Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.3 |
| Addons | Everything is Unique! 1.2.3Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.2.0Donators/Buyers bonus! Adjustable Exp 1.0.4This addon allows players to adjust the amount of exp they gain per kill via Game Options. The current allowable range is 0% - 1000%, with 100% being the default rate. The range can be expanded if there's demand for it. The adjustment rate will be set to the default of 100% for each new character made, and once set will remain persistent for that specific character. Also, the level cap on gaining exp from lower leveled opponents has been removed for increased flexibility. Please let me know if there are any issues. No Locked Categories 1.0.1This addon unlocks all categories at birth. So your cat points can be spent on improving them, and/or buying extra rune/infusion slots. This addon will make the game easier. That's the intention, but more so, the intention is to make the game more free, and less restrictive early on. Eternal Darkness 1.2.1Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Rare item Egos update 1.0.4This addon improves rare drops (Salmon colored items) by adding a single level appropriate ego to them. (They use the same methods as normal randarts.) This should make rare drops more useful on average (generally slightly better than normal egos) though still less powerful than full randarts. Files affected: mod.class.GameState.lua Trolls 1.1.3Adds Trolls as a player race(two subraces), reworks NPCs a bit. Starting prodigy 1.0.4Prodigies have minimal requirements and you can get one at level 1. Extra Dungeons 1.2.0In 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: ZOmnibus Addon Pack 1.2.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Draconians 1.1.5Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] |
| Campaign | Arena |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Draconian |
| Class | Bulwark |
| Level / Exp | 50 / 841% |
| Size | medium |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 103 (base 60) |
| Dexterity | 62 (base 60) |
| Constitution | 64 (base 60) |
| Magic | 15 (base 10) |
| Willpower | 33 (base 25) |
| Cunning | 15 (base 14) |
Resources
| Life | 1592/1592 |
| Stamina | 224/224 |
| Healing Factor | 1.16 |
| Regeneration | 12.813536855901 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
Offense: Mainhand
| Damage | 158 |
| Accuracy | 69 |
| Crit Chance | 25% |
| APR | 6 |
| Speed | 1.11 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34.55 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| All | +5% |
Defense: Base
| Armour (hardiness) | 80.06154264634 (93.924050632911%) |
| Defense | 48.520977998167 |
| Ranged Defense | 51.8543113315 |
| Fatigue | 0 |
| Physical Save | 51.483333333333 |
| Spell Save | 55.1 |
| Mental Save | 23.4 |
Defense: Resistances
| All | + 15%( 70%) |
Defense: Immunities
| Stun Resistance | 88% |
| Confusion Resistance | 21% |
| Instadeath Resistance | 100% |
| Silence Resistance | 26% |
| Poison Resistance | 43% |
| Knockback Resistance | 60% |
Inscriptions (3/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 465 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 369 life over 5 turns. |
Class Talents
| Technique / Combat veteran | 1.30 |
| 2/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat techniques | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Battle tactics | 1.30 |
| 2/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Shield defense | 1.48 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Race / Draconian | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Daunting Presence |
| talent | Precise Strikes |
| talent | Shield Wall |
Quests
Seeking wealth, glory, and a great fight, you challenge the Arena! The ArenaCan you defeat your foes and become Master of Arena? | completed |
Equipment
| On feet | undeterred pair of dwarven-steel boots of phasing (0 def, 4 armour) undeterred pair of dwarven-steel boots of phasing (0 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Mag / +2 Wil Silence immunity: +26% Confusion immunity: +21% Stun/Freeze immunity: +28% Activating this item is instant. It can be used to blink to a nearby random location, placing all other charms into a 25 cooldown. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | hateful pouch of dwarven-steel shots of daylight (16/16, 31.5-37.8 power, 3 apr) hateful pouch of dwarven-steel shots of daylight (16/16, 31.5-37.8 power, 3 apr)Requires: - Dexterity 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 31.5 - 37.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +5.0% Capacity: 16 Damage (Ranged): +17 darkness / +7 light Damage against: +8% Living / +10% Undead Shots are used with slings to pummel your foes to death. |
| Light source | brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | psion's cashmere wizard hat of earthrunes (2 def, 3 armour) psion's cashmere wizard hat of earthrunes (2 def, 3 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Defense: +2 Changes stats: +3 Con Changes resistances: +10% mind Changes damage: +13% mind Physical save: +6 Mental save: +10 Maximum psi: +16.00 Mindpower: +7 Mental crit. chance: +3% It can be used to activate talent Stone Wall, placing all other charms into a 80 cooldown : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: 7 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 3 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 40.23 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
