Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Troll Race. 1.3.0This addon adds Trolls as a playable race to the game. Trolls possess the Trollblood talent, which grants them high life-regeneration, but makes them vulnerable to fire. Race Stats: Str = 3 Mag = -3 Will = -2 Dex = -1 Con = 5 Liferating = 18 Exp-Penalty = 1.4 (Trolls aren't known for learning things fast) Size = Big (Increases with your racial abilites) Fear Immune Talents Trollblood(Passive): Life-regen, but fire-vulnerability. Scales with size. Scent(Active): Reveals the map around you, gives you a speedboost. Resilience of the Trolls(Passive): Increases saves and size category. Scales with size. Song of the Trolls(Active): AOE-damage with stun-chance. Scales with size. Increases size category. I hope you enjoy this! I would be very happy to receive some criticism :) If you got something to mention about balancing issues or if you find some errors, just tell me, i'll update this frequently. Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando Extra Dungeons 1.3.0In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Improved Auto-explore and Rest 1.3.1Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Doctornull's Class Pack 1.2.5This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Doctornull's Tweak Pack 1.2.3A collection of tweaks for existing ToME content. Items Vault 1.3.0Donators/Buyers bonus! No NPC Aggro 1.0.5Stops npcs going hostile when you accidently hit them with something. Midnight 1.3.1Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Faerie Race 1.2.3This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Half-Finished Bone Giant Nerf 1.2.3Modifies the Half-Finished Bone Giant undead starting dungeon boss to be less overpowered: Call of The Divine 1.2.3This addon revamps the Divination tree to make its ease of use match its usefulness. Stoic class 1.3.0Stoics are warriors who dedicate their lives to mastering countless secret techniques. Stoics are a warrior subclass inspired by the Samurai class from Hengband. They are a melee class with a wide variety of specialized combat techniques, but require judicious use of their unique Focus resource to succeed. Their advanced trees allow them to alter the element of their attacks and grant passive effects as long as the stance is maintained. Infinite Dungeon Variety 1.2.3Entirely defunct as of 1.5.0's many Infinite Dungeon changes. -- -- -- - - This addon is fairly simple. In it's current version, it randomly swaps out the grid files (which are the tile-sets/how your map looks) and layouts of every floor. Additionally, floors will steadily get larger (and enemy counts will rise as a result) the deeper you go. NOTES The first floor is always a basic dungeon. Eternal Darkness 1.3.1Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Weapons Pack 1.2.4This adds new weapon types and egos to the game. - Tridents are unchanged, but generate more often. Most of the stuff here can be individually turned on/off in the Game Options menu. So you could use this addon just for the extra tridents if you really wanted to. |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Male |
Race | Skeleton |
Class | Brawler |
Level / Exp | 138 / 9% |
Size | medium |
Lifes / Deaths | Killed by Iveba the slimy ooze at level 19 on the 21st Dusk 122nd year of Ascendancy at 13:24 / 41Killed by Porothra the sandworm at level 19 on the 21st Dusk 122nd year of Ascendancy at 14:13 Killed by Mayemina the slimy ooze at level 21 on the 21st Dusk 122nd year of Ascendancy at 19:54 Killed by Isubrewen the gigantic gravity worm at level 21 on the 21st Dusk 122nd year of Ascendancy at 22:23 Killed by Isubrewen the gigantic gravity worm at level 21 on the 21st Dusk 122nd year of Ascendancy at 23:38 Killed by Neroyamira the sandworm at level 26 on the 22nd Dusk 122nd year of Ascendancy at 08:14 Killed by Aerylravea the gigantic gravity worm at level 29 on the 22nd Dusk 122nd year of Ascendancy at 17:04 Killed by war hound at level 29 on the 22nd Dusk 122nd year of Ascendancy at 17:12 Killed by Glyrevea the sandworm at level 29 on the 22nd Dusk 122nd year of Ascendancy at 19:10 Killed by Dabiad the thalore at level 36 on the 38th Dusk 122nd year of Ascendancy at 05:26 Killed by Zubokira the black mamba at level 54 on the 40th Dusk 122nd year of Ascendancy at 00:47 Killed by Silubreba the rattlesnake at level 106 on the 47th Dusk 122nd year of Ascendancy at 23:14 Killed by Adudama the elven cultist at level 112 on the 51st Dusk 122nd year of Ascendancy at 10:41 Killed by Ce'Noyana the ogre guard at level 112 on the 51st Dusk 122nd year of Ascendancy at 18:08 Killed by Ce'Noyana the ogre guard at level 112 on the 51st Dusk 122nd year of Ascendancy at 22:35 Killed by Ce'Noyana the ogre guard at level 112 on the 52nd Dusk 122nd year of Ascendancy at 00:22 Killed by nooz_caw at level 113 on the 56th Dusk 122nd year of Ascendancy at 23:48 Killed by mucus ooze at level 113 on the 57th Dusk 122nd year of Ascendancy at 01:05 Killed by Siludalaith the thief at level 117 on the 57th Dusk 122nd year of Ascendancy at 17:04 Killed by mucus ooze at level 117 on the 57th Dusk 122nd year of Ascendancy at 21:53 Killed by mucus ooze at level 117 on the 58th Dusk 122nd year of Ascendancy at 03:17 Killed by Burb the snow giant champion at level 117 on the 58th Dusk 122nd year of Ascendancy at 05:37 Killed by Burb the snow giant champion at level 117 on the 58th Dusk 122nd year of Ascendancy at 09:38 Killed by Ndidinie the shalore at level 127 on the 66th Dusk 122nd year of Ascendancy at 00:35 Killed by Siman the halfling at level 127 on the 66th Dusk 122nd year of Ascendancy at 04:08 Killed by Betharin the giant army ant at level 132 on the 70th Dusk 122nd year of Ascendancy at 10:19 Killed by Betharin the giant army ant at level 132 on the 70th Dusk 122nd year of Ascendancy at 11:53 Killed by Betharin the giant army ant at level 133 on the 70th Dusk 122nd year of Ascendancy at 13:50 Killed by Betharin the giant army ant at level 133 on the 70th Dusk 122nd year of Ascendancy at 15:12 Killed by Betharin the giant army ant at level 133 on the 70th Dusk 122nd year of Ascendancy at 16:26 Killed by nooz_caw at level 133 on the 70th Dusk 122nd year of Ascendancy at 18:12 Killed by temporal hound at level 133 on the 70th Dusk 122nd year of Ascendancy at 18:23 Killed by Betharin the giant army ant at level 134 on the 70th Dusk 122nd year of Ascendancy at 20:42 Killed by Betharin the giant army ant at level 135 on the 70th Dusk 122nd year of Ascendancy at 22:32 Killed by Betharin the giant army ant at level 136 on the 71st Dusk 122nd year of Ascendancy at 00:49 Killed by Betharin the giant army ant at level 136 on the 71st Dusk 122nd year of Ascendancy at 02:06 Killed by Neryma the fire drake hatchling at level 136 on the 71st Dusk 122nd year of Ascendancy at 02:59 Killed by Betharin the giant army ant at level 136 on the 71st Dusk 122nd year of Ascendancy at 04:13 Killed by Salymina the armoured skeleton warrior at level 137 on the 5th Haze 122nd year of Ascendancy at 19:31 Killed by Salymina the armoured skeleton warrior at level 137 on the 5th Haze 122nd year of Ascendancy at 22:29 Killed by Salymina the armoured skeleton warrior at level 137 on the 6th Haze 122nd year of Ascendancy at 02:32 |
Primary Stats
Strength | 198 (base 100) |
Dexterity | 182 (base 100) |
Constitution | 203 (base 100) |
Magic | 154 (base 100) |
Willpower | 162 (base 100) |
Cunning | 166 (base 100) |
Resources
Life | 9680/9680 |
Stamina | 759/759 |
Healing Factor | 1.3 |
Regeneration | 44.633990139909 |
Speed
Mental | -10% |
Attack | 0% |
Movement | +68.66406074252% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 18 |
Infravision | 14 |
See Invisible | 22 |
ESP Range | 10 |
ESP Kinds | humanoid/orc |
Offense: Barehand
Damage | 281 |
Accuracy | 143 |
Crit Chance | 180% |
APR | 39 |
Speed | 0.67 |
Offense: Spell
Spellpower | 83.8 |
Crit Chance | 74% |
Speed | 1 |
Offense: Mind
Mindpower | 107.63333333333 |
Crit Chance | 78% |
Speed | 1 |
Offense: Damage Bonus
All | +6% |
Defense: Base
Armour (hardiness) | 61 (92.009237875289%) |
Defense | 57.4 |
Ranged Defense | 63.05 |
Fatigue | 0 |
Physical Save | 95.87 |
Spell Save | 106.61666666667 |
Mental Save | 80.56 |
Defense: Resistances
All | + 31%( 70%) |
Defense: Immunities
Stun Resistance | 40% |
Confusion Resistance | 24% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 15% |
Silence Resistance | 44% |
Bleed Resistance | 100% |
Teleport Resistance | 20% |
Disarm Resistance | 91% |
Instadeath Resistance | 100% |
Knockback Resistance | 10% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ReconstructionUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to heal yourself for 629 life, and cure one cut or wound effect. Its effects scale with your Constitution 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 636 damage for 3 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 19. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 58%, your defense is increased by 58 and all your resistances by 58%. Its effects scale with your Constitution stat. |
Class Talents
Cunning / Tactical | 1.50 |
| 13/5 |
| 13/5 |
| 13/5 |
| 13/5 |
Technique / Combat techniques | 1.30 |
| 13/5 |
| 13/5 |
| 13/5 |
| 13/5 |
Technique / Finishing moves | 1.30 |
| 13/5 |
| 13/5 |
| 13/5 |
| 13/5 |
