killed by skeleton mage at level 32 on the 39th Dusk 123rd year of Ascendancy at 07:58 Killed by skeleton warrior at level 32 on the 39th Dusk 123rd year of Ascendancy at 10:03 Killed by Elomina the grave wight at level 32 on the 39th Dusk 123rd year of Ascendancy at 17:43 Killed by Elayabeth the hornet swarm at level 32 on the 39th Dusk 123rd year of Ascendancy at 21:14 Killed by skeleton master archer at level 33 on the 40th Dusk 123rd year of Ascendancy at 19:29 Killed by ruin banshee at level 33 on the 41st Dusk 123rd year of Ascendancy at 02:15 Killed by Arita at level 33 on the 41st Dusk 123rd year of Ascendancy at 06:00 Killed by vampire at level 33 on the 41st Dusk 123rd year of Ascendancy at 08:13 Killed by skeleton archer at level 33 on the 41st Dusk 123rd year of Ascendancy at 11:11 Killed by skeleton archer at level 33 on the 41st Dusk 123rd year of Ascendancy at 18:49 Killed by skeleton archer at level 33 on the 41st Dusk 123rd year of Ascendancy at 20:57 Killed by fire drake at level 33 on the 46th Dusk 123rd year of Ascendancy at 08:09 Killed by venom wyrm at level 33 on the 47th Dusk 123rd year of Ascendancy at 04:16 Killed by Xatha the stone troll at level 34 on the 62nd Dusk 123rd year of Ascendancy at 16:13 Killed by Aerimira the orc assassin at level 34 on the 66th Dusk 123rd year of Ascendancy at 23:17 Killed by Aerimira the orc assassin at level 34 on the 67th Dusk 123rd year of Ascendancy at 00:47 Killed by Nerakira the stone troll at level 34 on the 70th Dusk 123rd year of Ascendancy at 03:33 Killed by Velesetha the headless horror at level 36 on the 76th Dusk 123rd year of Ascendancy at 12:26 Killed by snow giant boulder thrower at level 36 on the 76th Dusk 123rd year of Ascendancy at 18:33 Killed by skeleton archer at level 36 on the 76th Dusk 123rd year of Ascendancy at 22:26 Killed by orc fighter at level 37 on the 32nd Haze 123rd year of Ascendancy at 21:00 Killed by Kra'Tor the Gluttonous at level 37 on the 37th Haze 123rd year of Ascendancy at 09:15 Killed by Arita at level 37 on the 37th Haze 123rd year of Ascendancy at 11:07 Killed by Kra'Tor the Gluttonous at level 37 on the 47th Haze 123rd year of Ascendancy at 07:58 Killed by skeleton warrior at level 37 on the 47th Haze 123rd year of Ascendancy at 09:45 Killed by Kra'Tor the Gluttonous at level 37 on the 47th Haze 123rd year of Ascendancy at 11:21 Killed by orc assassin at level 37 on the 60th Haze 123rd year of Ascendancy at 00:09 Killed by skeleton mage at level 37 on the 6th Decay 123rd year of Ascendancy at 04:37 Killed by orc berserker at level 37 on the 2nd Wintertide 124th year of Ascendancy at 10:52 Killed by Kra'Tor the Gluttonous at level 37 on the 2nd Wintertide 124th year of Ascendancy at 12:20 Killed by Kra'Tor the Gluttonous at level 37 on the 2nd Wintertide 124th year of Ascendancy at 14:38 Killed by Layirin the orc cryomancer at level 37 on the 2nd Wintertide 124th year of Ascendancy at 16:24 Killed by Doomed Shade of Arita at level 37 on the 1st Regrowth 124th year of Ascendancy at 01:32 Killed by orc blood mage at level 38 on the 8th Regrowth 124th year of Ascendancy at 19:47 Killed by Liserarith the eternal bone giant at level 38 on the 9th Regrowth 124th year of Ascendancy at 14:52 Killed by orc necromancer at level 38 on the 10th Regrowth 124th year of Ascendancy at 06:21 Killed by necrotic abomination at level 38 on the 10th Regrowth 124th year of Ascendancy at 08:06 Killed by Arch Zephyr at level 38 on the 10th Regrowth 124th year of Ascendancy at 10:21 Killed by orc corruptor at level 38 on the 10th Regrowth 124th year of Ascendancy at 23:12 Killed by Void Spectre at level 38 on the 11st Regrowth 124th year of Ascendancy at 03:53 Killed by Void Spectre at level 38 on the 11st Regrowth 124th year of Ascendancy at 05:21 Killed by Eilinenn the orc blood mage at level 38 on the 11st Regrowth 124th year of Ascendancy at 20:35 Killed by orc corruptor at level 39 on the 12nd Regrowth 124th year of Ascendancy at 14:46 Killed by armoured skeleton warrior at level 39 on the 13rd Regrowth 124th year of Ascendancy at 01:58 Killed by armoured skeleton warrior at level 39 on the 13rd Regrowth 124th year of Ascendancy at 04:31 Killed by Rotting Titan at level 39 on the 14th Regrowth 124th year of Ascendancy at 20:55 Killed by runed bone giant at level 39 on the 15th Regrowth 124th year of Ascendancy at 02:00 Killed by orc corruptor at level 39 on the 15th Regrowth 124th year of Ascendancy at 07:38 Killed by Forgery of Haze (orc necromancer) at level 39 on the 15th Regrowth 124th year of Ascendancy at 13:13 Killed by ancient lich at level 39 on the 16th Regrowth 124th year of Ascendancy at 03:03 Killed by Rak'shor, Grand Necromancer of the Pride at level 39 on the 17th Regrowth 124th year of Ascendancy at 10:21 Killed by armoured skeleton warrior at level 40 on the 18th Regrowth 124th year of Ascendancy at 12:53 Killed by ritch flamespitter at level 40 on the 22nd Regrowth 124th year of Ascendancy at 08:25 Killed by Arita at level 40 on the 22nd Regrowth 124th year of Ascendancy at 16:55 Killed by storm drake at level 40 on the 22nd Regrowth 124th year of Ascendancy at 20:18 Killed by orc mage-hunter at level 40 on the 24th Regrowth 124th year of Ascendancy at 12:51 Killed by nightmare horror at level 40 on the 24th Regrowth 124th year of Ascendancy at 19:47 Killed by nightmare horror at level 40 on the 24th Regrowth 124th year of Ascendancy at 21:52 Killed by luminous horror at level 40 on the 25th Regrowth 124th year of Ascendancy at 04:21 Killed by blade horror at level 40 on the 25th Regrowth 124th year of Ascendancy at 16:51 Killed by radiant horror at level 40 on the 25th Regrowth 124th year of Ascendancy at 21:40 Killed by Betharawe the orc mage-hunter at level 41 on the 26th Regrowth 124th year of Ascendancy at 11:27 Killed by oozing horror at level 41 on the 28th Regrowth 124th year of Ascendancy at 12:15 Killed by Emelysenor the orc mage-hunter at level 41 on the 29th Regrowth 124th year of Ascendancy at 20:14 Killed by Emelysenor the orc mage-hunter at level 41 on the 29th Regrowth 124th year of Ascendancy at 21:53 Killed by Salegawyn the orc summoner at level 41 on the 30th Regrowth 124th year of Ascendancy at 03:31 Killed by stone golem at level 41 on the 30th Regrowth 124th year of Ascendancy at 07:52 Killed by ritch flamespitter at level 41 on the 30th Regrowth 124th year of Ascendancy at 10:30 Killed by ritch flamespitter at level 41 on the 30th Regrowth 124th year of Ascendancy at 13:17 Killed by cold drake at level 41 on the 31st Regrowth 124th year of Ascendancy at 04:31 Killed by fire drake at level 42 on the 31st Regrowth 124th year of Ascendancy at 10:18 Killed by worm that walks at level 42 on the 32nd Regrowth 124th year of Ascendancy at 00:48 Killed by minotaur at level 42 on the 34th Regrowth 124th year of Ascendancy at 09:06 Killed by ritch flamespitter at level 42 on the 34th Regrowth 124th year of Ascendancy at 10:55 Killed by ritch flamespitter at level 42 on the 34th Regrowth 124th year of Ascendancy at 13:10 Killed by Kra'Tor the Gluttonous at level 43 on the 38th Regrowth 124th year of Ascendancy at 19:31 Killed by orc soldier at level 43 on the 38th Regrowth 124th year of Ascendancy at 22:11 Killed by orc high pyromancer at level 44 on the 48th Regrowth 124th year of Ascendancy at 01:03 Killed by Lisoth the orc cryomancer at level 44 on the 48th Regrowth 124th year of Ascendancy at 04:57 Killed by orc high pyromancer at level 44 on the 48th Regrowth 124th year of Ascendancy at 21:23 Killed by orc high pyromancer at level 44 on the 50th Regrowth 124th year of Ascendancy at 23:05 Killed by dread at level 44 on the 51st Regrowth 124th year of Ascendancy at 05:38 Killed by orc high pyromancer at level 44 on the 51st Regrowth 124th year of Ascendancy at 10:06 Killed by orc high cryomancer at level 44 on the 53rd Regrowth 124th year of Ascendancy at 10:03 Killed by orc high cryomancer at level 44 on the 54th Regrowth 124th year of Ascendancy at 19:57 Killed by orc cryomancer at level 45 on the 55th Regrowth 124th year of Ascendancy at 06:30 Killed by orc pyromancer at level 45 on the 56th Regrowth 124th year of Ascendancy at 06:01 Killed by orc high pyromancer at level 45 on the 56th Regrowth 124th year of Ascendancy at 15:30 Killed by Girin the orc pyromancer at level 45 on the 58th Regrowth 124th year of Ascendancy at 05:41 Killed by orc high pyromancer at level 45 on the 58th Regrowth 124th year of Ascendancy at 11:47 Killed by skeleton master archer at level 45 on the 59th Regrowth 124th year of Ascendancy at 01:07 Killed by Vor, Grand Geomancer of the Pride at level 45 on the 59th Regrowth 124th year of Ascendancy at 09:15 Killed by Vor, Grand Geomancer of the Pride at level 45 on the 59th Regrowth 124th year of Ascendancy at 10:56 Killed by Vor, Grand Geomancer of the Pride at level 45 on the 59th Regrowth 124th year of Ascendancy at 13:07 Killed by Vor, Grand Geomancer of the Pride at level 45 on the 59th Regrowth 124th year of Ascendancy at 15:23 Killed by Vor, Grand Geomancer of the Pride at level 45 on the 59th Regrowth 124th year of Ascendancy at 16:48 Killed by Vor, Grand Geomancer of the Pride at level 45 on the 59th Regrowth 124th year of Ascendancy at 18:58 Killed by orc soldier at level 45 on the 60th Regrowth 124th year of Ascendancy at 19:23 Killed by orc cryomancer at level 46 on the 61st Regrowth 124th year of Ascendancy at 11:09 Killed by orc cryomancer at level 46 on the 62nd Regrowth 124th year of Ascendancy at 01:05 Killed by Voregakira the orc summoner at level 46 on the 66th Regrowth 124th year of Ascendancy at 23:03 Killed by orc mage-hunter at level 46 on the 73rd Regrowth 124th year of Ascendancy at 06:25 Killed by orc elite fighter at level 46 on the 78th Regrowth 124th year of Ascendancy at 06:55 Killed by Xonne the Neverdead at level 47 on the 1st Time of Balance 124th year of Ascendancy at 10:21 Killed by orc high pyromancer at level 47 on the 2nd Pyre 124th year of Ascendancy at 17:14 Killed by multi-hued drake at level 48 on the 5th Pyre 124th year of Ascendancy at 02:17 Killed by forge-giant at level 48 on the 8th Pyre 124th year of Ascendancy at 22:29 Killed by forge-giant at level 48 on the 9th Pyre 124th year of Ascendancy at 01:07 Killed by luminous horror at level 48 on the 9th Pyre 124th year of Ascendancy at 02:29 Killed by forge-giant at level 48 on the 9th Pyre 124th year of Ascendancy at 16:23 Killed by forge-giant at level 48 on the 9th Pyre 124th year of Ascendancy at 17:58 Killed by forge-giant at level 48 on the 9th Pyre 124th year of Ascendancy at 20:06 Killed by forge-giant at level 48 on the 9th Pyre 124th year of Ascendancy at 22:20 Killed by forge-giant at level 48 on the 10th Pyre 124th year of Ascendancy at 00:08 Killed by forge-giant at level 48 on the 10th Pyre 124th year of Ascendancy at 02:00 Killed by Vemoaed the Bringer of Doom at level 50 on the 11st Pyre 124th year of Ascendancy at 23:46 Killed by daelach at level 50 on the 14th Pyre 124th year of Ascendancy at 01:33 Killed by orc high cryomancer at level 50 on the 14th Pyre 124th year of Ascendancy at 03:18 Killed by orc cryomancer at level 50 on the 14th Pyre 124th year of Ascendancy at 04:53 Killed by orc cryomancer at level 50 on the 14th Pyre 124th year of Ascendancy at 06:21 Killed by orc high cryomancer at level 50 on the 14th Pyre 124th year of Ascendancy at 07:41 Killed by Ce'Neyara the snow giant chieftain at level 50 on the 14th Pyre 124th year of Ascendancy at 09:53 Killed by orc mage-hunter at level 50 on the 17th Pyre 124th year of Ascendancy at 15:44 Killed by blood lich at level 50 on the 18th Pyre 124th year of Ascendancy at 10:18 Killed by shadow at level 50 on the 18th Pyre 124th year of Ascendancy at 16:47 Killed by blood lich at level 50 on the 20th Pyre 124th year of Ascendancy at 01:56 Killed by Ninandra, the Great Weaver at level 50 on the 20th Pyre 124th year of Ascendancy at 20:50 Killed by orc high cryomancer at level 50 on the 21st Pyre 124th year of Ascendancy at 17:36 Killed by shadow at level 50 on the 24th Pyre 124th year of Ascendancy at 09:36 Killed by blood lich at level 50 on the 24th Pyre 124th year of Ascendancy at 12:01 Killed by orc high cryomancer at level 50 on the 26th Pyre 124th year of Ascendancy at 20:40 Killed by orc cryomancer at level 50 on the 27th Pyre 124th year of Ascendancy at 15:10 Killed by blade horror at level 50 on the 28th Pyre 124th year of Ascendancy at 07:20 Killed by forge-giant at level 50 on the 28th Pyre 124th year of Ascendancy at 14:28 Killed by forge-giant at level 50 on the 28th Pyre 124th year of Ascendancy at 16:54 Killed by will o' the wisp at level 50 on the 33rd Pyre 124th year of Ascendancy at 18:48 Killed by orc cryomancer at level 50 on the 37th Pyre 124th year of Ascendancy at 18:41 Killed by orc pyromancer at level 50 on the 37th Pyre 124th year of Ascendancy at 22:06 Killed by orc cryomancer at level 50 on the 38th Pyre 124th year of Ascendancy at 16:01 Killed by orc high pyromancer at level 50 on the 40th Pyre 124th year of Ascendancy at 10:58 Killed by Khulmanar, General of Urh'Rok at level 50 on the 41st Pyre 124th year of Ascendancy at 03:46 Killed by champion of Urh'Rok at level 50 on the 42nd Pyre 124th year of Ascendancy at 06:28 Killed by thaurhereg at level 50 on the 42nd Pyre 124th year of Ascendancy at 09:09 Killed by naga myrmidon at level 50 on the 49th Pyre 124th year of Ascendancy at 09:35 Killed by blinkwyrm at level 50 on the 49th Pyre 124th year of Ascendancy at 21:39 Killed by blinkwyrm at level 50 on the 49th Pyre 124th year of Ascendancy at 23:42 Killed by blinkwyrm at level 50 on the 50th Pyre 124th year of Ascendancy at 01:16 Killed by naga myrmidon at level 50 on the 51st Pyre 124th year of Ascendancy at 04:51 Killed by Elandar at level 50 on the 55th Pyre 124th year of Ascendancy at 13:48 Killed by Elandar at level 50 on the 55th Pyre 124th year of Ascendancy at 16:23 Killed by Elandar at level 50 on the 55th Pyre 124th year of Ascendancy at 19:56 Killed by champion of Urh'Rok at level 50 on the 55th Pyre 124th year of Ascendancy at 21:26 Killed by Elandar at level 50 on the 55th Pyre 124th year of Ascendancy at 23:27 Killed by champion of Urh'Rok at level 50 on the 56th Pyre 124th year of Ascendancy at 03:15 Killed by Elandar at level 50 on the 56th Pyre 124th year of Ascendancy at 04:10 Killed by champion of Urh'Rok at level 50 on the 56th Pyre 124th year of Ascendancy at 06:15 Killed by Elandar at level 50 on the 56th Pyre 124th year of Ascendancy at 08:43 Killed by skeleton archer at level 50 on the 56th Pyre 124th year of Ascendancy at 10:15 Killed by Elandar at level 50 on the 56th Pyre 124th year of Ascendancy at 12:43 Killed by master vampire at level 50 on the 56th Pyre 124th year of Ascendancy at 14:29 Killed by skeleton master archer at level 50 on the 56th Pyre 124th year of Ascendancy at 17:22 Killed by Arita at level 50 on the 56th Pyre 124th year of Ascendancy at 19:02 Killed by skeleton master archer at level 50 on the 56th Pyre 124th year of Ascendancy at 21:00 Killed by runed bone giant at level 50 on the 56th Pyre 124th year of Ascendancy at 23:21 Killed by Elandar at level 50 on the 57th Pyre 124th year of Ascendancy at 01:13 Killed by Elandar at level 50 on the 57th Pyre 124th year of Ascendancy at 03:34 Killed by Elandar at level 50 on the 57th Pyre 124th year of Ascendancy at 05:03 Killed by Elandar at level 50 on the 57th Pyre 124th year of Ascendancy at 06:36 Killed by Elandar at level 50 on the 57th Pyre 124th year of Ascendancy at 12:20 Killed by Elandar at level 50 on the 57th Pyre 124th year of Ascendancy at 14:49 Killed by Elandar at level 50 on the 57th Pyre 124th year of Ascendancy at 15:52 Killed by Elandar at level 50 on the 57th Pyre 124th year of Ascendancy at 18:21 Killed by Elandar at level 50 on the 57th Pyre 124th year of Ascendancy at 19:01 Killed by Elandar at level 50 on the 57th Pyre 124th year of Ascendancy at 22:10 Killed by Elandar at level 50 on the 58th Pyre 124th year of Ascendancy at 02:25 Killed by Arita at level 171 on the 58th Pyre 124th year of Ascendancy at 05:54 |