| On hands | umbral iron gauntlets (0 def, 1 armour) umbral iron gauntlets (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 darkness Changes resistances: +6% darkness Changes damage: +3% darkness Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | shadowy ash wand of conjuration [power 157] (10 cooldown) shadowy ash wand of conjuration [power 157] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to fire a bolt of a random element (dam 78-157), placing all other charms into a 10 cooldown. When used: 100% chance to regenerate 3 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | painweaver's stralite ring painweaver's stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +5 Changes damage: +5% all Spellpower: +13 Mindpower: +10 Rings can have magical properties. |
| On fingers | treant's voratun ring of nature (+40%) treant's voratun ring of nature (+40%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +40% nature / +12% blight Changes damage: +15% nature Poison immunity: +20% Disease immunity: +30% Rings can have magical properties. |
| Around neck | cleansing steel amulet of mastery (0.18 Technique / Shield defense) cleansing steel amulet of mastery (0.18 Technique / Shield defense)Infused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% nature / +12% blight Talent mastery: +0.18 Technique / Shield defense Poison immunity: +23% Disease immunity: +20% Amulets can have magical properties. |
| In main hand | voratun mace of corruption (45.5-63.7 power, 6 apr) voratun mace of corruption (45.5-63.7 power, 6 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 45.5 - 63.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to inflict damage reduction * 20% chance to curse the target Blunt and deadly. |
| Around waist | grounding rough leather belt of transcendence grounding rough leather belt of transcendenceInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +6% temporal Physical save: +5 Mindpower: +3 A belt that goes around your waist. |
| In off hand | Temporal Rift (8 def, 4 armour, 50 dam, 325 block) Temporal Rift (8 def, 4 armour, 50 dam, 325 block)Requires: - Strength 40 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 50.0 - 60.0 Uses stats: 20% Mag, 100% Str Damage type: Temporal Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +325 When this weapon hits: Turn Back the Clock (25% chance level 3). When wielded/worn: Armour: +4 Defense: +8 Ranged Defense: +10 Fatigue: +0% Changes resistances: +30% temporal Reduce damage by fixed amount: +20 all Talent granted: +5 Block Spell save: +20 Spellpower: +12 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. |
| Cloak | enveloping cashmere cloak of Eldoral (9 def, 0 armour) enveloping cashmere cloak of Eldoral (9 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +9 Changes stats: +1 Cun / +2 Dex Physical save: +5 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | radiant steel plate armour of Eyal (4 def, 9 armour) radiant steel plate armour of Eyal (4 def, 9 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 Fatigue: +22% Damage when hit (Melee): 5 light Changes stats: +3 Wil Changes resistances: +16% blight / +17% darkness Life regen: +1.90 Maximum life: +56.00 Light radius: +2 Healing mod.: +16% A suit of armour made of metal plates. |
Inventory
healing infusion (heal 43) healing infusion (heal 43)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to instantly heal yourself for 43 and cleanse 1 wound and poison effect. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion (heal 72) healing infusion (heal 72)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to instantly heal yourself for 72 and cleanse 1 wound and poison effect. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion of the wizard (20 nature damage, 25% healing reduction) insidious poison infusion of the wizard (20 nature damage, 25% healing reduction)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 19 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 20.06 nature damage per turns for 7 turns, and reducing the target's healing received by 25%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (459% speed; 5 turns) movement infusion (459% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 459% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heat beam rune of the warrior (318 fire damage) heat beam rune of the warrior (318 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of heat, doing 317.52 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune (range 31) teleportation rune (range 31)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 31 with a minimum range of 15. 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. |
invisibility rune (power 10 for 11 turns) invisibility rune (power 10 for 11 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to become invisible (power 10) for 11 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. 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. |
lightning rune (86 lightning damage) lightning rune (86 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 19 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of lightning, doing 28.70 to 86.10 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) 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. |