Technique / Grappling | 1.30 |
| 13/5 |
| 13/5 |
| 13/5 |
| 13/5 |
Technique / Pugilism | 1.50 |
| 13/5 |
| 13/5 |
| 13/5 |
| 13/5 |
Technique / Combat veteran | 1.30 |
| 13/5 |
| 13/5 |
| 13/5 |
| 13/5 |
Technique / Unarmed discipline | 1.30 |
| 13/5 |
| 13/5 |
| 13/5 |
| 13/5 |
Cunning / Dirty fighting | 1.00 |
| 13/5 |
| 13/5 |
| 13/5 |
| 13/5 |
Generic Talents
Technique / Unarmed training | 1.50 |
| 13/5 |
| 13/5 |
| 10/5 |
| 13/5 |
Technique / Combat training | 1.30 |
| 13/5 |
| 13/5 |
| 13/5 |
| 13/5 |
| 13/5 |
| 13/5 |
| 10/5 |
| 10/5 |
Technique / Field control | 1.20 |
| 7/5 |
| 13/5 |
| 6/5 |
| 10/5 |
Technique / Mobility | 1.40 |
| 6/5 |
| 13/5 |
| 13/5 |
| 13/5 |
Technique / Conditioning | 1.30 |
| 13/5 |
| 13/5 |
| 13/5 |
| 10/5 |
Cunning / Survival | 1.23 |
| 13/5 |
| 13/5 |
| 13/5 |
| 13/5 |
Undead / Skeleton | 1.30 |
| 13/5 |
| 13/5 |
| 13/5 |
| 13/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Daunting Presence |
talent | Precise Strikes |
talent | Exploit Weakness |
talent | Slow Motion |
talent | Mental Tyranny |
talent | Striking Stance |
beneficial effect | The target is under the effect of the cloak of deception, making it look alive. Cloak of Deception |
beneficial effect | Has a 82% chance to counter attack with a defensive throw when avoiding a melee attack, possibly throwing the target to the ground and stunning it. (3.2 throws remaining) Grappling Defensively |
beneficial effect | Countering melee attacks: Has a 84% chance to get an automatic counter attack when avoiding a melee attack. (2.8 counters remaining) Counter Attacking |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +1. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +1. | done |
You abandoned lost sun paladin to death. Escort: lost sun paladin (level 2 of Daikara) | failed |
You failed to protect the repented thief from death by cold drake. Escort: repented thief (level 1 of Daikara) | failed |
You successfully escorted the worried loremaster to the recall portal on level 3 of Norgos Lair. Escort: worried loremaster (level 3 of Norgos Lair)As a reward you improved Cunning by +2. | 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 |
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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 94. | 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 |
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 AlchemistsAgrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed green worm. * You've found the needed snow giant kidney. | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On feet | pair of hardened leather boots 'Shockbreacher' (4 def, 3 armour) pair of hardened leather boots 'Shockbreacher' (4 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +4 (+1 eff.) Armour: +3 Defense: +4 (+1 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +3% Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 4 lightning Changes resistances: +3% lightning Changes resistances penetration: +20% lightning / +7% physical / +10% light Light radius: +1 Movement speed: +20% A pair of boots made of leather. |
Quiver | Bileoblivion (21/21, 51.5-72.1 power, 18 apr) Bileoblivion (21/21, 51.5-72.1 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 51.5 - 72.1 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +18.0% Capacity: 21 On weapon hit: * 40% chance to gain 10% of a turn * Slows global speed by 40% * Random elemental explosion * 25% chance for lightning to arc to a second target * 25% chance to put talents on cooldown * 20% chance to curse the target On weapon crit: * cripple the target * splashes the target with acid Damage (Ranged): +17 lightning / +16 darkness / +16 nature / +14 acid / +20 blight / +20 cold / +8 arcane Burst (radius 1) on hit: +8 nature Burst (radius 2) on crit: +16 nature Arrows are used with bows to pierce your foes to death. |
On hands | Chargetrail the drakeskin leather gloves (0 def, 3 armour) Chargetrail the drakeskin leather gloves (0 def, 3 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +34 (+4 eff.) Physical power: +15 (+2 eff.) Armour: +3 Effects on melee hit: * 23% chance to cause random gloom Damage (Melee): 38 mind / 56 darkness Changes stats: +5 Str / +6 Dex / +5 Con Changes resistances: +6% blight / +6% fire / +15% darkness Changes damage: +9% darkness Reduces incoming crit damage: 10.00% Physical save: +37 (+7 eff.) Spell save: +8 (+1 eff.) Mental save: +5 (+1 eff.) Disarm immunity: +81% Confusion immunity: +5% Knockback immunity: +5% Teleport immunity: +10% Mindpower: +8 (+1 eff.) When used to modify unarmed attacks: Base power: 34.5 - 38.0 Uses stats: 140% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +22 Armour Penetration: +5 Physical crit. chance: +17.0% Attack speed: 167% When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Perfect Control (10% chance level 5). When this weapon hits: Juggernaut (10% chance level 1). On weapon hit: * 15% chance to inflict damage reduction Damage (Melee): +23 physical Burst (radius 1) on hit: +8 arcane Burst (radius 2) on crit: +8 lightning It can be used to activate talent Juggernaut, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | elven-silk wizard hat 'Shimmerreeve' (3 def, 0 armour) elven-silk wizard hat 'Shimmerreeve' (3 def, 0 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * Slows global speed by 46% Damage when hit (Melee): 12 arcane / 4 lightning Changes stats: +7 Mag / +19 Wil / +7 Cun Changes resistances: +15% lightning / +16% temporal / +44% light / +16% fire / +16% nature / +16% acid / +16% blight / +14% cold / +16% darkness Changes resistances penetration: +10% nature Changes damage: +15% lightning / +20% light / +3% arcane Physical save: +15 (+3 eff.) Life regen: +10.50 Psi each turn: +0.40 Spellpower: +6 (+1 eff.) Mindpower: +11 (+2 eff.) Mental crit. chance: +6% Damage Shield Power: +27% A pointy cloth hat, very wizardly... |
Tool | Emelokira the yew totem of thorny skin [power 71] (11 cooldown) Emelokira the yew totem of thorny skin [power 71] (11 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +1 Wil Changes resistances: +3% temporal / +3% light / +5% arcane Maximum wards: +2 blight / +3 fire / +3 cold Talent cooldown: Invoke Tentacle (+5 turn) Talents granted: +1 Invoke Tentacle +1 Ward Physical save: +25 (+5 eff.) Disarm immunity: +10% Spellpower: +2 (+0 eff.) Damage Shield penetration: +30% It can be used to harden the skin for 6 turns increasing armour by 71 and armour hardiness by 50%, putting all charms on cooldown for 11 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | Gloomraven GloomravenPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +14 (+2 eff.) Physical power: +35 (+5 eff.) Armour: +14 Effects on melee hit: * 16% chance to cause random gloom Damage (Melee): 16 bleed Effects on ranged hit: * 16% chance to cause random gloom Damage (Ranged): 15 bleed Damage when hit (Melee): 8 darkness Changes stats: +15 Str / +8 Dex / +10 Mag / +8 Wil / +7 Cun / +14 Con Changes resistances: +22% acid / +22% fire / +22% lightning / +22% cold Changes damage: +9% fire / +18% darkness / +6% all Spell save: +16 (+3 eff.) Hate when firing a critical mind attack: +3.00 Maximum stamina: +28.00 Maximum hate: +11.00 Spellpower: +36 (+7 eff.) Mindpower: +24 (+4 eff.) See invisible: +3 It can be used to activate talent Bleeding Edge, placing all other charms into a 7 cooldown : Effective talent level: 3.0 Power cost: 7 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 293% weapon damage over 7 turns, and all healing will be reduced by 38%. Rings can have magical properties. |
On fingers | Falibar the Shockhunger Falibar the ShockhungerPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +26 (+3 eff.) Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 24 blight Changes stats: +19 Dex / +1 Mag / +12 Wil / +26 Cun Changes resistances: +3% lightning / +36% light / +18% blight / +16% mind / +72% darkness Changes damage: +36% blight / +36% darkness / +16% mind / +18% light Grants telepathy: Humanoid/Orc Physical save: +16 (+3 eff.) Spell save: +11 (+2 eff.) Mental save: +16 (+3 eff.) Silence immunity: +44% Stun/Freeze immunity: +40% Life regen: +4.00 Mana each turn: +0.30 Mindpower: +13 (+2 eff.) Infravision radius: +2 Rings can have magical properties. |
Around neck | Xerata the Mucusgore Xerata the MucusgorePowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +2 (+0 eff.) Physical crit. chance: +3.0% Damage when hit (Melee): 20 physical Changes stats: +15 Mag / +4 Wil / +7 Cun / +2 Con Changes resistances: +15% nature Changes damage: +6% acid / +7% temporal / +6% light / +6% lightning / +6% cold / +7% fire / +13% physical / +7% darkness Talent mastery: +0.23 Cunning / Survival Physical save: +27 (+5 eff.) Mental save: +11 (+2 eff.) Confusion immunity: +19% Spellpower: +10 (+2 eff.) Spell crit. chance: +10% Mindpower: +11 (+2 eff.) Amulets can have magical properties. |