Primary Stats
Strength | 165 (base 72) |
Dexterity | 92 (base 72) |
Constitution | 102 (base 72) |
Magic | 147 (base 72) |
Willpower | 134 (base 72) |
Cunning | 111 (base 72) |
Resources
Mana | 96443/96443 |
Negative | 36497/36497 |
Life | 525664/525744 |
Positive | 36476/36477 |
Soul | 20/20 |
Healing Factor | 1.0073529411765 |
Regeneration | 2.7702205882353 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +83.333333333333% |
Vision
Sight | 10 |
Lite | 1 |
Infravision | 252 |
See Stealth | 614.66618673693 |
See Invisible | 614.66618673693 |
Offense: Mainhand
Damage | 18178 |
Accuracy | 630 |
Crit Chance | 60% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 79 |
Crit Chance | 61% |
Speed | 1 |
Offense: Mind
Mindpower | 67 |
Crit Chance | 36% |
Speed | 1 |
Offense: Damage Bonus
Acid | +18% |
Blight | +29% |
Arcane | +83% |
Mind | +19% |
All | +9% |
Lightning | +12% |
Temporal | +21% |
Physical | +44% |
Fire | +18% |
Darkness | +21% |
Offense: Damage Penetration
Blight | +10% |
Arcane | +20% |
Physical | +20% |
All | 0% |
Defense: Base
Armour (hardiness) | 4169.6965399317 (100%) |
Defense | 151 |
Ranged Defense | 151 |
Fatigue | 0 |
Physical Save | 64 |
Spell Save | 64 |
Mental Save | 64 |
Defense: Resistances
Acid | + 60%( 85%) |
Blight | + 39%( 85%) |
Physical | + 48%( 85%) |
Cold | + 39%( 85%) |
All | + 24%( 85%) |
Darkness | + 62%( 85%) |
Light | + 35%( 85%) |
Temporal | + 31%( 85%) |
Mind | + 43%( 85%) |
Lightning | + 33%( 85%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 25% |
Bleed Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Stun Resistance | 100% |
Poison Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 605 damage for 3 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 729 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 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 835 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
Spell / Animus | 1.30 |
| 6/5 |
| 6/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 1001.50 |
| 6/5 |
| 6/5 |
| 1/5 |
| 5/5 |
Celestial / Star fury | 21.30 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Spell / Grave | 1001.30 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Spell / Shades | 81.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 6/5 |
Spell / Necrotic minions | 1001.30 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Spell / Advanced necrotic minions | 1001.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 6/5 |
Spell / Nightfall | 21.30 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Generic Talents
Cunning / Survival | 1000.90 |
| 6/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Staff combat | 1001.00 |
| 1/5 |
| 6/5 |
| 5/5 |
| 2/5 |
Technique / Combat training | 1001.00 |
| 6/5 |
| 6/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1001.20 |
| 6/5 |
| 6/5 |
| 6/5 |
| 0/5 |
Spell / Divination | 21.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 21.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Blurred Mortality |
talent | Defensive Posture |
talent | Necrotic Aura |
talent | Will o' the Wisp |
talent | Shielding |
talent | Arcane Shield |
talent | Chant of Fortress |
beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+21). Continuum Destabilization |
detrimental effect | Reduces global action speed by 20%. Slow |
Quests
You have found a clue on the strange soldier about more like him all over. A Great DisturbanceOne of them keeps a special prisoner it says. You have found the 'prisoner' and it seems to have decided to like you. | done |
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the lost anorithil from death by armoured skeleton warrior. Escort: lost anorithil (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you improved Magic by +1. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +1. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
You failed to protect the lost warrior from death by grave wight. Escort: lost warrior (level 7 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved Dexterity by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you improved Magic by +2. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * You are now on the path of lichdom. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1383. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed vial of fire wyrm saliva. * You've found the needed storm wyrm claw. * You've found the needed faerlhing fang. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * You've found the needed green worm. * You've found the needed snow giant kidney. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived too late. The place has been drained of its power and the sorcerers have left. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
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 | ![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+0 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+1 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Light source | ![]() Powered by arcane forces Infused by psionic forces 0.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +5 Wil / +6 Mag Changes damage: +10% mind Spellpower: +7 (+2 eff.) Light radius: +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Requires: - Magic 25 - Willpower 20 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to disease * 15% chance to daze at end of turn Damage when hit (Melee): 10 vim draining blight Changes stats: +9 Wil / +10 Mag Changes resistances penetration: +10% blight Changes damage: +20% blight / +9% fire / +19% arcane Maximum vim: +25.00 Spell crit. chance: +5% It can be used to activate talent Vimsense (costing 1 power out of 45/45) : Effective talent level: 2.0 Power cost: 1 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 27%, but also make them aware of you. The resistance reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
Tool | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Spellpower: +10 (+2 eff.) It can be used to release a radius 2 burst of void energy at up to range 5, dealing 298.87 temporal and 298.87 darkness damage (based on Magic), costing 1 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Mag / +5 Wil Stun/Freeze immunity: +25% Life regen: +0.90 Spellpower: +5 (+1 eff.) Rings can have magical properties. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +12 Changes stats: +6 Str Stun/Freeze immunity: +21% Life regen: +3.60 Rings can have magical properties. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Dex / +4 Cun / +8 Lck Reduced damage from: +21% Summoned Trap disarming bonus: +13 Stealth bonus: +8 Infravision radius: +5 A belt that goes around your waist. |
In main hand | The Channel (30-36 power, 6 apr, physical element) The Channel (30-36 power, 6 apr, physical element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +80 arcane When wielded/worn: Physical crit. chance: +20.0% Changes stats: +10 Wil / +10 Mag Changes resistances penetration: +20% arcane / +20% physical Changes damage: +50% arcane / +20% physical Critical mult.: +20.00% Silence immunity: +25% Spellpower: +30 (+6 eff.) Spell crit. chance: +20% Your staff accuracy bonus (after the normal reduction for Eldritch Combat) also applies to the base power of talents triggered from Eldritch Combat. A dragonbone staff topped with a flawless amethyst and vibrating with barely contained power, this was the weapon of Galland Eagleheart in the Age of Dusk. It was said to augment any spell he channeled through it in the midst of battle, the ultimate expression of synthesis between magical and physical combat. After Galland passed away, the staff was wielded by other mana knights throughout the Age of Dusk, but like all of the enchanted weapons of the Eagleheart siblings, it was lost during the Cataclysm. |
On hands | ![]() Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Armour Hardiness: +8% Changes stats: +3 Mag / +8 Con Changes resistances: +7% physical Changes damage: +5% arcane Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +40 Defense: +15 (+2 eff.) Fatigue: +17% Effects when hit in melee: * 20% chance to cause random gloom Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +15% light / +20% blight / +25% mind / +20% darkness Talent mastery: +0.20 Cursed / Gloom Physical save: +15 (+3 eff.) Mental save: +25 (+6 eff.) Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 (+2 eff.) Light radius: -2 Infravision radius: +4 It can be used to activate talent Dominate (costing 1 power out of 25/25) : Effective talent level: 2.0 Power cost: 1 out of 25/25. Range: 2 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 20 Armour, 28 Defense and your attacks will gain 51% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
Cloak | ![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Fatigue: -6% Changes stats: +2 Dex / +5 Wil / +3 Cun Changes resistances: +12% lightning Changes damage: +3% lightning Mental 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. |
Around neck | ![]() Requires: Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +6 Str / +6 Dex / +5 Mag / +4 Con Changes resistances: +18% acid Changes damage: +9% acid Reduces incoming crit damage: 15.00% Amulets can have magical properties. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 24 for 9 turns. While Heroism is active, you will only die when reaching -1210 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() sun infusion (rad 9; power 22; turns 5; dispels darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 9 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 11). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 22) for 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() wild infusion (resist 28%; cure mental) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 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 effect and reduce all damage taken by 28% for 6 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused 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..." |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() 0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+3 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+4 eff.) Mental save: +18 (+4 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 1 power out of 48/48) : Effective talent level: 4.0 Power cost: 1 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 436.18 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +9 (+0 eff.) Fatigue: -7% Changes stats: +4 Str / +8 Dex / +12 Cun / +6 Con Changes resistances: +22% light / +21% darkness Changes damage: +8% physical Blindness immunity: +33% Life regen: +0.90 Stamina each turn: +1.00 Infravision radius: +3 Movement speed: +10% Combat speed: +10% Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Wil Changes resistances: +10% mind Confusion immunity: +26% Amulets can have magical properties. |
![]() Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage (Melee): 12 light / 12 darkness Effects when hit in melee: * 11% chance to inflict 15% damage reduction * 11% chance to blind Changes resistances: +24% fire / +29% cold Changes damage: +11% light / +12% darkness Amulets can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -7% Changes stats: +1 Mag Life regen: +1.40 Mana each turn: +0.11 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +27.00 Amulets can have magical properties. |
![]() savior's voratun amulet of willpower (+9) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +9 Wil Physical save: +24 (+6 eff.) Spell save: +13 (+3 eff.) Mental save: +23 (+5 eff.) Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +10 (+0 eff.) Defense: +7 (+1 eff.) Changes stats: +5 Lck / +4 Str Reduce all damage from unseen attackers: 12% Amulets can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +25% temporal Talent masteries: +0.40 Technique / Combat training +0.40 Spell / Staff combat Pinning immunity: +33% Knockback immunity: +50% Amulets can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +3 Mag Changes damage: +5% light / +4% temporal / +6% darkness / +5% physical Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Amulets can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +3 Mag Changes damage: +6% light / +6% temporal / +6% darkness / +8% physical Talent mastery: +0.26 Spell / Nightfall Spellpower: +6 (+2 eff.) Spell crit. chance: +5% Amulets can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +2 Mag Mana each turn: +0.34 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +22.00 Amulets can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +6 Dex / +5 Cun / +5 Con Life regen: +0.60 Stamina each turn: +0.90 Movement speed: +10% Amulets can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+2 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to attempt to inflict 124.89 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 1 turn(s), costing 1 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+5 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+3 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 1 power out of 30/30) : Effective talent level: 2.0 Power cost: 1 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