shielding rune (absorb 157 for 4 turns) shielding rune (absorb 157 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 157 damage for 4 turns. 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. |
shielding rune (absorb 192 for 5 turns) shielding rune (absorb 192 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 192 damage for 5 turns. 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. |
Necklace of Dragon Teeth Necklace of Dragon TeethInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Con Talent mastery: +0.20 Race / Draconian It can be used to commune with nature, costing 10 power out of 15/15. A tribal necklace made from dragon teeth. You sense primal energies within. |
stabilizing steel amulet stabilizing steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +11% temporal Pinning immunity: +24% Knockback immunity: +20% Amulets can have magical properties. |
steel amulet steel amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Amulets can have magical properties. |
steel amulet of manastreaming steel amulet of manastreamingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Mag Mana each turn: +0.15 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +23.00 Amulets can have magical properties. |
steel amulet of mastery (0.12 Cunning / Dirty fighting) steel amulet of mastery (0.12 Cunning / Dirty fighting)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Talent mastery: +0.12 Cunning / Dirty fighting Amulets can have magical properties. |
cleansing gold amulet of cunning (+2) cleansing gold amulet of cunning (+2)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Cun Changes resistances: +10% nature / +10% blight Poison immunity: +31% Disease immunity: +20% Amulets can have magical properties. |
gold amulet gold amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 3 Amulets can have magical properties. |
gold amulet of magic (+2) gold amulet of magic (+2)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Mag Amulets can have magical properties. |
stralite amulet of magic (+4) stralite amulet of magic (+4)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Mag Amulets can have magical properties. |
Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
gold ring of fire (+26%) gold ring of fire (+26%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +26% fire Changes damage: +13% fire Rings can have magical properties. |
mule's gold ring of time (+10%) mule's gold ring of time (+10%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -5% Changes resistances: +10% temporal Changes damage: +10% temporal Maximum encumbrance: +20 Rings can have magical properties. |
painweaver's stralite ring of blinding strikes painweaver's stralite ring of blinding strikesPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +10 Effects on melee hit: * 18% chance to blind Effects on ranged hit: * 18% chance to blind Changes damage: +7% all Spellpower: +10 Mindpower: +12 Rings can have magical properties. |
voratun ring of pilfering voratun ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 Armour penetration: +10 Defense: +10 Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
chilling steel battleaxe of massacre (33-49.5 power, 2 apr) chilling steel battleaxe of massacre (33-49.5 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 33.0 - 49.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +7 cold Massive two-handed battleaxes. |
dwarven-steel battleaxe (33-49.5 power, 2 apr) dwarven-steel battleaxe (33-49.5 power, 2 apr)Requires: - Strength 24 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 33.0 - 49.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% Massive two-handed battleaxes. |
chilling stralite battleaxe of rage (45-67.5 power, 3 apr) chilling stralite battleaxe of rage (45-67.5 power, 3 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 45.0 - 67.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 100% Damage (Melee): +14 cold When wielded/worn: Accuracy: +13 Changes stats: +7 Str Changes damage: +13% physical Stamina when hit: +3.00 Massive two-handed battleaxes. |
thought-forged voratun battleaxe (55.5-83.25 power, 4 apr) thought-forged voratun battleaxe (55.5-83.25 power, 4 apr)Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 55.5 - 83.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc This weapon will act as a psionic focus. Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 41% chance to cause random insanity Damage (Melee): +20 mind When wielded/worn: Changes stats: +5 Cun / +9 Wil Massive two-handed battleaxes. |
balanced iron dagger (9-11.7 power, 5 apr) balanced iron dagger (9-11.7 power, 5 apr)Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 1 Base power: 9.0 - 11.7 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +4 Defense: +5 Sharp, short and deadly. |
arcing iron greatsword (15-24 power, 1 apr) arcing iron greatsword (15-24 power, 1 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 15.0 - 24.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +9 lightning Massive two-handed swords. |
iron greatsword (13.5-21.6 power, 1 apr) iron greatsword (13.5-21.6 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 13.5 - 21.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