Main armor | Hanizilafast (18 def, 29 armour) Hanizilafast (18 def, 29 armour)Requires: - Strength 18 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 4 When wielded/worn: Armour penetration: +34 Physical crit. chance: +10.0% Physical power: +9 (+1 eff.) Armour: +29 Defense: +18 (+5 eff.) Ranged Defense: +14 (+4 eff.) Fatigue: +8% Damage (Melee): 18 acid / 9 fire Damage (Ranged): 18 acid / 9 fire Damage when hit (Melee): 20 acid / 18 physical / 24 light / 22 fire / 20 cold / 20 lightning Changes stats: +5 Dex / +18 Wil / +8 Cun Changes resistances: +86% acid / +26% physical / +58% darkness / +24% lightning / +51% blight / +35% cold / +51% nature / +50% fire Allows you to breathe in: water Critical mult.: +18.00% Spell save: +35 (+6 eff.) Mental save: +34 (+7 eff.) Blindness immunity: +15% Knockback immunity: +5% Teleport immunity: +10% Maximum life: +100.00 Light radius: +4 Movement speed: +20% A suit of armour made of leather. |
Light source | brass lantern 'Norim' brass lantern 'Norim'Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Dex / +4 Mag Changes resistances: +13% darkness / +6% blight Changes damage: +6% light / +15% arcane Damage affinity(heal): +5% light Spellpower: +11 (+2 eff.) Spell crit. chance: +4% Light radius: +9 Infravision radius: +5 See invisible: +19 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 90 blight damage or heals 95 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. 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. |
Cloak | Glimmerpeal the elven-silk cloak (11 def, 0 armour) Glimmerpeal the elven-silk cloak (11 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +11 (+3 eff.) Effects on melee hit: * Slows global speed by 30% * 30% chance to blind Changes stats: +4 Str / +3 Dex / +3 Cun / +2 Con Changes resistances: +22% darkness / +3% mind / +18% blight / +25% fire / +14% nature / +26% light Changes resistances penetration: +10% darkness / +15% light Changes damage: +20% darkness / +3% mind Stealth bonus: +28 Physical save: +12 (+2 eff.) Mental save: +15 (+3 eff.) Life regen: +2.50 Only die when reaching: -50.00 life Healing mod.: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | Sunoozer the drakeskin leather belt Sunoozer the drakeskin leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +14.0% Armour: +12 Damage when hit (Melee): 8 mind Changes stats: +6 Dex / +17 Mag / +6 Cun Changes resistances: +13% fire / +15% mind / +13% cold Changes resistances penetration: +5% nature Changes damage: +6% nature / +3% light / +6% mind Mana each turn: +1.40 Maximum mana: +152.00 Mental crit. chance: +12% Light radius: +3 It can be used to create a temporary shield that absorbs 410 damage, putting all charms on cooldown for 10 turns. A belt that goes around your waist. |
Inventory
reconstruction rune (heal 349; cure a cut or wound) reconstruction rune (heal 349; cure a cut or wound)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to heal yourself for 349 life, and cure one cut or wound effect. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 (+1 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 13 power out of 40/40) : Effective talent level: 2.0 Power cost: 13 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 470 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
gold amulet 'Myragen' gold amulet 'Myragen'Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +1 Cun Changes resistances: +22% fire / +17% cold Grants telepathy: Dragon Physical save: +28 (+5 eff.) Spell save: +32 (+5 eff.) Mental save: +33 (+7 eff.) Equilibrium when hit: +0.08 Maximum psi: +50.00 Mental crit. chance: +3% Amulets can have magical properties. |
stralite amulet 'Elenolen' stralite amulet 'Elenolen'Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +13 Defense: +18 (+5 eff.) Changes stats: +6 Str / +2 Dex Changes resistances cap: +10% all Maximum encumbrance: +70 Physical save: +36 (+7 eff.) Blindness immunity: +22% Cut immunity: +20% Confusion immunity: +5% Stamina each turn: +0.40 Maximum life: +10.00 Infravision radius: +2 Sight radius: +2 See invisible: +10 Amulets can have magical properties. |
Alydunayarion AlydunayarionInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +46 (+6 eff.) Armour penetration: +16 Physical power: +15 (+2 eff.) Defense: +17 (+5 eff.) Damage when hit (Melee): 8 blight Changes stats: +6 Str / +20 Dex / +20 Cun / +16 Con Changes resistances: +15% mind Changes resistances penetration: +10% blight / +5% mind Changes damage: +9% blight Grants telepathy: Dragon Spell save: +20 (+3 eff.) Disarm immunity: +41% Pinning immunity: +50% Stun/Freeze immunity: +50% Knockback immunity: +50% Life regen: +6.60 Hate when firing a critical mind attack: +1.00 Maximum life: +149.00 Maximum stamina: +39.00 Mindpower: +4 (+1 eff.) Healing mod.: +27% It can be used to activate talent Disengage, placing all other charms into a 4 cooldown : Effective talent level: 2.4 Power cost: 4 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Ring of Growth Ring of GrowthInfused 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. |
steel ring 'Velinor' steel ring 'Velinor'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+1 eff.) Defense: +8 (+3 eff.) Damage when hit (Melee): 4 blight Changes stats: +10 Cun / +6 Dex Changes resistances: +16% acid / +16% fire / +14% lightning / +12% cold Changes resistances penetration: +10% arcane Changes damage: +9% arcane Grants telepathy: Dragon Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +40.00 Maximum vim: +10.00 Mindpower: +2 (+0 eff.) Rings can have magical properties. |
voratun ring 'Airblur' voratun ring 'Airblur'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +33 (+5 eff.) Effects on melee hit: * 66% chance to blind Effects on ranged hit: * 69% chance to blind Damage when hit (Melee): 22 arcane Changes stats: +8 Cun / +10 Mag Changes resistances: +38% light / +6% lightning Changes damage: +6% arcane / +19% light / +8% all Physical save: +15 (+3 eff.) Spell save: +37 (+6 eff.) Mental save: +9 (+2 eff.) Mana when firing critical spell: +1.00 Spellpower: +46 (+9 eff.) Mindpower: +34 (+6 eff.) Rings can have magical properties. |
clouded gleaming aurastone clouded gleaming aurastoneRequires: - Magic 25 - Talent Magic Weapons Mastery (level 2) Powered by arcane forces 1.00 Encumbrance. Type: weapon / aurastone ; tier 3 When wielded/worn: When used to modify unarmed attacks: Base power: 1.0 - 1.1 Uses stat: 20% Mag Damage type: Physical Additonal Strike on hit (costing 2 mana): Base power: 7.0 - 7.7 Uses stat: 20% Mag Damage type: Darkness Mastery: Magic Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: -40.0% A small stone that exudes a faint magical aura. Those who are trained can channel magic through them while they are clenched in their fists, striking out with magical energies on every punch. |
transparent shiny aurastone transparent shiny aurastoneRequires: - Magic 16 - Talent Magic Weapons Mastery (level 1) Powered by arcane forces 1.00 Encumbrance. Type: weapon / aurastone ; tier 2 When wielded/worn: When used to modify unarmed attacks: Base power: 1.0 - 1.1 Uses stat: 15% Mag Damage type: Physical Additonal Strike on hit (costing 2 mana): Base power: 8.0 - 8.8 Uses stat: 15% Mag Damage type: Light Mastery: Magic Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: -45.0% A small stone that exudes a faint magical aura. Those who are trained can channel magic through them while they are clenched in their fists, striking out with magical energies on every punch. |
Dagger of the Past (25-32.5 power, 20 apr) Dagger of the Past (25-32.5 power, 20 apr)Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Potentially it would go with a sword in the future. Base power: 25.0 - 32.5 Uses stats: 50% Mag, 50% Dex Damage type: Physical Mastery: Agile Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +20.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Defense: +10 (+3 eff.) Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spell save: +10 (+2 eff.) Movement speed: +20% 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 opportunity to learn from the mistakes of the past. |
Masin the Vipertaint (36-46.8 power, 7 apr) Masin the Vipertaint (36-46.8 power, 7 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 36.0 - 46.8 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Agile Mastery Accuracy bonus: +0.4% crit / acc Accuracy bonus: +0.2% dam / acc Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +9.0% Attack speed: 100% Damage (Melee): +16 arcane Burst (radius 2) on crit: +6 fire When wielded/worn: Changes resistances penetration: +8% fire / +5% nature / +10% arcane Changes damage: +3% arcane / +12% nature Spell save: +25 (+4 eff.) Global speed: +3% Sharp, short and deadly. |
Moon (30-39 power, 30 apr) Moon (30-39 power, 30 apr)Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. Base power: 30.0 - 39.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Agile Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +30 Physical crit. chance: +10.0% Attack speed: 100% Damage (Melee): +20 darkness When wielded/worn: Changes damage: +10% darkness Light radius: -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Shantiz the Stormblade (15-19.5 power, 20 apr) Shantiz the Stormblade (15-19.5 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stat: 100% Dex Damage type: Physical Mastery: Agile Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Unstoppable Mauler (48-72 power, 15 apr) Unstoppable Mauler (48-72 power, 15 apr)Requires: - Strength 40 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 48.0 - 72.0 Uses stat: 120% Str Damage type: Physical Mastery: Greatweapon Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Sunder Armour (15% chance level 3). When wielded/worn: Accuracy: +20 (+2 eff.) Pinning immunity: +100% Knockback immunity: +100% It can be used to activate talent Fearless Cleave (costing 6 power out of 18/18) : Effective talent level: 3.0 Power cost: 6 out of 18/18. Range: melee/personal Travel Speed: instantaneous Description: Take a step toward your foes using the momentum to cleave all creatures in a 3 wide arc in front of you for 155% weapon damage. If you failed to move the damage is instead 78%. A huge greatmaul of incredible weight. Wielding it, you feel utterly unstoppable. |