![]() Requires: - Level 15 Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. This item has been sent to the Item's Vault. |
![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+0 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Pugilism +0.30 Technique / Combat training +0.30 Technique / Combat veteran +0.30 Technique / Grappling +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Unarmed training +0.30 Technique / Thuggery +0.30 Technique / Superiority +0.30 Technique / Two-handed weapons +0.30 Technique / Archery prowess +0.30 Technique / Archery excellence +0.30 Technique / Combat techniques +0.30 Technique / Two-handed assault +0.30 Technique / Berserker's strength +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Shield offense +0.30 Technique / Shield defense +0.30 Technique / Dual techniques +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 24.94 cold and 32.95 physical damage (based on Willpower) each turn and knocking opponents back, costing 1 power out of 60/60. This azure ring seems to be always moist to the touch. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+0 eff.) Physical power: +11 (+0 eff.) Changes stats: +10 Str / +16 Dex / +9 Cun / +9 Con Changes resistances: +36% acid / +3% nature / +6% light Changes damage: +18% acid Spell save: +3 (+0 eff.) Rings can have magical properties. |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 (+0 eff.) Changes stats: +6 Str / +5 Con Changes resistances: +13% mind Changes damage: +13% mind Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +25 (+0 eff.) Armour penetration: +10 Defense: +11 (+1 eff.) Changes stats: +9 Dex It can be used to activate talent Disengage, placing all other charms into a 1 cooldown : Effective talent level: 2.0 Power cost: 1 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() Requires: - Level 15 Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +20 Rings can have magical properties. This item has been sent to the Item's Vault. |
![]() Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Cun / +5 Mag Life regen: +1.10 Maximum life: +82.00 Spellpower: +12 (+3 eff.) Healing mod.: +25% Rings can have magical properties. |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Cun / +4 Wil Changes resistances: +10% mind Changes damage: +10% mind Mindpower: +6 (+1 eff.) Rings can have magical properties. |
![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Cun / +6 Wil Life regen: +1.30 Maximum life: +73.00 Mindpower: +7 (+1 eff.) Healing mod.: +24% Rings can have magical properties. |
![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Cun / +5 Wil Life regen: +1.30 Maximum life: +70.00 Mindpower: +7 (+1 eff.) Healing mod.: +22% Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 18% chance to blind Damage (Melee): 37 light Effects on ranged hit: * 16% chance to blind Damage (Ranged): 26 light Rings can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +15 (+0 eff.) Armour penetration: +11 Defense: +11 (+1 eff.) Changes stats: +3 Con Physical save: +6 (+1 eff.) It can be used to activate talent Disengage, placing all other charms into a 1 cooldown : Effective talent level: 2.0 Power cost: 1 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 13% chance to cause random gloom Damage (Melee): 15 bleed Effects on ranged hit: * 17% chance to cause random gloom Damage (Ranged): 16 bleed Changes stats: +5 Cun Hate when firing a critical mind attack: +1.00 Maximum hate: +11.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 1 cooldown : Effective talent level: 3.0 Power cost: 1 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 292% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
![]() Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 63.0 - 94.5 Uses stat: 130% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +25.0% Attack speed: 100% On weapon crit: * decapitate a weakened target When wielded/worn: Critical mult.: +25.00% This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. |
![]() Requires: - Strength 60 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 72.0 - 108.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * deal manaburn damage equal to your mindpower in a radius 3 cone Damage (Melee): +50 acid / +50 nature slow When wielded/worn: Changes stats: +0 Str / +0 Wil Changes damage: +0% nature Talents cooldown: Mana Clash (-2 turns) Ice Claw (-1 turn) Swallow (-2 turns) This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
![]() Requires: - Strength 60 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 72.0 - 108.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * deal manaburn damage equal to your mindpower in a radius 3 cone Damage (Melee): +50 acid / +50 nature slow When wielded/worn: Changes stats: +0 Str / +0 Wil Changes damage: +0% nature Talents cooldown: Mana Clash (-2 turns) Ice Claw (-1 turn) Swallow (-2 turns) This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
![]() Requires: - Strength 60 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 72.0 - 108.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * deal manaburn damage equal to your mindpower in a radius 3 cone Damage (Melee): +50 acid / +50 nature slow When wielded/worn: Changes stats: +0 Str / +0 Wil Changes damage: +0% nature Talents cooldown: Mana Clash (-2 turns) Ice Claw (-1 turn) Swallow (-2 turns) This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
![]() Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Slows global speed by 40% On weapon crit: * splashes the target with acid Damage (Melee): +11 acid / +12 light / +15 cold / +16 nature Burst (radius 1) on hit: +8 nature Burst (radius 2) on crit: +8 nature Damage against: +13% Undead When wielded/worn: Damage when hit (Melee): 4 arcane Changes damage: +3% arcane Sharp, short and deadly. |
![]() Requires: - Willpower 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 30% Wil, 40% Dex, 30% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +40 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+0 eff.) Physical power: +15 (+0 eff.) Changes resistances penetration: +30% physical Talent mastery: +0.20 Psionic / Augmented striking It can be used to fire a bolt of kinetic force (range 8), dealing 150% (physical) weapon damage, costing 1 power out of 10/10. A simple, rudely crafted stone hilt, this object manifests a blade of wavering, nearly invisible force, like a heat haze, as you grasp it. Despite its simple appearance, it is capable of shearing through solid granite, in the hands of those with the necessary mental fortitude to use it properly. |
![]() Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 42.0 - 54.6 Uses stats: 55% Mag, 35% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes damage: +15% blight / +15% darkness / +15% acid Spellpower: +12 (+3 eff.) Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). It can be used to activate talent Worm Rot (costing 1 power out of 50/50) : Effective talent level: 2.0 Power cost: 1 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 20.13 acid and 22.01 blight damage. If not cleared after five turns it will inflict 124.96 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
![]() Requires: - Cunning 38 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 40.0 - 52.0 Uses stats: 35% Dex, 30% Cun, 35% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +12 Crit. chance: +22.0% Attack speed: 100% On weapon crit: * inflicts pinning spydric poison upon the target Damage conversion: 30% darkness When wielded/worn: Armour: +5 Armour Hardiness: +5% Changes stats: +8 Cun / +4 Dex Changes damage: +30% nature / +20% darkness Light radius: -2 It can be used to activate talent Creeping Darkness (costing 1 power out of 40/40) : Effective talent level: 3.0 Power cost: 1 out of 40/40. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Creeping dark slowly spreads from 4 spots in a radius of 3 around the targeted location. The dark deals 44.55 darkness damage each turn to anything in its area, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +12% damage to anything that has entered your creeping dark. This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
![]() Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. Base power: 30.0 - 39.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +30 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +20 darkness When wielded/worn: Changes damage: +10% darkness Light radius: -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
![]() Requires: - 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: 50% Cun, 50% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+2 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+3 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
![]() Requires: - Dexterity 24 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Base power: 17.0 - 22.1 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +8 light / +6 darkness Damage against: +8% Undead / +7% Living When wielded/worn: Physical crit. chance: +8.0% Changes resistances penetration: +15% blight Maximum vim: +30.00 Spellpower: +2 (+1 eff.) Light radius: +3 Sharp, short and deadly. |
![]() Requires: - Strength 60 Powered by arcane forces 12.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 96.0 - 144.0 Uses stat: 140% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 83% On weapon hit: * 50% chance to disease * Blasts creatures in a radius 1 shockwave around your target for 338.40 to 1015.20 physical damage (based on Strength). Damage conversion: 20% blight When wielded/worn: Changes damage: +12% physical Critical mult.: +40.00% Knockback immunity: +30% It can be used to knock away other craatures within radius 4), dealing 892.80 to 1785.60 physical damage (based on Strength) to each, costing 1 power out of 50/50. The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
![]() Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance to strike the target again. When wielded/worn: Changes stats: +10 Str / +5 Dex / +15 Con Talent mastery: +0.20 Technique / Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
![]() Requires: - Strength 10 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 48.0 - 76.8 Uses stat: 130% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Crit. chance: +11.0% Attack speed: 50% When wielded/worn: Fatigue: -12% Changes stats: +7 Dex Changes resistances: +7% lightning Changes damage: +7% lightning Maximum encumbrance: +50 Movement speed: +10% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
![]() Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.0 - 99.2 Uses stat: 120% Str Damage type: Light Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +13 (+0 eff.) Armour penetration: +17 Changes resistances: +9% lightning Changes resistances penetration: +10% physical Reduces incoming crit damage: 15.00% Confusion immunity: +25% Light radius: +2 Massive two-handed swords. |
![]() Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 51.0 - 81.6 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Random elemental explosion On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +13.0% Changes resistances penetration: +16% acid / +16% fire / +16% lightning / +10% cold Massive two-handed swords. |
![]() Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.0 - 99.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target * Random elemental explosion When wielded/worn: Changes resistances penetration: +19% acid / +16% darkness / +13% lightning / +19% fire / +14% mind / +16% cold Massive two-handed swords. |
![]() glacial voratun greatsword of evisceration (60-96 power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 19 bleeding, 65% reduced healing Burst (radius 2) on crit: +42 ice When wielded/worn: Physical crit. chance: +19.0% Physical power: +16 (+0 eff.) Armour: +17 Changes resistances penetration: +21% cold Massive two-handed swords. |
![]() Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 Burst (radius 1) on hit: +4 nature When wielded/worn: Physical power: +18 (+0 eff.) Changes stats: +8 Str Changes resistances penetration: +25% light / +29% physical Changes damage: +56% physical Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Longbows are used to shoot arrows at your foes. |
![]() Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). When wielded/worn: Changes resistances penetration: +32% physical Damage Shield penetration: +45% Longbows are used to shoot arrows at your foes. |
![]() runic dragonbone longbow of true flight Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When this weapon hits: Arcane Vortex (10% chance level 3). When wielded/worn: Accuracy: +20 (+0 eff.) Physical crit. chance: +21.0% Changes stats: +11 Mag Changes damage: +21% arcane Spellpower: +20 (+4 eff.) Longbows are used to shoot arrows at your foes. |
![]() Requires: - Strength 40 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 Base power: 33.0 - 46.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +12 acid Burst (radius 2) on crit: +40 corrosive acid When wielded/worn: Physical crit. chance: +10.0% Changes resistances: +15% acid Changes resistances penetration: +10% physical Changes damage: +15% acid Spell crit. chance: +10% It can be used to activate talent Corrosive Worm (costing 1 power out of 30/30) : Effective talent level: 4.0 Power cost: 1 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 30% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 52 acid damage in a 4 radius ball. This damage will increase by 38% of all damage taken while infected. The damage dealt by the effect will increase with spellpower. This warped, blackened sword drips acid from its countless pores. |