flaming steel greatsword of erosion (21-33.6 power, 2 apr) flaming steel greatsword of erosion (21-33.6 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Infused by nature 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 21.0 - 33.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +9 nature / +10 temporal Burst (radius 1) on hit: +7 fire Massive two-handed swords. |
plaguebringer's steel greatsword of shearing (23-36.8 power, 2 apr) plaguebringer's steel greatsword of shearing (23-36.8 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 23.0 - 36.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 2). On weapon hit: * 16% chance to disease Damage (Melee): +10 blight When wielded/worn: Armour penetration: +10 Changes resistances penetration: +12% physical Changes damage: +12% physical Disease immunity: +18% Massive two-handed swords. |
iron longsword (11.5-16.1 power, 2 apr) iron longsword (11.5-16.1 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
chilling steel longsword (14-19.6 power, 3 apr) chilling steel longsword (14-19.6 power, 3 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 14.0 - 19.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +7 cold Sharp, long, and deadly. |
iron mace (12.5-17.5 power, 2 apr) iron mace (12.5-17.5 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% Blunt and deadly. |
flaming steel mace (15.5-21.7 power, 3 apr) flaming steel mace (15.5-21.7 power, 3 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 15.5 - 21.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% Burst (radius 1) on hit: +6 fire Blunt and deadly. |
insidious steel mace (13-18.2 power, 3 apr) insidious steel mace (13-18.2 power, 3 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% Damage (Melee): +22 insidious poison Blunt and deadly. |
dwarven-steel mace (25.5-35.7 power, 4 apr) dwarven-steel mace (25.5-35.7 power, 4 apr)Requires: - Strength 24 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 25.5 - 35.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% Blunt and deadly. |
inquisitor's dwarven-steel mace of projection (29.5-41.3 power, 4 apr) inquisitor's dwarven-steel mace of projection (29.5-41.3 power, 4 apr)Requires: - Strength 24 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 29.5 - 41.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * 13 arcane resource burn On weapon crit: * burns latent spell energy Damage (Melee): +8 mind It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 6 cooldown. Blunt and deadly. |
mossy mindstar of life (2.5-2.75 power, 12 apr, nature damage) mossy mindstar of life (2.5-2.75 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Life regen: +0.70 Maximum life: +12.00 Mindpower: +1 Mental crit. chance: +1% 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. |
nature's mossy mindstar of life (3-3.3 power, 12 apr, nature damage) nature's mossy mindstar of life (3-3.3 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes resistances: +2% blight Changes damage: +3% nature Disease immunity: +11% Life regen: +0.70 Maximum life: +10.00 Mindpower: +1 Mental crit. chance: +1% 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. |
gifted vined mindstar of slime (5-5.5 power, 18 apr, mind damage) gifted vined mindstar of slime (5-5.5 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Effects when hit in melee: * Slows global speed by 3% Changes damage: +3% nature Mindpower: +5 Mental crit. chance: +2% 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. |
vined mindstar (4-4.4 power, 18 apr, mind damage) vined mindstar (4-4.4 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.0 - 4.4 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Mindpower: +2 Mental crit. chance: +2% 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. |
cruel elm magestaff of fate (10-12 power, 2 apr, physical damage) cruel elm magestaff of fate (10-12 power, 2 apr, physical damage)Requires: - Magic 11 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% arcane Talent granted: +1 Command Staff Critical mult.: +11.00% Physical save: +5 Spell save: +6 Mental save: +6 Spellpower: +3 Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
elm vilestaff (10-12 power, 2 apr, physical damage) elm vilestaff (10-12 power, 2 apr, physical damage)Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% blight Talent granted: +1 Command Staff Spellpower: +3 Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
ash starstaff of illumination (15-18 power, 3 apr, physical damage) ash starstaff of illumination (15-18 power, 3 apr, physical damage)Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +6 Effects on melee hit: * 5% chance to blind Changes damage: +15% light Talent granted: +1 Command Staff Spellpower: +6 Spell crit. chance: +2% Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 36.60 light damage. Staves designed for wielders of magic, by the greats of the art. |
ash vilestaff (15-18 power, 3 apr, physical damage) ash vilestaff (15-18 power, 3 apr, physical damage)Requires: - Magic 16 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% darkness Talent granted: +1 Command Staff Spellpower: +6 Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