Frozen Lance (30-48 power, 10 apr) Frozen Lance (30-48 power, 10 apr)Requires: - Strength 22 Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / greatspear It must be held with both hands. Base power: 30.0 - 48.0 Uses stat: 120% Str Damage type: Physical Mastery: Greatweapon Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +2.0% Attack speed: 83% Burst (radius 1) on hit: +20 ice Thrust Range: 2 When wielded/worn: Armour: +8 Changes damage: +15% cold You are unable to tell whether this lance is crafted from steel or ice. |
Borosk's Hate (60-96 power, 22 apr) Borosk's Hate (60-96 power, 22 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [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 Mastery: Greatweapon Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 Physical 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. |
Champion's Will (67-107.2 power, 22 apr) Champion's Will (67-107.2 power, 22 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 67.0 - 107.2 Uses stats: 20% Con, 115% Str Damage type: Physical Mastery: Greatweapon Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 Physical crit. chance: +12.0% Attack speed: 100% On weapon hit: * releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Changes stats: +12 Str / +6 Mag / +7 Con Talent masteries: +0.20 Celestial / Sun +0.10 Celestial / Radiance +0.20 Celestial / Crusader Talents cooldown: Sun Ray (-1 turn) Absorption Strike (-1 turn) Flash of the Blade (-1 turn) Increases the damage of Sun Beam by 15%. It can be used to attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt, costing 10 power out of 30/30. This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
Bregytothad the Satyrpierce Bregytothad the SatyrpierceRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Infused by nature Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 167% Firing range: +10 On weapon hit: * 20% chance to disease * Slows global speed by 56% * 18% chance to daze Travel speed: +400% Damage (Ranged): +19 lightning / +22 nature / +20 cold Burst (radius 1) on hit: +4 nature / +4 blight When wielded/worn: Accuracy: +58 (+7 eff.) Physical crit. chance: +45.0% Physical power: +27 (+4 eff.) Armour: +13 Changes stats: +16 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances: +9% all Changes resistances penetration: +15% lightning / +21% physical / +5% blight / +15% cold / +15% nature / +20% mind Changes damage: +18% lightning / +20% physical / +9% nature / +9% blight Talent cooldown: Steady Shot (-1 turn) Longbows are used to shoot arrows at your foes. |
Corpsebow CorpsebowRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 When wielded/worn: Effects on ranged hit: * 40% chance to disease Damage (Ranged): 20 blight Changes damage: +40% blight Disease immunity: +50% It can be used to activate talent Cyst Burst (costing 4 power out of 20/20) : Effective talent level: 5.0 Power cost: 4 out of 20/20. Range: 8 Travel Speed: instantaneous Is: a spell Description: Make your target's diseases burst, doing 123.11 blight damage for each disease it is infected with. This will also spread any decrepitude, weakness, rotting or epidemic diseases to any nearby foes in a radius of 3. The damage will increase with your Spellpower. A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
Mayeremira the Morningslice Mayeremira the MorningsliceRequires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 On weapon hit: * 20% chance to daze * 40% chance to blind When wielded/worn: Accuracy: +15 (+2 eff.) Physical crit. chance: +8.0% Changes resistances penetration: +10% lightning / +5% light Changes damage: +3% lightning / +14% physical / +18% light Talents cooldown: Volley of Arrows (-2 turns) Steady Shot (-2 turns) Pinning Shot (-1 turn) Longbows are used to shoot arrows at your foes. |
Merkul's Second Eye Merkul's Second EyeRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +400% When wielded/worn: Damage (Ranged): 25 arcane Light radius: +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
Blade of Distorted Time (40-56 power, 10 apr) Blade of Distorted Time (40-56 power, 10 apr)Requires: - Strength 44 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stats: 20% Mag, 90% Str Damage type: Physical Mastery: Greatweapon Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * inflicts bonus temporal damage and slows target Damage conversion: 20% temporal When wielded/worn: Changes damage: +12% temporal / +10% physical It can be used to activate talent Rethread (costing 3 power out of 8/8) : Effective talent level: 2.0 Power cost: 3 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Rethread the timeline, dealing 106.91 temporal damage to the target before moving on to a second target. Rethread can hit up to 3 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. The remnants of a damaged timeline, this blade shifts and fades at random. |
Skymonster (25-35 power, 3 apr) Skymonster (25-35 power, 3 apr)Requires: - Strength 16 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Base power: 25.0 - 35.0 Uses stat: 100% Str Damage type: Physical Mastery: Greatweapon Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 111% On weapon hit: * 15% chance to daze * 25% chance to put talents on cooldown On weapon crit: * wounds the target reducing their healing Damage (Melee): +11 temporal / +11 nature / +11 mind When wielded/worn: Accuracy: +18 (+2 eff.) Armour penetration: +18 Physical crit. chance: +11.0% Physical power: +9 (+1 eff.) Defense: +9 (+3 eff.) Effects on melee hit: * 45% chance to daze Damage when hit (Melee): 8 mind Changes stats: +3 Str / +8 Dex / +3 Mag / +5 Wil / +8 Cun / +3 Con Changes resistances: +11% all Changes resistances penetration: +9% lightning / +17% physical / +18% nature Changes damage: +24% physical Critical mult.: +5.00% Mental save: +16 (+3 eff.) Disarm immunity: +32% It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 2 turns. Blunt and deadly. |
vined mindstar 'Spiderhunter' (5.5-6.05 power, 18 apr, nature damage) vined mindstar 'Spiderhunter' (5.5-6.05 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. This natural fire should be returned to the wyrm. This harmonious mindstar will complement other natural mindstars. This mindstar projects psionic energy if enough is absorbed. This natural frost should be returned to the wyrm. Base power: 5.5 - 6.1 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * Slows global speed by 20% On weapon crit: * wounds the target Damage (Melee): +9 bleed Damage against: +12% Undead When wielded/worn: Physical crit. chance: +9.0% Armour: +7 Damage when hit (Melee): 10 ice / 10 fire / 4 arcane / 8 blight Changes stats: +4 Mag / +9 Wil Changes resistances: +32% light / +16% darkness / +13% nature / +8% blight / +11% cold / +32% mind / +10% fire Changes resistances penetration: +10% fire / +6% nature / +10% cold Changes damage: +13% lightning / +7% physical / +21% fire / +18% nature / +22% cold Talent masteries: +0.20 Psionic / Focus +0.20 Psionic / Projection +0.20 Wild-gift / Harmony Physical save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Stamina when hit: +1.30 Equilibrium when hit: +1.30 Vim when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum psi: +26.00 Mindpower: +15 (+2 eff.) Mental crit. chance: +11% Infravision radius: +2 See stealth: +26 See invisible: +25 Global speed: +3% Damage Shield penetration: +30% Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +30% 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. |
Deft Blade (25-32.5 power, 5 apr) Deft Blade (25-32.5 power, 5 apr)Requires: - Dexterity 16 - Cunning 16 Crafted by a master 2.50 Encumbrance. [Unique] Type: weapon / rapier ; tier 2 Base power: 25.0 - 32.5 Uses stats: 60% Dex, 40% Cun, 40% Str Damage type: Physical Mastery: Agile Mastery Accuracy bonus: +0.8% crit.pwr / acc Accuracy bonus: +0.4% crit / acc Accuracy bonus: +0.2% dam / acc Accuracy bonus: +5.0% procs dam / acc Accuracy bonus: +1.0% APR / acc Armour Penetration: +5 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+1 eff.) Defense: +8 (+3 eff.) Changes stats: +4 Dex Changes resistances penetration: +10% physical This blade seems to be perfectly balanced. A skilled warrior could make great use of it. |
Obsidiansteel the drakeskin leather sling Obsidiansteel the drakeskin leather slingRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 5 Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 Burst (radius 1) on hit: +4 mind / +2 darkness Burst (radius 2) on crit: +14 darkness / +2 arcane When wielded/worn: Changes resistances: +5% arcane Changes resistances penetration: +20% mind Changes damage: +21% darkness Slings are used to hurl stones or metal shots at your foes. |