![]() Requires: - Willpower 20 - Strength 32 Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stats: 10% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +20 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * torments the target with many mental effects On weapon kill: * reduces mental save penalty When wielded/worn: Changes damage: +8% mind Mental save: -30 (-9 eff.) Mindpower: +9 (+2 eff.) The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
![]() Requires: - Magic 20 - Strength 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 46.0 - 64.4 Uses stats: 10% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 15% chance to animate a bleeding foe's blood Lifesteal (this weapon only): +5% Damage conversion: 50% blight When wielded/worn: Changes damage: +15% blight / +15% physical Grants telepathy: Undead/Blood Maximum vim: +25.00 Spellpower: +21 (+5 eff.) Spell crit. chance: +8% It can be used to activate talent Bleeding Edge (costing 1 power out of 20/20) : Effective talent level: 4.0 Power cost: 1 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 66%. This deep red sword weeps blood continuously. It was born in the labs of the orcish corrupter Hurik, who sought to make a crystal that would house his soul after death. But his plans were disrupted by a band of sun paladins, and though most died purging his keep of dread minions, their leader Raasul fought through to Hurik's lab, sword in hand. There the two did battle, blade against blood magic, till both fell to the floor with weeping wounds. The orc with his last strength crawled towards his fashioned phylactery, hoping to save himself, but Raasul saw his plans and struck the crystal with his light-bathed sword. It shattered, and in the sudden impulse of energies the steel, crystal and blood were fused into one. Now the broken fragments of Raasul's soul are trapped in this terrible artifact, his mind warped beyond all sanity by decades of imprisonment. Only the taste of blood calls him forth, his soul stealing the lifeblood of others to take on physical form again, that he may thrash and wail against the living. |
![]() Requires: - Strength 40 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On weapon kill: * Enter a Rampage (Shared cooldown). When wielded/worn: Accuracy: +18 (+0 eff.) Changes stats: +10 Str / +10 Wil / +7 Cun Talent masteries: +0.20 Cursed / Rampage +0.20 Cursed / Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
![]() Requires: - Magic 18 - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 It is part of a set of items. If the sun doesn't set, dawn's power lasts forever. Base power: 50.0 - 70.0 Uses stats: 25% Mag, 80% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 30% light Damage against: +25% Undead / +25% Demon When wielded/worn: Changes resistances penetration: +25% light Changes damage: +18% light Talent masteries: +0.20 Celestial / Sun +0.20 Celestial / Combat +0.20 Celestial / Light Talents cooldown: Healing Light (-2 turns) Suncloak (-3 turns) Providence (-4 turns) Barrier (-2 turns) Spellpower: +10 (+2 eff.) Spell crit. chance: +4% Light radius: +2 It can be used to invoke dawn, inflicting 402.21 light damage in radius 5 (based on Magic) and lighting the area within radius 10, costing 1 power out of 35/35. Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. |
Ego Pierce (45-63 power, 6 apr) Ego Pierce (45-63 power, 6 apr)Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 It must be held with both hands. Base power: 45.0 - 63.0 Uses stat: 100% Str Damage type: Psychic Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 15% chance to stun or confuse the target depending on psychic damage done; this will change the psychic damage type if subject to change Damage (Melee): +100 Psychic When wielded/worn: Physical crit. chance: +10.0% Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +25% mind / +25% physical Changes damage: +25% mind / +25% physical Critical mult.: +20.00% Confusion immunity: +25% Mental crit. chance: +10% Recovers one point of power each time you move. Activating this item is instant. It can be used to activate talent Astral Jaunt (costing 1 power out of 10/10) : Effective talent level: 5.0 Power cost: 1 out of 10/10. Range: 50 Travel Speed: instantaneous Is: a mind power Description: You are able to teleport yourself up to 50 tiles within line of sight. At raw talent level 2, you can teleport characters other than yourself. At raw talent level 3, you may teleport up to 5 separate targets per use of this talent, allowing you to reshape the battlefield to your liking. You cannot teleport the same target multiple times. At raw talent level 4, the range dramatically increases and you no longer need line of sight to the destination when teleporting yourself. Teleporting outside of line of sight is difficult; you can only make one teleport if you do so, and for it to work instantly you have to be at full health. Otherwise, there's a two turn delay before the teleport triggers. At raw talent level 5, you no longer need line of sight to the destination when teleporting others. This talent takes no time to use, unless you initiate more than one teleport. This talent can be triggered by Eldritch Combat. In this case, you make a single immediate teleport to a random opponent in your teleport range, make a bonus attack against it for 160% damage, and teleport back to your old position. This sudden attack can catch foes off-guard, giving a 90% chance of causing cross-tier brainlock or off-balance status (depending on if you are currently using telepathic or telekinetic effects). A slender rapier with a blade composed of blue crystal, this was the weapon of Elria Eagleheart in the Age of Dusk. It was said to be able to strike at the mind directly, disorienting those hit by it, and allow her to duel in four dimensions. After Elria passed away, the rapier was wielded by other mind knights throughout the Age of Dusk, but like all of the enchanted weapons of the Eagleheart siblings, it was lost during the Cataclysm. |
![]() Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 It is part of a set of items. In the past there was a dagger with it. Base power: 28.0 - 39.2 Uses stats: 20% Mag, 80% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
High Tide and Low Tide (48-67.2 power, 6 apr) High Tide and Low Tide (48-67.2 power, 6 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 It must be held with both hands. It can be used as a weapon and offhand. Base power: 48.0 - 67.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * If you have the Drink Deep and Go With the Flow talents active, each hit will increase your current Drinks and Flow by 1. Otherwise, each hit will both heal and shield you for two percent of your maximum life. Damage (Melee): +40 Eroding Water When wielded/worn: Physical crit. chance: +10.0% Changes stats: +5 Mag / +5 Wil / +10 Cun Changes resistances penetration: +25% nature / +25% cold Changes damage: +25% nature / +25% cold Critical mult.: +20.00% Poison immunity: +25% Disease immunity: +25% Spell crit. chance: +10% A matched pair of voratun maces with hollow heads filled with a shared pool of water that seems to flow between them as they are swung, these were the weapons of Tasselia Eagleheart in the Age of Dusk. They was said to release protective and restorative water magic every time they struck. After Tasselia passed away, the maces were wielded by other sea knights throughout the Age of Dusk, but like all of the enchanted weapons of the Eagleheart siblings, they were lost during the Cataclysm. |
![]() Requires: - Dexterity 30 - Strength 45 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 It is part of a set of items. What would happen if more of Ureslak's remains were reunited? Base power: 52.0 - 72.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 10% chance to shimmer to a different hue and gain powers A shortened femur of the mighty prismatic dragon Ureslak, this erratic club still resonates with his volatile nature. |
![]() chilling voratun mace of rage (44.5-62.3 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 44.5 - 62.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +23 cold When wielded/worn: Accuracy: +10 (+0 eff.) Changes stats: +4 Str Changes damage: +13% physical Stamina when hit: +2.50 Blunt and deadly. |
![]() Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 27.5 - 38.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Blunt and deadly. |
![]() Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 10.0 - 11.0 Uses stats: 40% Wil, 20% Cun Damage type: Lightning Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +15% lightning Changes resistances penetration: +9% lightning Changes damage: +15% lightning Talent mastery: +0.15 Psionic / Charged mastery Talent granted: +1 Psionic Maelstrom Mental save: +9 (+2 eff.) Maximum psi: +30.00 Mindpower: +12 (+3 eff.) Mental crit. chance: +6% Electrical energies are focussed in the core of this mindstar. |
![]() 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: 60% Wil, 20% Cun Damage type: Dreamforge Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+0 eff.) Physical power: +10 (+0 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 (+4 eff.) Mental crit. chance: +8% It can be used to activate talent Forge Bellows (costing 1 power out of 30/30) : Effective talent level: 3.0 Power cost: 1 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 39.00 mind damage, 38.67 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 3.40 mind and 3.37 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. |
![]() 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: 60% Wil, 20% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +40 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 (+4 eff.) Mental crit. chance: +9% It can be used to activate talent Slime Wave (costing 1 power out of 30/30) : Effective talent level: 3.0 Power cost: 1 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 7, doing 62.67 slime damage for 13 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. |
![]() Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.0 - 4.4 Uses stats: 35% Wil, 15% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% Burst (radius 2) on crit: +12 arcane / +8 temporal When wielded/worn: Damage when hit (Melee): 12 arcane Changes resistances: +5% arcane / +3% temporal Talent masteries: +0.10 Psionic / Voracity +0.10 Cursed / Dark sustenance Hate per kill: +2.00 Psi per kill: +3.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% It can be used to inflict 121.14 mind damage (range 10), gaining psi and hate equal to 10% of the damage done, putting all charms on cooldown for 1 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Base power: 12.0 - 13.2 Uses stats: 40% Wil, 20% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes resistances: +10% mind Changes damage: +15% mind / +5% physical Mindpower: +10 (+2 eff.) Mental crit. chance: +8% It can be used to release a wave of psionic power, dealing 346.53 mind damage (based on Willpower) to all within radius 5, costing 1 power out of 40/40. This mindstar constantly shakes and vibrates, as if a powerful force is desperately trying to escape. |
![]() Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar dreams of an epiphany. Base power: 15.5 - 17.1 Uses stats: 50% Wil, 30% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Fatigue: -4% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +1 Str / +1 Dex / +1 Cun Changes resistances: +13% mind Changes damage: +2% acid Grants telepathy: Demon/Minor Demon/Major Mental save: +5 (+1 eff.) Equilibrium when hit: +1.40 Maximum psi: +21.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Healing mod.: +22% Heals friendly targets nearby when you use a nature summon: +36 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 14.0 - 15.4 Uses stats: 45% Wil, 25% Cun Damage type: Fire Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% cold When wielded/worn: Changes resistances: +20% fire / +20% cold Changes resistances penetration: +12% fire / +12% cold Changes damage: +20% fire / +20% cold Talent mastery: +0.20 Psionic / Thermal mastery Talent granted: +1 Psionic Maelstrom Spell save: +12 (+3 eff.) Psi each turn: +1.00 Mindpower: +16 (+4 eff.) Mental crit. chance: +8% Thermal energies are focussed in the core of this mindstar. |
![]() Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.5 - 13.8 Uses stats: 45% Wil, 25% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun Critical mult.: +8.00% Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This natural lightning should be returned to the wyrm. Base power: 9.5 - 10.5 Uses stats: 40% Wil, 20% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 7 lightning / 4 mind / 4 darkness Changes stats: +3 Str / +2 Dex / +2 Mag / +2 Wil / +3 Cun / +2 Con Changes resistances: +4% lightning Changes resistances penetration: +6% lightning Changes damage: +4% lightning / +4% mind / +4% darkness Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.5 - 14.9 Uses stats: 45% Wil, 25% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Talent masteries: +0.10 Psionic / Voracity +0.10 Cursed / Dark sustenance Hate per kill: +3.00 Psi per kill: +3.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% It can be used to inflict 155.41 mind damage (range 10), gaining psi and hate equal to 10% of the damage done, putting all charms on cooldown for 1 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.0 - 17.6 Uses stats: 50% Wil, 30% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * Slows global speed by 17% * 16% chance to corrode armour by 30% When wielded/worn: Mindpower: +10 (+2 eff.) Mental crit. chance: +5% It can be used to divide the mindstar in two, putting all charms on cooldown for 1 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This mindstar will resonate with other psionic mindstars. This natural lightning should be returned to the wyrm. Base power: 12.5 - 13.8 Uses stats: 45% Wil, 25% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 12 lightning Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +1 Cun / +2 Con Changes resistances: +3% mind / +11% lightning Changes resistances penetration: +4% mind / +10% lightning Changes damage: +2% mind / +16% lightning Psi when hit: +1.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Damage Resonance (when hit): +9% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Physical crit. chance: +5.0% Defense: +10 (+1 eff.) Changes stats: +10 Lck Talent mastery: +0.20 Cunning / Survival Movement speed: +20% Activating this item is instant. It can be used to activate talent Inertial Shot (costing 1 power out of 8/8) : Effective talent level: 3.0 Power cost: 1 out of 8/8. Range: melee/personal Travel Speed: instantaneous Description: You fire a mighty shot at your target, doing 138% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