potent ash magestaff (18-21.6 power, 3 apr, physical damage) potent ash magestaff (18-21.6 power, 3 apr, physical damage)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6 Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +18% fire Talent granted: +1 Command Staff Spellpower: +9 Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short yew magestaff of breaching (20-24 power, 4 apr, physical damage) magewarrior's short yew magestaff of breaching (20-24 power, 4 apr, physical damage)Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +8 Physical crit. chance: +7.0% Physical power: +7 Changes resistances penetration: +10% arcane Changes damage: +20% arcane Talent granted: +1 Command Staff Critical mult.: +9.00% Spellpower: +16 Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
void walker's yew magestaff of channeling (20-24 power, 4 apr, physical damage) void walker's yew magestaff of channeling (20-24 power, 4 apr, physical damage)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +11% cold / +9% temporal Changes damage: +20% cold Talent granted: +1 Command Staff Mana each turn: +0.23 Spellpower: +20 Spell crit. chance: +3% Defense after a teleport: +10 Resist all after a teleport: +11% New effects duration reduction after a teleport: +15% Reduces paradox failures(equivalent to willpower): +20 It can be used to channel mana (increasing mana regen by 500% for ten turns), placing all other charms into a 30 cooldown. Staves designed for wielders of magic, by the greats of the art. |
cruel elven-wood magestaff of projection (25-30 power, 5 apr, physical damage) cruel elven-wood magestaff of projection (25-30 power, 5 apr, physical damage)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +7.0% Changes damage: +25% lightning Talent granted: +1 Command Staff Critical mult.: +10.00% Spellpower: +14 Spell crit. chance: +6% It can be used to project a bolt from the staff, placing all other charms into a 5 cooldown. Staves designed for wielders of magic, by the greats of the art. |
shimmering elven-wood magestaff of might (25-30 power, 5 apr, physical damage) shimmering elven-wood magestaff of might (25-30 power, 5 apr, physical damage)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% fire Talent granted: +1 Command Staff Mana each turn: +0.17 Maximum mana: +43.00 Spellpower: +12 Spell crit. chance: +14% Staves designed for wielders of magic, by the greats of the art. |
ethereal dragonbone vilestaff of warding (30-36 power, 6 apr, physical damage) ethereal dragonbone vilestaff of warding (30-36 power, 6 apr, physical damage)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +5 Defense: +28 Damage (Melee): 9 % chance of confusion Maximum wards: +2 fire Changes damage: +30% fire Talents granted: +3 Ward +1 Command Staff Spellpower: +21 Spell crit. chance: +5% Damage Shield penetration: +29% Staves designed for wielders of magic, by the greats of the art. |
infernal dragonbone magestaff of channeling (30-36 power, 6 apr, physical damage) infernal dragonbone magestaff of channeling (30-36 power, 6 apr, physical damage)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 21 fire Changes damage: +30% cold Talent granted: +1 Command Staff Critical mult.: +21.00% Mana each turn: +0.31 Spellpower: +33 Spell crit. chance: +5% See invisible: +14 It can be used to channel mana (increasing mana regen by 500% for ten turns), placing all other charms into a 30 cooldown. Staves designed for wielders of magic, by the greats of the art. |
infernal dragonbone starstaff of channeling (30-36 power, 6 apr, physical damage) infernal dragonbone starstaff of channeling (30-36 power, 6 apr, physical damage)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 31 fire Changes damage: +30% physical Talent granted: +1 Command Staff Critical mult.: +29.00% Mana each turn: +0.17 Spellpower: +37 Spell crit. chance: +5% See invisible: +17 It can be used to channel mana (increasing mana regen by 500% for ten turns), placing all other charms into a 30 cooldown. Staves designed for wielders of magic, by the greats of the art. |
potent dragonbone vilestaff of power (38-45.6 power, 6 apr, physical damage) potent dragonbone vilestaff of power (38-45.6 power, 6 apr, physical damage)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 38.0 - 45.6 Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +38% darkness Talent granted: +1 Command Staff Spellpower: +33 Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
shimmering dragonbone starstaff of might (30-36 power, 6 apr, physical damage) shimmering dragonbone starstaff of might (30-36 power, 6 apr, physical damage)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% darkness Talent granted: +1 Command Staff Mana each turn: +0.23 Maximum mana: +42.00 Spellpower: +15 Spell crit. chance: +12% Staves designed for wielders of magic, by the greats of the art. |
thought-forged coral trident of corruption (12.5-20 power, 6 apr) thought-forged coral trident of corruption (12.5-20 power, 6 apr)Requires: - Strength 11 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 12.5 - 20.0 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc This weapon will act as a psionic focus. Armour Penetration: +6 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * 10% chance to inflict damage reduction * 14% chance to cause random insanity * 20% chance to curse the target Damage (Melee): +10 mind When wielded/worn: Changes stats: +2 Cun / +3 Wil A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