Frozen Light (8-11.2 power, 10 apr) Frozen Light (8-11.2 power, 10 apr)Requires: - Magic 12 Powered by arcane forces 0.00 Encumbrance. [Unique] Type: weapon / spear ; tier 1 Base power: 8.0 - 11.2 Uses stats: 60% Mag, 60% Str Damage type: Physical Mastery: Agile Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy bonus: +1.0% blind chance / acc Armour Penetration: +10 Physical crit. chance: +4.0% Attack speed: 100% Damage conversion: 50% light / 50% temporal Thrust Range: 4 When wielded/worn: Changes stats: +4 Mag Changes damage: +15% light / +15% temporal Spellpower: +6 (+1 eff.) This appears to be a long beam of light, frozen in time. It is rapidly expanding and contracting, as if trying to escape. |
Flashonslaught (40-48 power, 6 apr, physical damage) Flashonslaught (40-48 power, 6 apr, physical damage)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: 40.0 - 48.0 Uses stat: 100% Mag Damage type: Physical Mastery: Magic Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +16 lightning When wielded/worn: Physical crit. chance: +13.0% Defense: +24 (+7 eff.) Effects on melee hit: * 20% chance to disease * Slows global speed by 30% * 42% chance to daze Damage (Melee): 35 arcane / 12 % chance of confusion Damage when hit (Melee): 8 nature Changes stats: +5 Mag / +6 Wil Changes resistances penetration: +10% lightning Changes damage: +3% lightning / +40% darkness / +6% nature Talent granted: +1 Command Staff Vim when firing critical spell: +5.00 Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +230.00 Maximum vim: +27.00 Spellpower: +48 (+10 eff.) Spell crit. chance: +5% Damage Shield penetration: +34% Staves designed for wielders of magic, by the greats of the art. |
Gravitational Staff (30-36 power, 8 apr, gravity pin damage) Gravitational Staff (30-36 power, 8 apr, gravity pin damage)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 130% Mag Damage type: Gravity pin Mastery: Magic Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +8 Attack speed: 100% When wielded/worn: Changes resistances: +15% physical Changes damage: +20% physical / +10% temporal Talent masteries: +0.10 Chronomancy / Gravity +0.10 Chronomancy / Matter +0.10 Spell / Earth Spellpower: +25 (+5 eff.) Spell crit. chance: +7% It can be used to activate talent Gravity Spike (costing 5 power out of 14/14) : Effective talent level: 3.0 Power cost: 5 out of 14/14. Range: 6 Travel Speed: instantaneous Is: a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell's center and inflicts 128.51 physical (gravity) damage. Each target moved beyond the first increases the damage by 16.06 (up to a maximum of 64.26 bonus damage). Targets take reduced damage the further they are from the epicenter (20% less per tile). The damage dealt will scale with your Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. |
Issoldir the Hellravage (30-36 power, 6 apr, physical damage) Issoldir the Hellravage (30-36 power, 6 apr, physical damage)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 100% Mag Damage type: Physical Mastery: Magic Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to disease Damage (Melee): +8 fire Burst (radius 1) on hit: +4 arcane Burst (radius 2) on crit: +8 arcane When wielded/worn: Accuracy: +15 (+2 eff.) Physical crit. chance: +37.0% Physical power: +12 (+2 eff.) Damage (Melee): 84 arcane Damage when hit (Melee): 4 arcane / 8 blight Changes stats: +6 Mag / +6 Wil Changes resistances: +21% blight / +15% fire / +15% darkness / +15% acid Changes damage: +42% blight / +30% fire / +30% darkness / +30% acid Talent granted: +1 Command Staff Critical mult.: +14.00% Mana each turn: +0.71 Maximum mana: +450.00 Spellpower: +77 (+15 eff.) Spell crit. chance: +23% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 10 turns. Staves designed for wielders of magic, by the greats of the art. |
Kor's Fall (10-12 power, 0 apr, darkness damage) Kor's Fall (10-12 power, 0 apr, darkness damage)Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 110% Mag Damage type: Darkness Mastery: Magic Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+1 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 2 power out of 6/6) : Effective talent level: 3.0 Power cost: 2 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 183.09 physical damage to all targets in line. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
Staff of Arcane Supremacy (20-24 power, 4 apr, physical element) Staff of Arcane Supremacy (20-24 power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. 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: Magic Weapons 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 7 power out of 20/20) : Effective talent level: 3.0 Power cost: 7 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. This item has been sent to the Item's Vault. |
Telos's Staff (Top Half) (35-42 power, 0 apr, arcane damage) Telos's Staff (Top Half) (35-42 power, 0 apr, arcane damage)Requires: - Magic 35 Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Base power: 35.0 - 42.0 Uses stat: 100% Mag Damage type: Arcane Mastery: Magic Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes damage: +35% arcane Talent granted: +1 Command Staff Mental save: +8 (+2 eff.) Spellpower: +30 (+6 eff.) Spell crit. chance: +15% The top part of Telos' broken staff. |
Shadow Defender (10-13 power, 5 apr) Shadow Defender (10-13 power, 5 apr)Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / swordbreaker ; tier 3 Base power: 10.0 - 13.0 Uses stat: Damage type: Physical Mastery: Agile Mastery Accuracy bonus: +2.5% disarm chance / acc Armour Penetration: +5 Physical crit. chance: +10.0% Attack speed: 100% Damage (Melee): +30 darkness / +30 % blind chance When wielded/worn: Changes damage: +10% darkness Talent cooldown: Shadow Leash (-8 turns) This swordbreaker has enchanted to call upon the wielder's own shadow to help protect it. |
voratun swordbreaker 'Tarrundil' (35-45.5 power, 6 apr) voratun swordbreaker 'Tarrundil' (35-45.5 power, 6 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / swordbreaker ; tier 5 Base power: 35.0 - 45.5 Uses stats: 40% Dex, 40% Str Damage type: Physical Mastery: Agile Mastery Accuracy bonus: +1.0% disarm chance / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon crit: * maims the target Damage Shield penetration (this weapon only): +30% Damage (Melee): +14 nature / +14 temporal Burst (radius 1) on hit: +4 mind When wielded/worn: Armour penetration: +22 Physical crit. chance: +7.0% Armour: +7 Armour Hardiness: +11% Defense: +22 (+6 eff.) Damage when hit (Melee): 16 blight / 8 arcane Changes stats: +3 Wil Changes resistances: +16% lightning / +11% physical / +9% blight Reduce damage by fixed amount: +7 physical Changes resistances penetration: +22% physical Changes damage: +21% physical Critical mult.: +10.00% Physical save: +20 (+4 eff.) A small blade with many notches along its edge. |
dwarven-steel throwing knives 'Radhedogund' (5/5, 25.5-33.15 power, 7 apr) dwarven-steel throwing knives 'Radhedogund' (5/5, 25.5-33.15 power, 7 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / throwing knives ; tier 3 Base power: 25.5 - 33.1 Uses stats: 45% Str, 45% Dex Damage type: Blight Mastery: Agile Mastery Accuracy bonus: +0.5% APR / acc Accuracy: +31 Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Firing range: +4 Capacity: 5 On weapon hit: * 10% chance to stun, blind, pin, or confuse the target Damage (Ranged): +8 blight / +14 temporal / +8 acid / +14 physical Burst (radius 1) on hit: +8 blight / +8 arcane / +16 acid Burst (radius 2) on crit: +4 acid / +14 fire When wielded/worn: Armour penetration: +10 Physical crit. chance: +10.0% Changes resistances penetration: +11% fire Critical mult.: +16.00% Global speed: +4% These knives are specially weighted to be thrown. |
Fularegostir the orichalcum trident (55-88 power, 35 apr) Fularegostir the orichalcum trident (55-88 power, 35 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 55.0 - 88.0 Uses stat: 120% Str Damage type: Physical Mastery: Greatweapon Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +35 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target * 25% chance for lightning to arc to a second target On weapon crit: * wounds the target reducing their healing Damage Shield penetration (this weapon only): +62% Damage (Melee): +28 lightning When wielded/worn: Armour penetration: +2 Physical crit. chance: +19.0% Physical power: +20 (+3 eff.) Changes stats: +3 Str Changes resistances penetration: +19% mind / +21% darkness Reduces incoming crit damage: 10.00% Physical save: +3 (+1 eff.) * Grants [Sweeping Blows] Talent A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Elebrevea (20.5-22.55 power, 1 apr) Elebrevea (20.5-22.55 power, 1 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 2 Base power: 20.5 - 22.6 Uses stat: 100% Dex Damage type: Physical Mastery: Agile Mastery Accuracy bonus: +0.5% turn loss / acc Armour Penetration: +1 Physical crit. chance: +4.0% Attack speed: 125% When this weapon hits: Epidemic (10% chance level 2). On weapon hit: * 11% chance to disease On weapon crit: * wounds the target reducing their healing Damage (Melee): +10 blight / +11 mind When wielded/worn: Accuracy: +8 (+1 eff.) Physical crit. chance: +9.0% Physical power: +9 (+1 eff.) Damage when hit (Melee): 8 arcane Changes stats: +4 Str / +4 Dex Changes damage: +15% arcane / +9% physical Critical mult.: +5.00% Disease immunity: +18% Stamina when hit: +1.20 Light radius: +1 See invisible: +3 It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 2 turns. A long, leather whip. |