![]() Requires: - Dexterity 32 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +10 When wielded/worn: Changes stats: +10 Str / +5 Con Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +35% physical Pinning immunity: +30% Knockback immunity: +30% It can be used to activate talent Bull Shot (costing 1 power out of 16/16) : Effective talent level: 4.0 Power cost: 1 out of 16/16. Range: melee/personal Travel Speed: instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 236% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... |
![]() Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 When this weapon hits: Shoot (10% chance level 1). When wielded/worn: Physical power: +7 (+0 eff.) Changes stats: +3 Str Slings are used to hurl stones or metal shots at your foes. |
![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 acid Burst (radius 1) on hit: +20 acid / +12 blight When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage (Melee): 27 fire Changes resistances penetration: +25% blight Changes damage: +9% blight / +30% darkness / +12% lightning Talent granted: +1 Command Staff Critical mult.: +29.00% Spellpower: +25 (+5 eff.) Spell crit. chance: +5% See invisible: +19 Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Slows global speed by 40% Damage (Melee): +12 nature Burst (radius 1) on hit: +4 fire When wielded/worn: Damage when hit (Melee): 8 nature / 12 fire Changes resistances: +6% fire Changes resistances penetration: +20% fire Changes damage: +25% cold Talent granted: +1 Command Staff Mana each turn: +0.21 Maximum mana: +70.00 Spellpower: +12 (+3 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
![]() 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 stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +4 darkness When wielded/worn: Damage when hit (Melee): 20 darkness Changes resistances: +3% darkness / +15% fire Changes resistances penetration: +20% darkness Changes damage: +30% fire Talent granted: +1 Command Staff Mana each turn: +0.26 Spellpower: +34 (+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 1 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 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 stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 40% When wielded/worn: Fatigue: -2% Effects on melee hit: * 18% chance to disease Damage when hit (Melee): 8 nature Changes stats: +1 Dex / +3 Mag / +2 Con Changes resistances penetration: +15% lightning Changes damage: +30% lightning Talent granted: +1 Command Staff Physical save: +14 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +15 (+3 eff.) Vim when firing critical spell: +4.00 Maximum vim: +35.00 Spellpower: +15 (+3 eff.) Spell crit. chance: +12% Infravision radius: +1 See invisible: +6 Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to blind Burst (radius 1) on hit: +8 light Burst (radius 2) on crit: +12 fire When wielded/worn: Physical crit. chance: +10.0% Changes resistances: +21% fire Changes damage: +30% light / +9% fire Talent granted: +1 Command Staff Critical mult.: +15.00% Spellpower: +15 (+3 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by unknown forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 150% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes resistances penetration: +30% temporal Changes damage: +40% temporal Talent masteries: +0.10 Chronomancy / Stasis +0.10 Chronomancy / Flux +0.10 Spell / Temporal Talents cooldown: Attenuate (-1 turn) Stop (-2 turns) Time Shield (-3 turns) Time Shield (-3 turns) Teleport immunity: +100% Spellpower: +40 (+8 eff.) Spell crit. chance: +15% Reduces paradox anomalies(equivalent to willpower): +25 A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
![]() Requires: - Magic 40 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. It is part of a set of items. It desires to be surrounded by undeath. Base power: 40.0 - 48.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +12 Attack speed: 100% When wielded/worn: Changes damage: +26% darkness Talent masteries: +0.20 Spell / Necrotic minions +0.10 Spell / Advanced necrotic minions +0.20 Celestial / Star fury +0.00(-) Spell / Nightfall Spell save: +0 (+0 eff.) Mental save: +0 (+0 eff.) Mana each turn: +0.00 Maximum mana: +0.00 Spellpower: +28 (+6 eff.) Spell crit. chance: +14% This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
![]() Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. It is part of a set of items. A true understanding of the arcane is needed to release its full power. Base power: 20.0 - 24.0 Uses stat: 150% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% arcane Talent mastery: +0.20 Spell / Arcane Talent cooldown: Manathrust (-1 turn) Spellpower: +20 (+4 eff.) It can be used to activate talent Arcane Supremacy (costing 1 power out of 20/20) : Effective talent level: 3.0 Power cost: 1 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
![]() Requires: - Magic 48 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.2% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to daze at end of turn Damage (Melee): +28 lightning When wielded/worn: Changes resistances: +9% lightning Changes resistances penetration: +10% acid Changes damage: +21% acid / +30% temporal / +12% lightning Talent granted: +1 Command Staff Spellpower: +15 (+3 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +1 Mag / +3 Cun / +3 Con Changes damage: +15% darkness Talent granted: +1 Command Staff Critical mult.: +12.00% Vim when firing critical spell: +4.00 Maximum vim: +24.00 Maximum neg.energy: +29.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +9.0% Changes damage: +25% arcane Talent granted: +1 Command Staff Critical mult.: +14.00% Mana each turn: +0.18 Spellpower: +23 (+5 eff.) Spell crit. chance: +4% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 1 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces Infused by nature 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 stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour penetration: +4 Physical crit. chance: +18.0% Physical power: +2 (+0 eff.) Armour: +4 Damage (Melee): 35 fire Damage when hit (Melee): 4 light Changes stats: +7 Con Changes damage: +30% darkness Talent granted: +1 Command Staff Critical mult.: +59.00% Life regen: +2.00 Maximum life: +20.00 Spellpower: +32 (+7 eff.) Spell crit. chance: +5% Light radius: +3 See invisible: +20 Healing mod.: +28% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +9.0% Damage (Melee): 23 arcane Changes resistances: +10% arcane Changes damage: +20% arcane Talent granted: +1 Command Staff Maximum mana: +38.00 Spellpower: +16 (+4 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.2% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +9 (+0 eff.) Physical crit. chance: +10.0% Physical power: +10 (+0 eff.) Changes damage: +30% cold Talent granted: +1 Command Staff Critical mult.: +11.00% Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +30 (+6 eff.) Spell crit. chance: +8% It can be used to conjure elemental energy in a radius 10 cone, dealing 19814.44 to 23777.32 cold damage, putting all charms on cooldown for 1 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.2% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +9 (+0 eff.) Physical crit. chance: +6.0% Physical power: +9 (+0 eff.) Changes damage: +25% blight Talent granted: +1 Command Staff Critical mult.: +11.00% Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +26 (+6 eff.) Spell crit. chance: +7% It can be used to conjure elemental energy in a radius 8 cone, dealing 18677.43 to 22412.92 blight damage, putting all charms on cooldown for 1 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Dexterity 24 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 3 Base power: 33.0 - 46.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Ice Breath (15% chance level 2). Damage conversion: 50% ice When wielded/worn: Armour: +20 Changes resistances penetration: +20% cold Ice block penetration: +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
Grindstone and Adamant (42-58.8 power, 6 apr) Grindstone and Adamant (42-58.8 power, 6 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 It must be held with both hands. Base power: 42.0 - 58.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Block value: +300 On weapon hit: * Imposes a stacking 10% penalty to global and movement speed Damage (Melee): +60 Earth Damage conversion: 50% nature When wielded/worn: Physical crit. chance: +10.0% Armour: +20 Defense: +10 (+1 eff.) Ranged Defense: +10 (+1 eff.) Fatigue: +10% Changes stats: +5 Mag / +5 Wil / +10 Con Changes resistances: +15% lightning / +15% mind / +15% nature / +15% fire / +15% arcane / +15% cold Changes resistances penetration: +25% nature / +25% physical Changes damage: +25% nature / +25% physical Talent granted: +5 Block Critical mult.: +20.00% Stun/Freeze immunity: +25% Spell crit. chance: +10% Damage Shield Duration: +2 Damage Shield Power: +25% A waraxe made of heavy stone but holding a sharper edge than most weapons of steel, paired with a heavy shield made of solid gemstone, these were the weapons of Aethe Eagleheart in the Age of Dusk. Grindstone was said to turn any blood it drew to thick, hardening mud that would slow and hamper the injured, while Adamant was said to strengthen and prolong any magical shields she cast, and to offer protection against all the elements favored by her siblings. After Aethe passed away, the axe and shield were wielded by other earth knights throughout the Age of Dusk, but like all of the enchanted weapons of the Eagleheart siblings, they were lost during the Cataclysm. |
![]() Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * Random elemental explosion Damage (Melee): +5 temporal When wielded/worn: Damage when hit (Melee): 6 temporal Changes resistances: +7% temporal Changes resistances penetration: +9% acid / +10% fire / +9% lightning / +10% cold One-handed war axes. |
![]() plaguebringer's voratun waraxe of daylight (40-56 power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 20% chance to disease Damage (Melee): +19 blight / +16 light Damage against: +30% Undead When wielded/worn: Disease immunity: +23% One-handed war axes. |
![]() Requires: - Dexterity 15 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 3 Base power: 19.0 - 20.9 Uses stats: 20% Wil, 10% Cun, 70% Dex Damage type: Mind Accuracy bonus: +0.4% crit.pwr / acc Accuracy is based on willpower for this weapon. Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 125% When wielded/worn: Mindpower: +10 (+2 eff.) Mental crit. chance: +3% It can be used to strike all targets in a line (for 100%% weapon damage as mind) out to range 4, costing 1 power out of 10/10. A small mindstar rests at top of this handle. As you touch it, a translucent cord appears, flicking with your will. |
![]() Requires: - Dexterity 14 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 5 Base power: 55.0 - 60.5 Uses stat: 100% Dex Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 125% When this weapon hits: Bone Grab (10% chance level 3). When this weapon hits: Bone Spear (20% chance level 4). Damage (Melee): +30 bleed Burst (radius 2) on crit: +50 bleed When wielded/worn: Defense: +12 (+1 eff.) Talent mastery: +0.25 Corruption / Bone Spellpower: +4 (+1 eff.) Combat speed: +10% Talent on hit(spell): Bone Spear (10% chance level 4). It can be used to activate talent Bone Nova (costing 1 power out of 20/20) : Effective talent level: 4.0 Power cost: 1 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Fire bone spears in all directions, hitting all foes within radius 4 for 229.68 physical damage, and inflicting bleeding for another 114.84 damage over 5 turns. The damage will increase with your Spellpower. This whip appears to have been made from a human spine. A handle sits on one end, a sharply honed claw on the other. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +4 Physical power: +6 (+0 eff.) Physical save: +18 (+4 eff.) Life regen: +1.40 Maximum life: +20.00 Healing mod.: +12% A belt that goes around your waist. |
![]() Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Fatigue: +5% Changes resistances: +30% lightning Stun/Freeze immunity: +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +12 (+3 eff.) The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