balanced blue-steel trident of the leech (16-25.6 power, 8 apr) balanced blue-steel trident of the leech (16-25.6 power, 8 apr)Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / trident ; tier 2 It must be held with both hands. Base power: 16.0 - 25.6 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Physical crit. chance: +2.0% Attack speed: 100% On weapon hit: * Slows global speed by 13% * leeches stamina from the target When wielded/worn: Accuracy: +10 Defense: +12 Damage when hit (Melee): 13 nature slow A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
quick blue-steel trident of erosion (21.5-34.4 power, 8 apr) quick blue-steel trident of erosion (21.5-34.4 power, 8 apr)Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / trident ; tier 2 It must be held with both hands. Base power: 21.5 - 34.4 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Physical crit. chance: +2.0% Attack speed: 111% Damage (Melee): +13 nature / +14 temporal When wielded/worn: Accuracy: +10 Changes stats: +2 Dex A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
acidic deep-steel trident of projection (24.5-39.2 power, 10 apr) acidic deep-steel trident of projection (24.5-39.2 power, 10 apr)Requires: - Strength 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / trident ; tier 3 It must be held with both hands. Base power: 24.5 - 39.2 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +2.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +12 mind / +10 acid It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 6 cooldown. A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
acidic deep-steel trident of projection (27-43.2 power, 10 apr) acidic deep-steel trident of projection (27-43.2 power, 10 apr)Requires: - Strength 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / trident ; tier 3 It must be held with both hands. Base power: 27.0 - 43.2 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +2.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +10 acid / +12 mind It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 6 cooldown. A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Newly picked up orite trident of nature (43-68.8 power, 13 apr)orite trident of nature (43-68.8 power, 13 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. 1.40 Ego Multiplier. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 43.0 - 68.8 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +5% all Changes resistances penetration: +13% nature A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
iron waraxe (10-14 power, 2 apr) iron waraxe (10-14 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 10.0 - 14.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% One-handed war axes. |
manaburning steel waraxe of erosion (13-18.2 power, 3 apr) manaburning steel waraxe of erosion (13-18.2 power, 3 apr)Requires: - Strength 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 12 arcane resource burn Damage (Melee): +6 temporal / +5 nature One-handed war axes. |
dwarven-steel waraxe of erosion (19.5-27.3 power, 4 apr) dwarven-steel waraxe of erosion (19.5-27.3 power, 4 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 19.5 - 27.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +11 nature / +6 temporal One-handed war axes. |
flaming dwarven-steel waraxe of vileness (19-26.6 power, 4 apr) flaming dwarven-steel waraxe of vileness (19-26.6 power, 4 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 19.0 - 26.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 13% chance to disease Damage (Melee): +5 blight Burst (radius 1) on hit: +8 fire One-handed war axes. |
elm longbow elm longbowRequires: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 Longbows are used to shoot arrows at your foes. |
rough leather sling rough leather slingRequires: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 1 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +6 Slings are used to hurl stones or metal shots at your foes. |
ranger's cured leather sling ranger's cured leather slingRequires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 When wielded/worn: Changes stats: +1 Dex Slings are used to hurl stones or metal shots at your foes. |
icy quiver of ash arrows of paradox (24/24, 22.5-31.5 power, 7 apr) icy quiver of ash arrows of paradox (24/24, 22.5-31.5 power, 7 apr)Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 22.5 - 31.5 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 24 On weapon hit: * 6% chance to gain 10% of a turn Damage (Ranged): +6 cold / +7 temporal Arrows are used with bows to pierce your foes to death. |
cleansing rough leather belt of transcendence cleansing rough leather belt of transcendenceInfused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +7% acid / +6% blight Physical save: +6 Mindpower: +2 A belt that goes around your waist. |
rough leather belt rough leather belt1.00 Encumbrance. Type: armor / belt ; tier 1 A belt that goes around your waist. |
rough leather belt rough leather belt1.00 Encumbrance. Type: armor / belt ; tier 1 A belt that goes around your waist. |
resilient linen cloak (1 def, 0 armour) resilient linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Maximum life: +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick elven-silk cloak of the Shaloren (3 def, 11 armour) thick elven-silk cloak of the Shaloren (3 def, 11 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +11 Defense: +3 Changes stats: +2 Mag / +3 Wil Changes resistances: +21% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant silk robe of frost (+21%) (3 def, 0 armour) verdant silk robe of frost (+21%) (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 Changes stats: +7 Con Changes resistances: +21% cold Changes damage: +9% nature / +14% cold Poison immunity: +24% Disease immunity: +25% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