Elenarim the hardened leather belt Elenarim the hardened leather beltCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +13 (+2 eff.) Effects on melee hit: * 40% chance to corrode armour Damage when hit (Melee): 12 acid Changes resistances: +9% acid / +9% fire / +9% cold Changes resistances penetration: +5% mind / +13% physical Changes damage: +15% physical Critical mult.: +10.00% Spell save: +7 (+1 eff.) Size category: +1 A belt that goes around your waist. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Armodan the Arctickler (3 def, 11 armour) Armodan the Arctickler (3 def, 11 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +11 Defense: +3 (+1 eff.) Effects on melee hit: * 15% chance to daze Damage when hit (Melee): 4 temporal Changes stats: +6 Str / +6 Dex / +6 Mag / +2 Wil / +6 Con Changes resistances: +5% arcane / +33% temporal / +53% darkness / +30% cold Changes resistances penetration: +10% lightning / +10% temporal / +20% darkness Changes damage: +3% lightning / +6% temporal / +23% darkness / +6% arcane Talent mastery: +0.40 Technique / Combat training Stealth bonus: +25 Spell save: +8 (+1 eff.) Mental save: +15 (+3 eff.) Stamina each turn: +1.50 Mana each turn: -0.60 Maximum mana: +73.00 Defense after a teleport: +30 Resist all after a teleport: +15% New effects duration reduction after a teleport: +27% 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 4 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Serpentine Cloak (10 def, 0 armour) Serpentine Cloak (10 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +6 Cun / +5 Con Changes resistances penetration: +15% nature Talent mastery: +0.10 Cunning / Stealth It can be used to activate talent Phase Door (costing 10 power out of 60/60) : Effective talent level: 2.0 Power cost: 10 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a small range of up to 13 grids. At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 4). If the target area is not in line of sight, there is a chance the spell will fizzle. The range will increase with your Spellpower. Cunning and malice seem to emanate from this cloak. |
Brightgore (7 def, 0 armour) Brightgore (7 def, 0 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour penetration: +27 Physical crit. chance: +16.0% Physical power: +27 (+4 eff.) Defense: +7 (+2 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn Damage when hit (Melee): 8 lightning / 16 temporal / 12 light Changes stats: +14 Con Changes resistances: +24% lightning / +21% temporal / +6% light / +14% blight / +24% cold Changes resistances penetration: +13% mind Changes damage: +16% lightning / +21% temporal / +6% light / +16% cold / +14% mind / +28% nature Physical save: +58 (+10 eff.) Poison immunity: +72% Disease immunity: +73% Life regen: +3.70 Psi each turn: +0.72 Maximum life: +76.00 Maximum psi: +28.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Light radius: +2 Combat speed: +20% Healing mod.: +18% It can be used to activate talent Shattering Shout, placing all other charms into a 12 cooldown : Effective talent level: 5.0 Power cost: 12 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 398.02 physical damage in a radius 8 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. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Relgadunafast the elven-silk robe (16 def, 4 armour) Relgadunafast the elven-silk robe (16 def, 4 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +7 (+1 eff.) Armour: +4 Defense: +16 (+5 eff.) Effects on melee hit: * 30% chance to disease Changes stats: +5 Cun Changes resistances: +30% blight / +20% physical Changes damage: +20% physical / +12% light / +12% blight / +3% mind / +10% darkness Physical save: +37 (+7 eff.) Life regen: +6.00 Maximum life: +80.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +9% Healing mod.: +30% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of the Archmage (10 def, 10 armour) Robe of the Archmage (10 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+3 eff.) Damage when hit (Melee): 15 arcane Changes stats: +4 Mag / +4 Wil / +4 Cun Changes resistances: +10% fire / +10% cold Changes damage: +12% all Spell save: +18 (+3 eff.) Mental save: +15 (+3 eff.) Blindness immunity: +40% Mana each turn: +1.00 Spellpower: +15 (+3 eff.) Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
elven-silk robe 'Tempestglean' (44 def, 0 armour) elven-silk robe 'Tempestglean' (44 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +44 (+12 eff.) Effects on melee hit: * 15% chance to daze * 30% chance to corrode armour * 20% chance to disease Damage when hit (Melee): 4 lightning Changes stats: +11 Wil / +10 Con Changes resistances: +22% lightning / +26% blight / +16% fire / +6% acid / +30% cold Changes resistances penetration: +10% lightning / +15% blight Changes damage: +15% lightning / +3% blight / +11% fire / +20% nature / +20% cold Mental save: +25 (+5 eff.) Poison immunity: +41% Disease immunity: +44% Life regen: +6.00 Maximum life: +47.00 Healing mod.: +48% Chance to avoid any damage: +11% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe 'Emobressra' (10 def, 0 armour) silk robe 'Emobressra' (10 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +2 Str / +12 Mag / +10 Wil / +5 Cun Changes resistances: +46% light Changes damage: +31% light / +12% arcane Critical mult.: +16.00% Reduces incoming crit damage: 10.00% Spell save: +26 (+4 eff.) Silence immunity: +82% Life regen: +0.40 Spellpower on spell critical (stacks up to 3 times): +20 Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +5.00 Maximum mana: +60.00 Spellpower: +48 (+10 eff.) Spell crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Baryruidranik (0 def, 5 armour) Baryruidranik (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +5 Fatigue: -4% Effects on melee hit: * 30% chance to gain 10% of a turn Damage when hit (Melee): 16 mind Changes stats: +3 Dex / +14 Cun / +11 Con Changes resistances: +12% mind Changes resistances penetration: +5% temporal Changes damage: +6% temporal Maximum encumbrance: +44 Physical save: +51 (+9 eff.) Mental save: +44 (+9 eff.) Life regen: +3.10 Healing mod.: +23% It can be used to activate talent Disengage, placing all other charms into a 5 cooldown : Effective talent level: 3.6 Power cost: 5 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 5 grids from your target. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Blastmalice (17 def, 5 armour) Blastmalice (17 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +17 (+5 eff.) Ranged Defense: +20 (+5 eff.) Fatigue: -2% Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 4 lightning Changes stats: +10 Str / +6 Dex / +6 Mag / +8 Wil / +10 Con / +14 Lck Changes resistances: +5% arcane Changes damage: +9% physical Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 5.00% Stealth bonus: +14 Maximum encumbrance: +47 Physical save: +13 (+3 eff.) Mana each turn: +0.48 Maximum mana: +57.00 Spell crit. chance: +5% Infravision radius: +3 Size category: +1 It can be used to activate talent Heave, placing all other charms into a 4 cooldown : Effective talent level: 2.4 Power cost: 4 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 4 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour)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 (+0 eff.) Spell crit. chance: +3% When used to modify unarmed attacks: Base power: 14.0 - 15.4 Uses stats: 40% Cun, 140% Str, 20% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +6.0% Attack speed: 167% When this weapon hits: Mind Blast (10% chance level 1). When this weapon hits: Shadow Simulacrum (15% chance level 1). When this weapon hits: Turn Back the Clock (10% chance level 1). Damage conversion: 100% temporal darkness 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. |
Radhylach (0 def, 3 armour) Radhylach (0 def, 3 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +13 (+2 eff.) Armour: +3 Damage (Melee): 13 blight / 17 temporal / 17 darkness Damage (Ranged): 20 temporal Changes stats: +4 Str / +7 Mag / +11 Cun Changes resistances: +9% blight / +13% temporal / +9% light / +32% darkness Changes damage: +10% blight / +8% temporal / +8% darkness / +6% mind Mental save: +3 (+1 eff.) Psi when hit: +0.08 Maximum hate: +8.00 Infravision radius: +4 When used to modify unarmed attacks: Base power: 26.0 - 28.6 Uses stats: 140% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +12 Armour Penetration: +5 Physical crit. chance: +17.0% Attack speed: 167% When this weapon hits: Soul Rot (20% chance level 5). When this weapon crits: Dominate (10% chance level 5). On weapon hit: * 12% chance to gain 10% of a turn * 15% chance to inflict damage reduction Damage (Melee): +23 darkness Burst (radius 1) on hit: +4 mind Burst (radius 2) on crit: +14 blight / +26 light / +38 darkness It can be used to activate talent Track, placing all other charms into a 5 cooldown : Effective talent level: 2.4 Power cost: 5 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 49 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic dwarven-steel gauntlets of war-making (0 def, 7 armour) heroic dwarven-steel gauntlets of war-making (0 def, 7 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +14.0% Armour: +7 Critical mult.: +11.00% Mental save: +11 (+2 eff.) Maximum life: +64.00 Spell crit. chance: +14% Mental crit. chance: +12% When used to modify unarmed attacks: Base power: 35.5 - 49.7 Uses stats: 40% Cun, 40% Dex, 140% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +8 Armour Penetration: +9 Physical crit. chance: +18.0% Attack speed: 125% When this weapon hits: Battle Shout (10% chance level 3). When this weapon crits: Cripple (20% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm. |