![]() drakeskin leather belt of recklessness Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +4 (+0 eff.) Critical mult.: +12.00% A belt that goes around your waist. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +6 Wil Changes resistances: +7% lightning / +10% temporal Changes damage: +6% mind Equilibrium when hit: +0.16 Maximum hate: +4.00 A belt that goes around your waist. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+1 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Mindpower: +6 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 1 power out of 25/25) : Effective talent level: 3.0 Power cost: 1 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 66 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+1 eff.) Damage when hit (Melee): 60 ice Changes stats: +7 Mag Changes resistances: +25% cold / -15% fire / +8% all It can be used to release a radius 4 chilling blast, instantly dealing 562.44 cold damage and condensing the air into freezing vapors that deal 187.48 cold damage (based on Magic) each turn for 10 turns, costing 1 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Defense: +14 (+2 eff.) Damage when hit (Melee): 30 mind Changes stats: +4 Dex / +8 Wil / +6 Cun Changes resistances: +10% darkness / +10% mind Changes damage: +4% all Talent masteries: +0.20 Cursed / Gloom +0.20 Cursed / Darkness Stealth bonus: +12 Mental save: +10 (+2 eff.) Hate per kill: +5.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% It can be used to activate talent Creeping Darkness (costing 1 power out of 18/18) : Effective talent level: 4.0 Power cost: 1 out of 18/18. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Creeping dark slowly spreads from 5 spots in a radius of 3 around the targeted location. The dark deals 50.83 darkness damage each turn to anything in its area, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +15% damage to anything that has entered your creeping dark. Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +15 (+2 eff.) Damage when hit (Melee): 30 blinding light Changes stats: +10 Dex / +8 Mag / +6 Cun Changes resistances: +20% light / +20% darkness Changes resistances cap: +10% light Changes damage: +15% light Talent masteries: +0.20 Celestial / Sun +0.20 Celestial / Radiance +0.20 Spell / Phantasm +0.20 Celestial / Light Spellpower: +8 (+2 eff.) It can be used to activate talent Barrier (costing 1 power out of 40/40) : Effective talent level: 3.0 Power cost: 1 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A protective shield forms around you that lasts for up to 10 turns and negates 308 damage. The total damage the barrier can absorb will increase with your Spellpower. This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 It is part of a set of items. It would go well with another part of Ureslak. When wielded/worn: Changes resistances: +20% lightning / +20% darkness / +20% cold / +20% fire / -30% arcane / +20% nature Changes resistances cap: +10% lightning / +10% darkness / +10% cold / +10% fire / -30% arcane / +10% nature It can be used to energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.), costing 1 power out of 50/50. This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Damage when hit (Melee): 4 mind Changes stats: +6 Str / +8 Wil / +6 Cun / +4 Con Changes resistances: +19% acid / +10% fire / +10% lightning / +10% cold Changes damage: +3% mind / +6% acid Physical save: +14 (+3 eff.) Hate when firing a critical mind attack: +5.00 Maximum life: +110.00 Mental crit. chance: +11% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Damage when hit (Melee): 8 acid Changes resistances: +3% acid / +29% temporal / +30% darkness / +6% lightning Changes resistances penetration: +27% arcane / +15% lightning Changes damage: +24% arcane / +12% lightning Critical mult.: +42.00% Maximum mana: +129.00 Spellpower: +19 (+4 eff.) Spell crit. chance: +10% Defense after a teleport: +22 Resist all after a teleport: +14% New effects duration reduction after a teleport: +28% 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 1 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +23 (+0 eff.) Defense: +10 (+1 eff.) Fatigue: -6% Physical save: +7 (+1 eff.) Maximum life: +58.00 Maximum stamina: +19.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +10 (+0 eff.) Defense: +6 (+1 eff.) Changes stats: +5 Mag / +4 Wil / +3 Cun Spell save: +25 (+6 eff.) Blindness immunity: +50% Spellpower: +30 (+6 eff.) See invisible: +10 Talent on hit(spell): Blood Grasp (5% chance level 3). Talent on hit(spell): Soul Rot (5% chance level 3). Talent on hit(spell): Bone Spear (5% chance level 3). A silk robe, darker than the darkest night sky, it radiates power. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+1 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 (+5 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. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +15 (+2 eff.) Changes stats: +10 Mag / +8 Wil / +6 Cun Changes resistances: +20% lightning Changes resistances penetration: +15% lightning Changes damage: +25% lightning Spellpower: +20 (+4 eff.) Movement speed: +10% Slows Projectiles: +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
![]() focusing elven-silk robe of corrosion (+21%) (5 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+0 eff.) Changes stats: +7 Mag / +8 Wil Changes resistances: +21% acid Changes damage: +14% acid Mana each turn: +0.36 Psi each turn: +0.19 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+0 eff.) Changes stats: +6 Mag / +5 Wil Changes resistances: +18% blight Life regen: +3.70 Mana each turn: +0.32 Psi each turn: +0.26 Maximum life: +71.00 Healing mod.: +30% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +12% arcane Changes resistances cap: +5% arcane Spellpower: +5 (+1 eff.) It can be used to phase door up to range 6, within radius 2 of the target location, costing 1 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
![]() Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+0 eff.) Armour: +12 Defense: +2 (+0 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action), costing 1 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 70% (based on Cunning), costing 1 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +8 (+1 eff.) Ranged Defense: +8 (+1 eff.) Fatigue: +5% Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +4 Str / +3 Mag / +4 Cun / +2 Con Changes resistances penetration: +15% lightning Changes damage: +18% lightning A pair of boots made of leather. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +8 (+0 eff.) Armour: +5 Defense: +9 (+1 eff.) Ranged Defense: +9 (+1 eff.) Fatigue: +4% Changes stats: +4 Cun / +4 Con Changes damage: +6% physical Physical save: +24 (+6 eff.) Mental save: +19 (+4 eff.) Life regen: +0.40 Only die when reaching: -80.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() blightbringer's pair of voratun boots of invasion (0 def, 5 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+0 eff.) Armour: +5 Fatigue: +4% Changes stats: +8 Mag Changes resistances penetration: +15% physical Changes damage: +9% acid / +8% blight Disease immunity: +28% Spellpower: +9 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Defense: +7 (+1 eff.) Ranged Defense: +5 (+0 eff.) Fatigue: +3% Infravision radius: +2 A pair of boots made of leather. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +6 (+0 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * 33% chance to inflict 15% damage reduction Damage when hit (Melee): 4 mind Changes stats: +14 Lck / +7 Dex Changes resistances penetration: +5% mind Changes damage: +6% darkness Grants telepathy: Humanoid/Orc Critical mult.: +10.00% Stealth bonus: +15 Movement speed: +20% A pair of boots made of leather. |
![]() Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -5% Damage when hit (Melee): 12 lightning / 16 temporal Changes resistances: +18% lightning / +14% temporal Changes resistances penetration: +10% temporal Changes damage: +6% acid / +3% temporal / +9% lightning Life regen: +5.20 Stamina each turn: +0.90 Maximum life: +60.00 Movement speed: +10% Healing mod.: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +20 Fatigue: +4% Changes damage: +9% acid Mental save: +18 (+4 eff.) Cut immunity: +25% Knockback immunity: +10% Infravision radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() restorative pair of voratun boots of disengagement (0 def, 5 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +2 Cun / +3 Dex Life regen: +4.60 Healing mod.: +23% It can be used to activate talent Disengage, placing all other charms into a 1 cooldown : Effective talent level: 3.0 Power cost: 1 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 168% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Cun / +2 Con Physical save: +10 (+2 eff.) Mental save: +13 (+3 eff.) Stamina each turn: +0.80 Maximum stamina: +16.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+1 eff.) Spell crit. chance: +3% Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. Only the masochistic can unlock its full power. When wielded/worn: Defense: +8 (+1 eff.) Changes stats: +9 Str / +9 Mag / +3 Cun Talent masteries: +0.20 Corruption / Shadowflame +0.20 Corruption / Vim Stun/Freeze immunity: +20% Maximum vim: +25.00 Increases all damage by 4% of current vim Current Bonus: 0% It can be used to activate talent Darkfire (costing 1 power out of 12/12) : Effective talent level: 5.0 Power cost: 1 out of 12/12. Range: 6 Travel Speed: 400% of base Is: a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 133.67 fire damage and 137.07 darkness damage in a radius of 6. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Infused by arcane disrupting forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Damage (Melee): 11 fire / 8 physical Changes stats: +3 Str / +2 Dex / +2 Wil Changes resistances: +9% acid / +10% darkness / +11% blight / +7% fire / +13% arcane Changes damage: +5% physical / +3% fire Damage affinity(heal): +8% nature Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +8 (+2 eff.) Light radius: +3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+0 eff.) These gloves are coated with a thick, green liquid. |
![]() Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 Defense: +4 (+0 eff.) Spell save: +10 (+2 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +4% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These voratun gauntlets shine brightly beneath a thin layer of wear. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +3 Str / +3 Dex / +4 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +7 (+1 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +7 Str / +4 Dex / +5 Wil / +4 Cun / +5 Con Talent mastery: +0.20 Technique / Grappling Talent cooldown: Double Strike (-1 turn) Physical save: +13 (+3 eff.) Disarm immunity: +44% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() sand voratun gauntlets of dexterity (+5) (0 def, 12 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +21 (+0 eff.) Armour: +12 Damage (Melee): 9 physical Changes stats: +5 Dex Changes damage: +11% physical Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Infused by arcane disrupting forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects when hit in melee: * 22% chance to reduce effective powers by 20% * 18 arcane resource burn Spell save: +8 (+2 eff.) Life regen: +3.20 Stamina each turn: +0.50 Psi each turn: +0.17 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +8 (+0 eff.) Armour: +2 Effects when hit in melee: * 18% chance to reduce effective powers by 20% * 21 arcane resource burn Changes stats: +4 Str Spell save: +13 (+3 eff.) Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +12 (+0 eff.) Armour: +2 Damage (Melee): 10 temporal Damage (Ranged): 6 temporal Changes stats: +4 Dex Changes resistances: +8% temporal Changes damage: +3% temporal Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +2 Defense: +2 (+0 eff.) Changes stats: +5 Mag / +3 Wil / +5 Cun / +3 Con Changes resistances: +8% lightning / +8% temporal / +6% blight Changes damage: +10% arcane / +9% mind Mental save: +20 (+5 eff.) Cut immunity: +5% Only die when reaching: -60.00 life Mindpower: +4 (+1 eff.) Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 1 cooldown : Effective talent level: 106.0 Power cost: 1 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 328 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 35 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +4 Dex / +5 Mag / +2 Wil / +9 Cun / +4 Con Changes resistances: +28% darkness Changes damage: +19% darkness / +6% lightning Grants telepathy: Humanoid/Orc Light radius: +2 A pointy cloth hat, very wizardly... |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +4 (+0 eff.) Armour: +10 Fatigue: +4% Changes stats: +7 Str / +6 Dex / +3 Con Changes resistances: +4% physical Changes damage: +12% physical Stamina each turn: +1.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+1 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+3 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 1 power out of 35/35) : Effective talent level: 2.0 Power cost: 1 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
![]() 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 (+6 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+5 eff.) Mental crit. chance: +9% Infravision radius: +5 It can be used to reveal the surrounding area (range 20), costing 1 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." |
![]() Requires: - Talent Heavy 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: Armour: +5 Fatigue: +5% Effects on melee hit: * 15% chance to daze at end of turn Damage when hit (Melee): 4 lightning / 12 temporal / 8 physical Changes stats: +4 Str / +3 Wil / +5 Cun Changes resistances penetration: +15% temporal Stamina when hit: +1.60 Equilibrium when hit: +2.00 Mindpower: +5 (+1 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to activate talent Skullcracker, placing all other charms into a 1 cooldown : Effective talent level: 3.0 Power cost: 1 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 816.1 Physical damage. If the attack hits, the target is confused (44% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Cun / +3 Wil Life regen: +2.00 Mindpower: +3 (+0 eff.) Damage Shield Power: +6% A pointy cloth hat, very wizardly... |
![]() drakeskin leather cap of the bounder (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +8 Str / +8 Dex A cap made of leather. |
![]() warlord's voratun helm of absorption (0 def, 5 armour) Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +10 (+0 eff.) Armour: +5 Fatigue: +5% Changes stats: +6 Str / +7 Wil Changes resistances: +15% physical Physical save: +13 (+3 eff.) Stamina when hit: +2.40 Equilibrium when hit: +2.70 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +9 Str / +4 Dex / +3 Cun / +4 Con Changes resistances: -35% light Life regen: +8.00 A cap made of leather. |
![]() werebeast's voratun helm of precognition (11 def, 5 armour) Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +10 (+0 eff.) Armour: +5 Defense: +11 (+1 eff.) Fatigue: +5% Effects when hit in melee: * 18% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Str / +3 Dex / +10 Cun / +4 Con Changes resistances: -32% light Life regen: +6.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+1 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% fire / +20% cold / +20% acid Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Fire Breath (-3 turns) Corrosive Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
![]() Requires: - Strength 38 - Talent Heavy 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 (+1 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 Devouring Flame (costing 1 power out of 80/80) : Effective talent level: 3.0 Power cost: 1 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Spit a cloud of flames, doing 46.35 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