insulating pair of rough leather boots of tirelessness (0 def, 1 armour) insulating pair of rough leather boots of tirelessness (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% fire / +6% cold Stamina each turn: +0.40 Maximum stamina: +13.00 A pair of boots made of leather. |
miner's pair of iron boots (0 def, 8 armour) miner's pair of iron boots (0 def, 8 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +8 Fatigue: +2% Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots of uncanny dodging (3 def, 3 armour) pair of iron boots of uncanny dodging (3 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +3 Ranged Defense: +2 Fatigue: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots (0 def, 1 armour) pair of rough leather boots (0 def, 1 armour)2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% A pair of boots made of leather. |
rough leather gloves of magic (+2) (0 def, 1 armour) rough leather gloves of magic (+2) (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Mag Changes damage: +3% arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
grounding rough leather cap of strength (+2) (0 def, 1 armour) grounding rough leather cap of strength (+2) (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Str Changes resistances: +5% lightning / +5% temporal A cap made of leather. |
rough leather cap (0 def, 1 armour) rough leather cap (0 def, 1 armour)2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% A cap made of leather. |
rough leather cap of strength (+3) (0 def, 1 armour) rough leather cap of strength (+3) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str A cap made of leather. |
iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +12% A suit of armour made of mail. |
cleansing steel mail armour of acid resistance (2 def, 6 armour) cleansing steel mail armour of acid resistance (2 def, 6 armour)Requires: - Strength 20 - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 Fatigue: +14% Changes resistances: +12% blight / +12% nature / +17% acid A suit of armour made of mail. |
enlightening steel mail armour (2 def, 6 armour) enlightening steel mail armour (2 def, 6 armour)Requires: - Strength 20 - Talent Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 Fatigue: +14% Changes stats: +4 Cun / +5 Wil Mental save: +15 A suit of armour made of mail. |
steel mail armour (2 def, 6 armour) steel mail armour (2 def, 6 armour)Requires: - Strength 20 - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 Fatigue: +14% A suit of armour made of mail. |
steel mail armour (2 def, 6 armour) steel mail armour (2 def, 6 armour)Requires: - Strength 20 - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 Fatigue: +14% A suit of armour made of mail. |
multi-hued drakeskin leather armour of the deep (5 def, 12 armour) multi-hued drakeskin leather armour of the deep (5 def, 12 armour)Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +12 Defense: +5 Fatigue: +8% Damage when hit (Melee): 10 acid / 10 fire / 10 cold / 9 lightning Changes resistances: +23% acid / +21% cold / +9% lightning / +5% fire Allows you to breathe in: water A suit of armour made of leather. |
radiant dwarven-steel plate armour (5 def, 11 armour) radiant dwarven-steel plate armour (5 def, 11 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 Fatigue: +24% Damage when hit (Melee): 9 light Changes stats: +3 Wil Changes resistances: +20% blight / +21% darkness Light radius: +2 A suit of armour made of metal plates. |
Coral Spray (8 def, 8 armour, 18 dam, 48 block) Coral Spray (8 def, 8 armour, 18 dam, 48 block)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stat: 140% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 Fatigue: +12% Changes resistances: +15% cold / +10% fire Talent granted: +2 Block Maximum air capacity: +20.00 Special effect on block: Chance that a blast of icy cold water will spray at the target. A chunk of jagged coral, dredged from the ocean. |
iron shield (4 def, 2 armour, 11 dam, 16 block) iron shield (4 def, 2 armour, 11 dam, 16 block)Requires: - Strength 11 - Talent Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 11.0 - 13.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +16 When wielded/worn: Armour: +2 Defense: +4 Ranged Defense: +4 Fatigue: +6% Talent granted: +1 Block Handheld deflection devices. |
iron shield of arcane resistance (+11%) (4 def, 2 armour, 8.5 dam, 21 block) iron shield of arcane resistance (+11%) (4 def, 2 armour, 8.5 dam, 21 block)Requires: - Strength 11 - Talent Armour Training (level 2) Infused by arcane disrupting forces 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 8.5 - 10.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +21 When wielded/worn: Armour: +2 Defense: +4 Ranged Defense: +4 Fatigue: +6% Changes resistances: +11% arcane Talent granted: +1 Block Handheld deflection devices. |
corrosive steel shield (6 def, 2 armour, 12.5 dam, 38 block) corrosive steel shield (6 def, 2 armour, 12.5 dam, 38 block)Requires: - Strength 16 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 12.5 - 15.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +38 Damage (Melee): +11 acid When wielded/worn: Armour: +2 Defense: +6 Ranged Defense: +6 Fatigue: +8% Effects when hit in melee: * 11% chance to corrode armor Changes stats: +2 Con Changes resistances: +10% acid Talent granted: +2 Block Handheld deflection devices. |