Cloudoozer (0 def, 5 armour) Cloudoozer (0 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 42% chance to daze Changes stats: +15 Str / +30 Wil / +4 Cun Changes resistances: +26% blight / +9% lightning / +7% darkness / +9% light Changes resistances penetration: +10% arcane / +10% light Changes damage: +9% light / +6% arcane Spell save: +15 (+2 eff.) Mental save: +63 (+13 eff.) Mindpower: +5 (+1 eff.) Light radius: +5 It can be used to activate talent Circle of Sanctity, placing all other charms into a 10 cooldown : Effective talent level: 3.0 Power cost: 10 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 6 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Deepsslice the drakeskin leather cap (0 def, 5 armour) Deepsslice the drakeskin leather cap (0 def, 5 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 10 physical Changes stats: +11 Str / +17 Wil / +6 Cun / +4 Con Changes resistances: +10% lightning / +15% temporal / +15% darkness / +10% blight / +21% mind Changes resistances penetration: +10% fire Changes damage: +3% darkness Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 10.00% Physical save: +21 (+4 eff.) Mental save: +45 (+9 eff.) Confusion immunity: +48% Stamina when hit: +3.00 Equilibrium when hit: +1.30 Mindpower: +6 (+1 eff.) It can be used to activate talent Skullcracker, placing all other charms into a 7 cooldown : Effective talent level: 3.0 Power cost: 7 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 1308.5 Physical damage. If the attack hits, the target is confused (47% 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 cap made of leather. |
Fulolagorn the Flashmistress (0 def, 5 armour) Fulolagorn the Flashmistress (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Armour: +5 Fatigue: +5% Damage when hit (Melee): 9 physical / 12 fire Changes stats: +22 Str / +10 Dex / +5 Wil / +4 Cun / +16 Lck Changes resistances: +12% light / +3% fire Changes resistances penetration: +15% fire Spell crit. chance: +7% Mindpower: +5 (+1 eff.) Mental crit. chance: +7% Light radius: +2 It can be used to activate talent Skullcracker, placing all other charms into a 7 cooldown : Effective talent level: 3.0 Power cost: 7 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 1308.5 Physical damage. If the attack hits, the target is confused (47% 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. |
Hat of Arcane Understanding (2 def, 0 armour) Hat of Arcane Understanding (2 def, 0 armour)Requires: - Level 15 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Only supremacy of the arcane can release its full power. When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +20% arcane Talent mastery: +0.20 Spell / Meta Talent cooldown: Disruption Shield (-10 turns) Mana each turn: +2.00 A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. This item has been sent to the Item's Vault. |
Hat of Arcane Understanding (2 def, 0 armour) Hat of Arcane Understanding (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Only supremacy of the arcane can release its full power. When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +20% arcane Talent mastery: +0.20 Spell / Meta Talent cooldown: Disruption Shield (-10 turns) Mana each turn: +2.00 A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
Phoenixreaper (0 def, 9 armour) Phoenixreaper (0 def, 9 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +9 Fatigue: +5% Changes stats: +4 Str / +24 Dex / +3 Mag / +10 Wil / +5 Cun / +5 Con Changes resistances: +3% temporal / +44% darkness / +15% blight / +14% cold / +18% fire / -18% light Changes damage: +3% fire Grants telepathy: Dragon Spell save: +10 (+2 eff.) Mental save: +15 (+3 eff.) Disease immunity: +5% Stun/Freeze immunity: +20% Life regen: +5.00 Infravision radius: +12 See invisible: +12 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Yvymira (8 def, 13 armour) Yvymira (8 def, 13 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +13 Defense: +8 (+3 eff.) Fatigue: +5% Damage when hit (Melee): 9 physical Changes stats: +12 Str / +4 Dex / +2 Mag / +4 Cun / +17 Con Changes resistances: +9% temporal / +25% cold / -34% light / +6% all Allows you to breathe in: water Physical save: +25 (+5 eff.) Cut immunity: +10% Stun/Freeze immunity: +10% Life regen: +5.50 Heals friendly targets nearby when you use a nature summon: +10 It can be used to activate talent Skullcracker, placing all other charms into a 7 cooldown : Effective talent level: 3.0 Power cost: 7 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 1308.5 Physical damage. If the attack hits, the target is confused (47% 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. |
drakeskin leather cap 'Phoenixquarry' (0 def, 5 armour) drakeskin leather cap 'Phoenixquarry' (0 def, 5 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Armour: +5 Fatigue: +5% Damage when hit (Melee): 12 fire Changes stats: +9 Str / +19 Wil / +9 Cun / +13 Lck Changes resistances: +13% blight / +14% temporal / +14% lightning Changes resistances penetration: +20% blight Changes damage: +6% arcane Spell save: +6 (+1 eff.) Mental save: +13 (+3 eff.) Spellpower: +8 (+2 eff.) Spell crit. chance: +9% Mindpower: +12 (+2 eff.) Mental crit. chance: +8% Damage Shield penetration: +30% A cap made of leather. |
rough leather cap 'Ashransom' (0 def, 1 armour) rough leather cap 'Ashransom' (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 30% chance to disease Damage when hit (Melee): 12 blight Changes resistances: +3% blight / +5% fire / +6% cold Changes resistances penetration: +10% fire Changes damage: +6% blight / +6% fire Allows you to breathe in: water Physical save: +13 (+3 eff.) A cap made of leather. |
Death's Embrace (18 def, 18 armour) Death's Embrace (18 def, 18 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +15% Defense: +18 (+5 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.) Healing mod.: -15% It can be used to turn yourself invisible (power 63, based on Cunning and Magic) for 10 turns, costing 16 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
steel plate armour 'Heatschism' (4 def, 29 armour) steel plate armour 'Heatschism' (4 def, 29 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Physical crit. chance: +7.0% Physical power: +16 (+2 eff.) Armour: +29 Defense: +4 (+1 eff.) Fatigue: +24% Damage when hit (Melee): 12 blight / 4 fire Changes stats: +20 Str / +6 Mag / +6 Wil / +15 Con Changes resistances: +31% lightning / +6% temporal / +37% darkness / +62% fire / +39% acid / +32% physical / +17% cold / +7% mind / +0% light Changes resistances penetration: +10% temporal Changes damage: +9% blight / +27% temporal / +3% fire Physical save: +32 (+6 eff.) Spell save: +7 (+1 eff.) Mental save: +23 (+5 eff.) Life regen: +2.20 Maximum life: +171.00 Spellpower: +16 (+3 eff.) Spell crit. chance: +6% Mindpower: +16 (+3 eff.) Mental crit. chance: +7% Light radius: +2 Healing mod.: +18% It can be used to activate talent Track, placing all other charms into a 10 cooldown : Effective talent level: 2.4 Power cost: 10 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 49 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Piercing Gaze (5 def, 25 armour, 180 block) Piercing Gaze (5 def, 25 armour, 180 block)Requires: - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +25 Defense: +5 (+2 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +12% Changes resistances: +10% acid / +10% physical / +10% lightning / +10% fire Talent granted: +4 Block Special effect on block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
Temporal Rift (8 def, 4 armour, 325 block) Temporal Rift (8 def, 4 armour, 325 block)Requires: - Strength 40 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +4 Defense: +8 (+3 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +0% Changes resistances: +30% temporal Reduce damage by fixed amount: +20 all Talent granted: +5 Block Spell save: +20 (+3 eff.) Spellpower: +12 (+2 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. |
Timekeeper (8 def, 3 armour, 25 block) Timekeeper (8 def, 3 armour, 25 block)Requires: - Strength 11 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When wielded/worn: Armour: +3 Defense: +8 (+3 eff.) Ranged Defense: +7 (+2 eff.) Fatigue: +6% Changes resistances: +10% temporal Talent granted: +2 Block Improves its stats based on your level. At levels 11, 21, 31 and 41 it blocks a new damage type. This is your shield. There are many like it, but this one is yours. You must master your shield as you master your life. |
Titanic (20 def, 18 armour, 320 block) Titanic (20 def, 18 armour, 320 block)Requires: - Strength 37 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+6 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +30% Talent granted: +4 Block This shield made of the darkest stralite is huge, heavy and very solid. |