![]() Requires: - Strength 28 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+0 eff.) Fatigue: +16% Changes stats: +9 Str / +2 Wil Changes resistances: +17% cold / +11% darkness / +8% physical Critical mult.: +10.00% Mental save: +6 (+1 eff.) Maximum life: +34.00 Mindpower: +2 (+0 eff.) Light radius: +1 It can be used to activate talent Track, placing all other charms into a 1 cooldown : Effective talent level: 2001.8 Power cost: 1 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 1059 for 145 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() Requires: - Strength 20 - Talent Heavy Armour Training Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +14% Changes stats: +5 Cun / +4 Wil Mental save: +13 (+3 eff.) Life regen: +1.40 Maximum life: +54.00 Healing mod.: +14% A suit of armour made of mail. |
![]() fortifying voratun mail armour (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+0 eff.) Fatigue: +16% Changes stats: +6 Str / +7 Con Maximum life: +83.00 A suit of armour made of mail. |
![]() radiant voratun mail armour of Eyal (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+0 eff.) Fatigue: +16% Damage when hit (Melee): 14 light Changes stats: +5 Wil Changes resistances: +23% blight / +30% darkness Life regen: +4.00 Maximum life: +81.00 Light radius: +1 Healing mod.: +25% A suit of armour made of mail. |
![]() Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+0 eff.) Fatigue: +16% Damage when hit (Melee): 8 light Changes stats: +5 Str / +5 Wil / +5 Con Changes resistances: +24% blight / +27% darkness Critical mult.: +10.00% Life regen: +2.00 Mana each turn: +0.08 Mana when firing critical spell: +3.00 Vim when firing critical spell: +2.00 Maximum life: +170.00 Spellpower: +2 (+1 eff.) Light radius: +3 Healing mod.: +21% A suit of armour made of mail. |
![]() Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 (+0 eff.) Ranged Defense: +8 (+1 eff.) Fatigue: +10% Changes stats: +2 Str / +2 Con Maximum encumbrance: +20 Knockback immunity: +10% Life regen: +0.70 Stamina each turn: +0.70 Maximum life: +45.00 Maximum stamina: +43.00 Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
![]() Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +10 Defense: +10 (+1 eff.) Fatigue: +20% Changes resistances: +20% lightning / +20% temporal / +20% light / +20% fire / +20% nature / +20% acid / +20% blight / +20% cold / +15% arcane / +20% darkness Spell save: +20 (+5 eff.) Mindpower: +10 (+2 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
![]() Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +15% Defense: +18 (+2 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 (+2 eff.) It can be used to turn yourself invisible (power 53, based on Cunning and Magic) for 10 turns, costing 1 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
![]() Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 It is part of a set of items. With a better grip it would be the destroyer of your enemies. When wielded/worn: Damage (Melee): 25 vim draining blight Damage when hit (Melee): 25 vim draining blight Changes stats: +3 Cun / +9 Mag Talent masteries: +0.20 Corruption / Sanguisuge +0.20 Corruption / Blood Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Disease immunity: +100% Maximum vim: +25.00 Spellpower: +10 (+2 eff.) Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 0 It can be used to activate talent Blood Grasp (costing 1 power out of 12/12) : Effective talent level: 5.0 Power cost: 1 out of 12/12. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 376.53 blight damage and healing you for half the damage done. The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. |
![]() Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +12 Defense: +15 (+2 eff.) Damage (Melee): 15 light / 30 fire Damage (Ranged): 15 light / 30 fire Damage when hit (Melee): 30 fire Changes stats: +6 Cun / +6 Mag Changes resistances: +20% fire / +12% light / -5% cold Changes resistances penetration: +10% light / +15% fire Changes damage: +20% fire / +5% light / +10% all Talent masteries: +0.10 Celestial / Sun +0.10 Spell / Wildfire +0.10 Celestial / Sunlight +0.10 Spell / Fire Critical mult.: +20.00% Spellpower: +15 (+3 eff.) Spell crit. chance: +10% It can be used to activate talent Blastwave (costing 1 power out of 16/16) : Effective talent level: 4.0 Power cost: 1 out of 16/16. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 195.60 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
![]() Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +8 (+1 eff.) Ranged Defense: +4 (+0 eff.) Fatigue: +8% Changes stats: +3 Wil / +4 Con Changes resistances: +20% nature / +25% arcane Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +18 (+4 eff.) Stun/Freeze immunity: +25% Life regen: +1.00 Healing mod.: +20% Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
![]() Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+0 eff.) Fatigue: +8% Changes stats: +6 Str Changes resistances: +15% lightning / +15% physical / +20% darkness Changes resistances penetration: +5% nature Changes damage: +12% mind Critical mult.: +5.00% Mental save: +33 (+8 eff.) Mental crit. chance: +2% Light radius: +2 Combat speed: +30% Casting speed: +30% Mental speed: +30% It can be used to activate talent Track, placing all other charms into a 1 cooldown : Effective talent level: 2001.8 Power cost: 1 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 1059 for 145 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() Requires: - Strength 18 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+0 eff.) Fatigue: +8% Changes stats: +7 Cun / +7 Wil Changes resistances: +6% blight / +6% temporal / +12% acid Physical save: +6 (+1 eff.) Mental save: +19 (+4 eff.) Disease immunity: +20% Cut immunity: +20% Confusion immunity: +15% Stun/Freeze immunity: +10% A suit of armour made of leather. |
![]() rejuvenating drakeskin leather armour of Toknor (5 def, 8 armour) Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+0 eff.) Armour: +8 Defense: +5 (+0 eff.) Fatigue: +8% Critical mult.: +15.00% Life regen: +7.30 Stamina each turn: +1.90 A suit of armour made of leather. |
![]() Requires: - Strength 16 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +11 Physical crit. chance: +6.0% Armour: +6 Defense: +9 (+1 eff.) Fatigue: +8% Damage (Melee): 12 acid / 13 fire Damage when hit (Melee): 11 acid / 11 fire Changes resistances: +14% acid / +15% fire Stamina each turn: +0.60 Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 1 cooldown : Effective talent level: 4.0 Power cost: 1 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 366 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
![]() Requires: - Strength 10 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Damage when hit (Melee): 10 physical Changes stats: +4 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun Maximum life: +31.00 A suit of armour made of leather. |
![]() Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+0 eff.) Fatigue: +8% Changes resistances: +7% physical Physical save: +14 (+3 eff.) Life regen: +7.50 Maximum life: +53.00 Healing mod.: +21% A suit of armour made of leather. |
![]() Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+0 eff.) Fatigue: +22% Changes stats: +3 Cun Changes resistances: +12% fire / +7% physical Changes damage: +6% fire Grants telepathy: Humanoid/Orc Physical save: +14 (+3 eff.) Mental save: +6 (+1 eff.) Equilibrium when hit: +0.08 Maximum hate: +8.00 Maximum psi: +50.00 A suit of armour made of metal plates. |
![]() Requires: - Strength 52 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +10 (+0 eff.) Armour: +30 Fatigue: +25% Damage when hit (Melee): 30 physical Changes stats: +10 Str / +10 Con Changes resistances: +20% physical Physical save: +15 (+3 eff.) Life regen: +0.00 Blood Charges: 0 It can be used to drain blood from all creatures within range 5, causing them to bleed for 6661.44 physical damage over 4 turns (based on your Physicalpower). For each creature drained (up to 10), the armor gains strength, which fades over 10 turns if it is not fed, costing 1 power out of 25/25. Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only this cuirass remained, dying to finally taste fresh blood again. |
![]() fearforged voratun plate armour of delving (9 def, 16 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+1 eff.) Fatigue: +31% Changes stats: +10 Str / +9 Con Changes resistances: +35% darkness / +10% physical / -16% light / +12% fire Physical save: +7 (+1 eff.) Spell save: +8 (+2 eff.) Mental save: +9 (+2 eff.) Light radius: +2 It can be used to activate talent Track, placing all other charms into a 1 cooldown : Effective talent level: 2001.8 Power cost: 1 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 1059 for 145 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
![]() rejuvenating voratun plate armour of command (22 def, 26 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +26 Defense: +22 (+3 eff.) Fatigue: +26% Changes stats: +4 Cun Mental save: +15 (+3 eff.) Life regen: +5.20 Stamina each turn: +1.80 A suit of armour made of metal plates. |
![]() Requires: - Strength 20 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+1 eff.) Ranged Defense: +8 (+1 eff.) Fatigue: +6% Changes stats: +5 Wil Changes resistances: +25% blight / +25% darkness Talent granted: +3 Block Special effect on block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
![]() Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Infused by nature Infused by arcane disrupting forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +12 Defense: +18 (+2 eff.) Ranged Defense: +12 (+1 eff.) Fatigue: +22% Damage when hit (Melee): 15 nature Changes resistances: +35% blight / +15% nature Talent mastery: +0.20 Wild-gift / Antimagic Talent granted: +5 Block Spell save: +24 (+6 eff.) Disease immunity: +60% It can be used to purge up to 5 diseases (based on Willpower) and gain disease immunity, 20% blight resistance, and 20 spell save for 5 turns, costing 1 power out of 40/40. This voratun shield, coated with thick vines, was imbued with nature's power long ago by the Halfling General Almadar Riul, who used it to stave off the magic and diseases of orcish corruptors during the peak of the Pyre Wars. |
![]() Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 (+0 eff.) Armour: +3 Defense: +12 (+1 eff.) Ranged Defense: +12 (+1 eff.) Fatigue: +14% Changes stats: +7 Cun Changes damage: +12% mind Talent granted: +5 Block Critical mult.: +10.00% Mental save: +30 (+7 eff.) Handheld deflection devices. |
![]() Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+1 eff.) Ranged Defense: +8 (+1 eff.) Fatigue: +12% Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 20 nature Changes resistances: +6% lightning / +9% temporal / +38% fire Talent granted: +3 Block Handheld deflection devices. |
![]() Requires: - Strength 28 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +20 Defense: +5 (+0 eff.) Ranged Defense: +12 (+1 eff.) Fatigue: +10% Changes resistances: +25% cold / +25% fire Talents granted: +1 Shieldsmaiden Aura +4 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
![]() Requires: - Willpower 28 - Strength 20 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +15 Defense: +17 (+2 eff.) Ranged Defense: +17 (+2 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +20% light / +10% fire / +15% darkness / +12% mind Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent granted: +5 Block Mental save: +18 (+4 eff.) Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 (+2 eff.) Light radius: +3 It can be used to send out a range 7 beam, lighting its path and dealing 88.65 to 110.82 light damage (based on Willpower and Cunning), costing 1 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. |
![]() Requires: - Strength 40 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +4 Defense: +8 (+1 eff.) Ranged Defense: +10 (+1 eff.) Fatigue: +0% Changes resistances: +30% temporal Reduce damage by fixed amount: +20 all Talent granted: +5 Block Spell save: +20 (+5 eff.) Spellpower: +12 (+3 eff.) Slows Projectiles: +50% Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
![]() Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+1 eff.) Ranged Defense: +12 (+1 eff.) Fatigue: +14% Effects when hit in melee: * 24% chance to blind Changes stats: +4 Mag / +5 Con Changes resistances: +27% light / +7% darkness Talent granted: +5 Block Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Handheld deflection devices. |
![]() reinforced voratun shield of mind resistance (+17%) (12 def, 15 armour, 284 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Crafted by a master Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +15 Defense: +12 (+1 eff.) Ranged Defense: +12 (+1 eff.) Fatigue: +14% Changes resistances: +17% mind Talent granted: +5 Block Handheld deflection devices. |
![]() Infused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 1 power out of 100/100. The very essence of bearness! |
![]() Requires: - Dexterity 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 45.0 - 63.0 Uses stats: 70% Dex, 10% Mag, 50% Str Damage type: Temporal darkness Accuracy bonus: +0.2% crit / acc Armour Penetration: +30 Crit. chance: +6.0% Capacity: 0 When this weapon hits: Spatial Tether (10% chance level 1). When this weapon hits: Dimensional Anchor (5% chance level 1). An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