Summertide (17 def, 15 armour, 52 dam, 260 block) Summertide (17 def, 15 armour, 52 dam, 260 block)Requires: - Willpower 28 - Strength 20 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 52.0 - 62.4 Uses stat: 100% Str Damage type: Light Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +260 On weapon hit: * 30% chance to blind * releases a burst of light When wielded/worn: Armour: +15 Defense: +17 Ranged Defense: +17 Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +20% light / +10% fire / +15% darkness / +12% mind Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent granted: +5 Block Mental save: +18 Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 Light radius: +3 It can be used to send out a beam of light, costing 12 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. |
opal 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 Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 Gems can be sold for money or used in arcane rituals. |
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% Gems can be sold for money or used in arcane rituals. |
715 alchemist agate 715 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. |
iron pickaxe (dig speed 38 turns) iron pickaxe (dig speed 38 turns)3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe (dig speed 38 turns) iron pickaxe (dig speed 38 turns)3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
supercharged steel torque of thermal psionic shield [power 65] (29 cooldown) supercharged steel torque of thermal psionic shield [power 65] (29 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 65 for 7 turns, placing all other charms into a 29 cooldown. Torques are made by powerful psionics to store psionic powers. |
supercharged ash totem of thorny skin [power 33] (30 cooldown) supercharged ash totem of thorny skin [power 33] (30 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to harden the skin for 7 turns increasing armour by 33 and armour hardiness by 40%, placing all other charms into a 30 cooldown. Natural totems are made by powerful wilders to store nature power. |
defiled yew wand of conjuration [power 235] (10 cooldown) defiled yew wand of conjuration [power 235] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Maximum vim: +11.00 It can be used to fire a bolt of a random element (dam 118-235), placing all other charms into a 10 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quick elven-wood wand of firewall [power 117] (4 cooldown) quick elven-wood wand of firewall [power 117] (4 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to creates a wall of flames lasting for 4 turns (dam 117 overall), placing all other charms into a 4 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
WINNER!
Well done! You have won the Arena: Challenge of the Master
You valiantly fought every creature the arena could throw at you and you emerged victorious!
Glory to you, you are now the new master and your future characters will challenge you.
Achievements
Arena Battler 20 (Roguelike)
Got to wave 20 in the arena.By Lucifer the Draconian Bulwark level 28
76th Pyre 122nd year of Ascendancy at 08:33 see stats
Arena Battler 50 (Roguelike)
Got to wave 50 in the arena.By Lucifer the Draconian Bulwark level 48
79th Pyre 122nd year of Ascendancy at 13:21 see stats
Level 10 (Roguelike)
Got a character to level 10.By Lucifer the Draconian Bulwark level 10
74th Pyre 122nd year of Ascendancy at 18:36 see stats
Level 20 (Roguelike)
Got a character to level 20.By Lucifer the Draconian Bulwark level 20
75th Pyre 122nd year of Ascendancy at 17:38 see stats
Level 30 (Roguelike)
Got a character to level 30.By Lucifer the Draconian Bulwark level 30
76th Pyre 122nd year of Ascendancy at 13:47 see stats
Level 40 (Roguelike)
Got a character to level 40.By Lucifer the Draconian Bulwark level 40
77th Pyre 122nd year of Ascendancy at 22:43 see stats
Level 50 (Roguelike)
Got a character to level 50.By Lucifer the Draconian Bulwark level 50
1st Mirth 122nd year of Ascendancy at 02:16 see stats
Master of Arena (Roguelike)
Became the new master of the arena in 60-wave mode.By Lucifer the Draconian Bulwark level 50
1st Mirth 122nd year of Ascendancy at 16:50 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Lucifer the Draconian Bulwark level 46
79th Pyre 122nd year of Ascendancy at 05:24 see stats
XXX the Destroyer (Roguelike)
Earned the rank of Destroyer in the arena.By Lucifer the Draconian Bulwark level 50
1st Mirth 122nd year of Ascendancy at 03:25 see stats
Log
There is an item here: orite trident of nature (43-68.8 power, 13 apr)
Ran for 3 turns (stop reason: object seen).
Lucifer picks up ( .): orite trident of nature (43-68.8 power, 13 apr).
Talent Assault is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Irresistible Sun is ready to use.
Talent Razor Rush is ready to use.
Talent Shield Slam is ready to use.
Talent Greater Weapon Focus is ready to use.
Lucifer deactivates Precise Strikes.
Lucifer activates Shield Wall.
Talent Channel Power is ready to use.
Precise Strikes is still on cooldown for 1 turns.
Talent Precise Strikes is ready to use.
Lucifer activates Precise Strikes.
You don't see how to get there...
Today is the 2nd Mirth of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