Arudhegatha the quiver of ash arrows (17/17, 19-26.6 power, 10 apr) Arudhegatha the quiver of ash arrows (17/17, 19-26.6 power, 10 apr)Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Base power: 19.0 - 26.6 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +8.5% Capacity: 17 On weapon hit: * 20% chance to torment the target On weapon crit: * wounds the target * cripple the target Damage (Ranged): +8 darkness / +8 blight / +7 bleed / +8 arcane / +8 mind Burst (radius 1) on hit: +8 acid Arrows are used with bows to pierce your foes to death. |
Cracklesage the quiver of elm arrows (17/17, 16.5-23.1 power, 9 apr) Cracklesage the quiver of elm arrows (17/17, 16.5-23.1 power, 9 apr)Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 1 Base power: 16.5 - 23.1 Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +9 Physical crit. chance: +5.0% Capacity: 17 On weapon hit: * 7% chance to gain 10% of a turn * 40% chance to daze Travel speed: +200% Damage (Ranged): +7 temporal Burst (radius 1) on hit: +8 lightning / +12 fire / +8 mind Burst (radius 2) on crit: +4 mind Arrows are used with bows to pierce your foes to death. |
Hornet Stingers (17/20, 18-25.2 power, 10 apr) Hornet Stingers (17/20, 18-25.2 power, 10 apr)Requires: - Dexterity 18 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Base power: 18.0 - 25.2 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +5.0% Capacity: 20 Damage (Ranged): +45 crippling poison A vile poison drips from the tips of these arrows. |
Quiver of the Sun (25/25, 34-47.6 power, 15 apr) Quiver of the Sun (25/25, 34-47.6 power, 15 apr)Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 34.0 - 47.6 Uses stats: 50% Str, 70% Dex Damage type: Bright light Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Physical crit. chance: +2.0% Capacity: 25 Travel speed: +300% Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
13 agate 13 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2694 alchemist agate 2694 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 onyx 3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli 3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz 6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Betudathra the Oakire (dig speed 37 turns) Betudathra the Oakire (dig speed 37 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Effects on melee hit: * 30% chance to daze Changes stats: +5 Str / +2 Con Changes resistances: +20% nature / +3% lightning Changes resistances penetration: +10% nature Changes damage: +15% nature / +3% lightning Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 emerald 2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
11 spinel 11 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Eilinunor the brass lantern Eilinunor the brass lanternInfused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to disease Damage when hit (Melee): 12 mind Changes stats: +1 Cun / +1 Con Changes resistances: +7% blight Changes damage: +3% blight Life regen: +1.60 Maximum life: +43.00 Maximum hate: +6.00 Mental crit. chance: +3% Light radius: +5 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. |
Spectral Cage Spectral CagePowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Talent cooldown: Chill of the Tomb (-2 turns) Spellpower: +10 (+2 eff.) Light radius: +5 It can be used to release a will o' the wisp, costing 7 power out of 20/20. This ancient, weathered lantern glows with a pale blue light. The metal is icy cold to the touch. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (190 power, based on Willpower), costing 4 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 6 (based on Magic) detrimental mental effects, costing 13 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (6/6) Rod of Recall (6/6)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 65 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. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Deledin the pouch of voratun shots (46/46, 73-87.6 power, 18 apr) Deledin the pouch of voratun shots (46/46, 73-87.6 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 5 Base power: 73.0 - 87.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +18 Physical crit. chance: +7.0% Capacity: 46 Turns elapse between self-loadings: 3 On weapon hit: * 40% chance to gain 10% of a turn * 20% chance to torment the target On weapon crit: * wounds the target Damage (Ranged): +8 temporal / +14 darkness / +13 bleed / +15 mind Burst (radius 1) on hit: +4 acid Burst (radius 2) on crit: +16 acid / +4 temporal Shots are used with slings to pummel your foes to death. |
Frozen Shards (25/25, 32-38.4 power, 15 apr) Frozen Shards (25/25, 32-38.4 power, 15 apr)Requires: - Dexterity 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 32.0 - 38.4 Uses stats: 50% Cun, 70% Dex Damage type: Ice Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Capacity: 25 On weapon hit: * bursts into an icy cloud In this dark blue pouch lie several small orbs of ice. A strange vapour surrounds them, and touching them chills you to the bone. |
Star Shot (20/20, 32-38.4 power, 15 apr) Star Shot (20/20, 32-38.4 power, 15 apr)Requires: - Dexterity 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 32.0 - 38.4 Uses stats: 50% Cun, 70% Dex Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Capacity: 20 On weapon hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. |
Eclipsecrack the dwarven-steel torque of charged psionic shield [power 105] (9 cooldown) Eclipsecrack the dwarven-steel torque of charged psionic shield [power 105] (9 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 3 When wielded/worn: Changes resistances: +9% darkness Changes resistances penetration: +10% blight Talent cooldown: Silence (+10 turn) Talent granted: +5 Silence Spell save: +16 (+3 eff.) Mana each turn: +0.16 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 105 for 7 turns, putting all charms on cooldown for 9 turns. Torques are made by powerful psionics to store psionic powers. |
Telekinetic Core Telekinetic CoreInfused 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 (+2 eff.) Mindpower: +3 (+0 eff.) It can be used to activate talent Psionic Pull (costing 6 power out of 35/35) : Effective talent level: 3.0 Power cost: 6 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 133 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
7 amethyst 7 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Grinerath the ash wand of trap destruction [power 34] (4 cooldown) Grinerath the ash wand of trap destruction [power 34] (4 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 2 When wielded/worn: Changes resistances: +6% lightning / +12% fire Maximum wards: +3 lightning / +3 temporal / +3 blight / +3 fire / +3 cold Talent cooldown: Void Blast (+12 turn) Talents granted: +4 Void Blast +3 Volcano +1 Ward Reduces incoming crit damage: 15.00% Mental save: +9 (+2 eff.) Knockback immunity: +15% Damage Shield penetration: +30% It can be used to disarm traps (34 disarm power, Magic) along a range 5 line, putting all charms on cooldown for 4 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings within range 20, costing 10 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 ametrine 12 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 citrine 11 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon 6 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By nooz_caw the Skeleton Brawler level 33
23rd Dusk 122nd year of Ascendancy at 03:35 see stats
By nooz_caw the Skeleton Brawler level 40
38th Dusk 122nd year of Ascendancy at 17:10 see stats
By nooz_caw the Skeleton Brawler level 115
57th Dusk 122nd year of Ascendancy at 09:53 see stats
By nooz_caw the Skeleton Brawler level 19
12nd Dusk 122nd year of Ascendancy at 22:32 see stats
By nooz_caw the Skeleton Brawler level 107
48th Dusk 122nd year of Ascendancy at 01:56 see stats
By nooz_caw the Skeleton Brawler level 10
10th Mirth 122nd year of Ascendancy at 12:50 see stats
By nooz_caw the Skeleton Brawler level 20
21st Dusk 122nd year of Ascendancy at 15:01 see stats
By nooz_caw the Skeleton Brawler level 30
22nd Dusk 122nd year of Ascendancy at 20:09 see stats
By nooz_caw the Skeleton Brawler level 40
38th Dusk 122nd year of Ascendancy at 15:19 see stats
By nooz_caw the Skeleton Brawler level 50
39th Dusk 122nd year of Ascendancy at 13:58 see stats
By nooz_caw the Skeleton Brawler level 136
71st Dusk 122nd year of Ascendancy at 02:06 see stats
By nooz_caw the Skeleton Brawler level 28
22nd Dusk 122nd year of Ascendancy at 14:19 see stats
By nooz_caw the Skeleton Brawler level 28
22nd Dusk 122nd year of Ascendancy at 14:19 see stats
By nooz_caw the Skeleton Brawler level 113
56th Dusk 122nd year of Ascendancy at 23:48 see stats
By nooz_caw the Skeleton Brawler level 75
44th Dusk 122nd year of Ascendancy at 00:12 see stats
By nooz_caw the Skeleton Brawler level 92
45th Dusk 122nd year of Ascendancy at 17:57 see stats
By nooz_caw the Skeleton Brawler level 36
37th Dusk 122nd year of Ascendancy at 03:53 see stats
By nooz_caw the Skeleton Brawler level 19
12nd Dusk 122nd year of Ascendancy at 19:55 see stats
By nooz_caw the Skeleton Brawler level 18
4th Dusk 122nd year of Ascendancy at 07:34 see stats
Log
Nooz_caw deactivates Striking Stance.
Nooz_caw deactivates Slow Motion.
Nooz_caw deactivates Daunting Presence.
Nooz_caw deactivates Exploit Weakness.
Nooz_caw deactivates Precise Strikes.
Nooz_caw deactivates Mental Tyranny.