![]() Requires: - Dexterity 35 Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 43.0 - 60.2 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +2.5% Capacity: 20 On weapon hit: * disrupts spell-casting Damage against: +26% Unnatural Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 76.0 - 106.4 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +46 Crit. chance: +12.0% Capacity: 47 Turns elapse between self-loadings: 1 Travel speed: +200% Arrows are used with bows to pierce your foes to death. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: 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. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+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.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: gem / demonic ; tier 5 When carried: Damage when hit (Melee): 34 healing Mental save: -18 (-5 eff.) Life regen: -2.00 Light radius: -2 Healing mod.: -50% When used to imbue an object: Physical power: +12 (+0 eff.) Damage when hit (Melee): 34 darkness Changes damage: +9% all Grants telepathy: Demon/Major Demon/Minor Spellpower: +16 (+4 eff.) Infravision radius: +3 See invisible: +14 Healing mod.: +50% Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -7% Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Str Changes resistances: +5% arcane Changes resistances penetration: +20% temporal Changes damage: +12% temporal When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Con Changes resistances penetration: +10% physical Physical save: +7 (+1 eff.) Spell save: +7 (+1 eff.) Mental save: +7 (+1 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig It can be used to activate talent Pulverizing Auger (costing 1 power out of 30/30) : Effective talent level: 4.0 Power cost: 1 out of 30/30. Range: 6 Travel Speed: instantaneous Is: a spell Description: Fire a powerful beam of stone-shaterring force, digging out any walls in its path up to 4. The beam also affect any creatures in its path, dealing 407.31 physical damage to all. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
![]() Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +5 Mag Maximum mana: +40.00 Spell crit. chance: +6% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 1 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: misc / heart It can be used to extract a tiny part of Celia's soul, costing 1 power out of 75/75. The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
![]() Infused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 1 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+2 eff.) Mindpower: +10 (+2 eff.) Light radius: +5 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). It can be used to release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 261.36 darkness damage (based on Mindpower and charge), costing 1 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
![]() Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Defense: +10 (+1 eff.) Changes stats: +8 Cun Physical save: +19 (+4 eff.) Spell save: +20 (+5 eff.) Mental save: +17 (+4 eff.) Light radius: -6 Infravision radius: +8 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Powered by arcane forces Infused by psionic forces 0.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Defense: +12 (+1 eff.) Changes stats: +7 Mag Physical save: +15 (+3 eff.) Spell save: +17 (+4 eff.) Mental save: +19 (+4 eff.) Spellpower: +13 (+3 eff.) Light radius: +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 11 fire Changes stats: +3 Wil Changes resistances: +5% fire Changes damage: +6% mind Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Miniature R2D2 Miniature R2D2Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: misc / mechanical ; tier 3 When carried: Changes stats: +5 Cun / +5 Wil Activating this item is instant. It can be used to fire a jolt of lightning that has 50% chance to daze (damage based on your willpower or cunning), costing 1 power out of 100/100. This strange mechanical contraption seems to be kind of alive and keenly aware of you. It has taken a liking to you and seems intent on helping you. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 1 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 2 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. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 858.92 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 1 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() Requires: - Dexterity 35 Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 43.5 - 52.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 20 On weapon hit: * Slows global speed by 40% Damage (Ranged): +8 lightning / +28 nature Burst (radius 1) on hit: +12 nature slow Burst (radius 2) on crit: +16 lightning / +21 nature slow / +8 nature Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 21.5 - 25.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +4.5% Capacity: 51 On weapon hit: * 10% chance to create an air burst Travel speed: +200% When wielded/worn: Ammo reloads per turn: +1 Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 35 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 4 Base power: 42.5 - 51.0 Uses stats: 70% Dex, 50% Cun Damage type: Acid Accuracy bonus: +0.1% dam / acc Accuracy: +9 Armour Penetration: +5 Crit. chance: +5.5% Capacity: 22 On weapon hit: * 25% chance for lightning to arc to a second target * 25% chance to put talents on cooldown Damage (Ranged): +13 lightning Burst (radius 1) on hit: +4 acid Burst (radius 2) on crit: +8 arcane Shots are used with slings to pummel your foes to death. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+0 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+3 eff.) Mindpower: +3 (+0 eff.) It can be used to activate talent Psionic Pull (costing 1 power out of 35/35) : Effective talent level: 3.0 Power cost: 1 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 118 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +3 Dex / +2 Mag / +4 Cun Changes damage: +12% darkness Talent cooldown: Rushing Claws (-1 turn) Talent granted: +3 Rushing Claws It can be used to harden the skin for 7 turns increasing armour by 90 and armour hardiness by 70%, putting all charms on cooldown for 1 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 18 nature slow Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+5 eff.) Mindpower: +8 (+2 eff.) It can be used to call forth an immobile antimagic pillar for 15 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.), costing 1 power out of 35/35. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
![]() Infused 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 (+1 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 1 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
![]() supercharged dragonbone totem of cure ailments [power 5] (1 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to remove up to 5 poisons or diseases from a target within range 10 (based on Willpower), putting all charms on cooldown for 1 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Accuracy: +4 (+0 eff.) Armour: +6 Defense: +9 (+1 eff.) Ranged Defense: +9 (+1 eff.) Changes stats: +3 Str Stamina each turn: +0.60 It can be used to creates a wall of flames lasting 4 turns (dealing 355 fire damage overall), putting all charms on cooldown for 1 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Armour penetration: +2 Changes damage: +12% physical Critical mult.: +19.00% Life regen: +0.80 Spellpower on spell critical (stacks up to 3 times): +4 Only die when reaching: -40.00 life Maximum mana: +60.00 Healing mod.: +15% It can be used to disarm traps (62 bonus disarm power, based on Magic) along a range 4 line, putting all charms on cooldown for 1 turns. When used: 100% chance to regenerate 4 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Changes stats: +4 Str / +1 Dex / +2 Cun Maximum wards: +3 lightning / +3 temporal / +4 blight / +4 fire / +3 cold Changes resistances penetration: +5% lightning Changes damage: +6% lightning Talent granted: +1 Ward Maximum vim: +10.00 Infravision radius: +1 It can be used to reveal the area around you, dispelling darkness (radius 14, power 104 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 1 turns. When used: 100% chance to regenerate 8 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Changes stats: +2 Mag / +4 Wil / +4 Con Talent granted: +3 Void Blast Reduces incoming crit damage: 15.00% Stamina each turn: +0.40 Healing mod.: +10% It can be used to reveal the area around you, dispelling darkness (radius 15, power 105 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 1 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 8 arcane Changes resistances: +5% arcane Changes resistances penetration: +25% arcane Talent cooldown: Volcano (-2 turns) Talent granted: +4 Volcano Maximum vim: +19.00 It can be used to fire a bolt of a random element with (base) damage 243 to 487, putting all charms on cooldown for 1 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Changes stats: +8 Str / +2 Mag / +6 Cun Talent cooldown: Volcano (-2 turns) Talent granted: +3 Volcano Reduces incoming crit damage: 15.00% It can be used to disarm traps (85 bonus disarm power, based on Magic) along a range 4 line, putting all charms on cooldown for 1 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Talent cooldown: Volcano (-2 turns) Talent granted: +2 Volcano It can be used to fire a bolt of a random element with (base) damage 108 to 217, putting all charms on cooldown for 1 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.00 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 Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+1 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+1 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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 Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
In a selfless act, you sacrificed yourself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
While you were in the Far East, the Grand Corruptor was busy in Maj'Eyal.
With the fall of Zigur he was able to attack and take control of Elvala, the Shaloren capital city.
His plans however do not stop there.
Achievements
By Arita the Lich Necromancer level 33
55th Dusk 123rd year of Ascendancy at 12:29 see stats
By Arita the Lich Necromancer level 45
60th Regrowth 124th year of Ascendancy at 04:29 see stats
By Arita the Lich Necromancer level 28
16th Dusk 123rd year of Ascendancy at 04:57 see stats
By Arita the Lich Necromancer level 37
21st Haze 123rd year of Ascendancy at 11:24 see stats
By Arita the Lich Necromancer level 36
15th Haze 123rd year of Ascendancy at 18:59 see stats
By Arita the Lich Necromancer level 50
12nd Pyre 124th year of Ascendancy at 01:08 see stats
By Arita the Lich Necromancer level 24
64th Pyre 123rd year of Ascendancy at 18:14 see stats
By Arita the Lich Necromancer level 37
1st Regrowth 124th year of Ascendancy at 03:29 see stats
By Arita the Cornac Necromancer level 16
72nd Haze 122nd year of Ascendancy at 13:05 see stats
By Arita the Lich Necromancer level 35
75th Dusk 123rd year of Ascendancy at 00:10 see stats
By Arita the Cornac Necromancer level 18
4th Regrowth 123rd year of Ascendancy at 02:12 see stats
By Arita the Lich Necromancer level 44
50th Regrowth 124th year of Ascendancy at 02:12 see stats
By Arita the Cornac Necromancer level 17
8th Decay 122nd year of Ascendancy at 23:07 see stats
By Arita the Lich Necromancer level 25
73rd Pyre 123rd year of Ascendancy at 17:42 see stats
By Arita the Lich Necromancer level 47
2nd Pyre 124th year of Ascendancy at 07:49 see stats
By Arita the Cornac Necromancer level 15
56th Haze 122nd year of Ascendancy at 00:56 see stats
By Arita the Cornac Necromancer level 10
15th Haze 122nd year of Ascendancy at 06:41 see stats
By Arita the Cornac Necromancer level 20
6th Pyre 123rd year of Ascendancy at 22:14 see stats
By Arita the Lich Necromancer level 30
28th Dusk 123rd year of Ascendancy at 12:57 see stats
By Arita the Lich Necromancer level 40
17th Regrowth 124th year of Ascendancy at 12:43 see stats
By Arita the Lich Necromancer level 50
10th Pyre 124th year of Ascendancy at 03:45 see stats
By Arita the Cornac Necromancer level 24
60th Pyre 123rd year of Ascendancy at 13:22 see stats
By Arita the Cornac Necromancer level 16
79th Haze 122nd year of Ascendancy at 10:32 see stats
By Arita the Lich Necromancer level 47
79th Regrowth 124th year of Ascendancy at 12:18 see stats
By Arita the Lich Necromancer level 60
58th Pyre 124th year of Ascendancy at 04:20 see stats
By Arita the Cornac Necromancer level 8
54th Dusk 122nd year of Ascendancy at 10:24 see stats
By Arita the Lich Necromancer level 171
58th Pyre 124th year of Ascendancy at 05:54 see stats
By Arita the Lich Necromancer level 48
7th Pyre 124th year of Ascendancy at 13:07 see stats
By Arita the Lich Necromancer level 38
12nd Regrowth 124th year of Ascendancy at 01:07 see stats
By Arita the Lich Necromancer level 35
75th Dusk 123rd year of Ascendancy at 09:26 see stats
By Arita the Lich Necromancer level 63
58th Pyre 124th year of Ascendancy at 05:53 see stats
By Arita the Cornac Necromancer level 6
9th Dusk 122nd year of Ascendancy at 12:54 see stats
By Arita the Lich Necromancer level 47
79th Regrowth 124th year of Ascendancy at 20:03 see stats
By Arita the Lich Necromancer level 60
58th Pyre 124th year of Ascendancy at 04:20 see stats
By Arita the Lich Necromancer level 25
70th Pyre 123rd year of Ascendancy at 09:18 see stats
By Arita the Cornac Necromancer level 21
10th Pyre 123rd year of Ascendancy at 03:09 see stats
By Arita the Lich Necromancer level 30
30th Dusk 123rd year of Ascendancy at 00:17 see stats
By Arita the Cornac Necromancer level 17
9th Decay 122nd year of Ascendancy at 20:13 see stats
By Arita the Lich Necromancer level 32
39th Dusk 123rd year of Ascendancy at 12:08 see stats
Log
Welcome to level 169 [Arita].
Arita has 154516 stat point(s), 48638 class talent point(s), 48683 generic talent point(s), 11492 category point(s) to spend. Press p to use them.
Welcome to level 170 [Arita].
Arita has 155816 stat point(s), 49138 class talent point(s), 49183 generic talent point(s), 11592 category point(s) to spend. Press p to use them.
Welcome to level 171 [Arita].
Arita has 157116 stat point(s), 49538 class talent point(s), 49583 generic talent point(s), 11692 category point(s) to spend. Press p to use them.
Arita rips more animus from its victim. (+1 more soul)
The shield around armoured skeleton warrior crumbles.
Barrow wight's glacial vapour area effect hits Armoured skeleton warrior for 0 cold damage.
Barrow wight's glacial vapour area effect hits Arita for 0 cold damage.
Uruivellas's firestorm hits Armoured skeleton warrior for 27 fire damage.
Uruivellas's firestorm hits Arita for 80 fire damage.
Arita rips more animus from its victim. (+1 more soul)
Saving game...
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
New Achievement: Selfless (Exploration mode)!
Option unlocked: New Class: Adventurer
Saving done.
Arita deactivates Necrotic Aura.
Arita deactivates Will o' the Wisp.
Arita deactivates Chant of Fortress.
Arita deactivates Shielding.
Arita deactivates Defensive Posture.
Arita deactivates Arcane Shield.
Arita deactivates Blurred Mortality.
Arita speeds up.
The shield around eternal bone giant crumbles.
Eternal bone giant speeds up.