Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Dark Priest 1.4.4Adds the Dark Priest, a mage subclass. Even in an age of supposed prosperity, there are many who lose their lives in vain. Those who tend the wounded, returned home from battle or adventure, are highly skilled in the arts of healing, many using arcane techniques. But there are some who have seen too much. They have formed a brotherhood of those who have accepted the Dark Truth. Eyal has but one true God, and He demands sacrifices. The Dark Priest and his brethren tap into arcane energies to deliver the bad word unto all the people of Maj'Eyal. They manipulate darkness and life energy to convey their message of doom and despair. When that doesn't work, carrying a big stick helps, too. Dark Priests use Magic and Cunning as their primary stats. They focus on Darkness and Arcane spells, and are proficient in staff combat, as well. They also have command of a unique kind of magic, Unhealing. Unhealing is negative healing and such functions differently than damage. It will not be affected by any type of damage mitigation and will be increased by the target's healing modifier. Steel Drakes 1.4.0Adds the Steel Drake category for wyrmics, and eventually also adds Steel Drakes. Adventurous Arcane Combat 1.4.0Modifies Arcane Combat to function with all bolt/beam spells. Except Temporal Bolt. adventurers_unlocked 1.4.8Allows adventurers to play the game with any combination of other class skills. The adventurer class can now use Skirmisher talents, Stone Warden talents and Cursed Aura, as well as the Tinker system. It also starts with a steam generator, and because I also tend to play with Adventurer Tweaks, it starts with two extra talent and generic points, three extra stat points, and has a mastery of 1.3 in all categories. Exotic Weapon Master 1.4.3Let your character to be an exotic weapon master: - Allows training of Exotic Weapon Mastery - Gives out more exotic weapons - The Library in Last Hope now sells exotic weapons This addon "borrows" something from two existing addons: - grayswandir's More Exotic Weapons http://te4.org/games/addons/tome/more-exotic-weapons - Effigy's Unlock Exotic Mastery http://te4.org/games/addons/tome/unlock-exotic Thanks to you guys. Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Trench Strider Class 1.3.1Adds the Trench Strider class, a celestial character who wields battlefield control using cold, darkness, and physical damage. Special thanks to Nagyhal for code help and Trenggiling for the icons! This addon is now DEPRECATED and will cause bugs. Instead, please use the Celestial Oddities pack! Arcanum Class Pack 1.4.5Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Exponential Leveling 1.4.3Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Embers of Rage 1.4.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Items Vault 1.4.8Donators/Buyers bonus! Verdant Class Pack 1.4.5Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
Campaign | Infinite |
Mode | Normal Exploration |
Sex | Male |
Race | Ogre |
Class | Adventurer |
Level / Exp | 118 / 61% |
Size | gargantuan |
Lifes / Deaths | Killed by oozing horror at level 5 on the 76th Pyre 122nd year of Ascendancy at 03:40 / 3Killed by oozing horror at level 5 on the 76th Pyre 122nd year of Ascendancy at 05:25 Killed by fire drake hatchling at level 6 on the 76th Pyre 122nd year of Ascendancy at 09:37 |
Primary Stats
Strength | 360 (base 100) |
Dexterity | 274 (base 100) |
Constitution | 282 (base 100) |
Magic | 149 (base 100) |
Willpower | 147 (base 100) |
Cunning | 205.6 (base 100) |
Resources
Mana | 1872/1872 |
Life | 18359/18359 |
Paradox | 300 |
Hate | 100/100 |
Psi | 812/812 |
Vim | 1209/1209 |
Positive | 976/976 |
Stamina | 1228/1228 |
Equilibrium | 0 |
Healing Factor | 2.036 |
Regeneration | 696.2239129296 |
Speed
Mental | +18.96350672167% |
Attack | +2.90723440879% |
Movement | 0% |
Spell | +26.05627231289% |
Global | +100% |
Vision
Sight | 10 |
Lite | 16 |
Infravision | 15.371152867987 |
See Stealth | 115.52081248883 |
See Invisible | 129.52081248883 |
Offense: Mainhand
Damage | 586 |
Accuracy | 131 |
Crit Chance | 341% |
APR | 287 |
Speed | 0.84 |
Offense: Offhand
Damage | 475 |
Accuracy | 131 |
Crit Chance | 341% |
APR | 281 |
Speed | 0.84 |
Offense: Spell
Spellpower | 167 |
Crit Chance | 100% |
Speed | 0.79329650294422 |
Cooldown Reduction | 30 |
Offense: Mind
Mindpower | 125 |
Crit Chance | 100% |
Speed | 0.97174897930653 |
Offense: Damage Bonus
All | +13% |
Defense: Base
Armour (hardiness) | 158.54 (100%) |
Defense | 106 |
Ranged Defense | 106 |
Fatigue | 0 |
Physical Save | 120 |
Spell Save | 94 |
Mental Save | 92 |
Defense: Resistances
All | + 32%( 77%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Silence Resistance | 80% |
Bleed Resistance | 87% |
Teleport Resistance | 100% |
Disarm Resistance | 76% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 47.6 steam per turn. Can be activated for an instant burst of 237 steam. Its effects scale with your Strength stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 542% efficiency and cooldown mod of 86%. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 1479 damage for 4 turns. Its effects scale with your Constitution stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 551% efficiency and cooldown mod of 97%. Its effects scale with your Dexterity stat. |
Class Talents
Corruption / Blight | 1.30 |
| 11/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Guardian | 1.30 |
| 11/5 |
| 11/5 |
| 11/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.30 |
| 11/5 |
| 1/5 |
| 11/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 11/5 |
| 11/5 |
| 0/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.30 |
| 1/5 |
| 1/5 |
| 11/5 |
| 11/5 |
Psionic / Psi-fighting | 1.30 |
| 11/5 |
| 11/5 |
| 11/5 |
| 0/5 |
Cunning / Shadow magic | 1.30 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
Technique / Combat techniques | 1.30 |
| 11/5 |
| 11/5 |
| 0/5 |
| 0/5 |
Cursed / Darkness | 1.30 |
| 1/5 |
| 11/5 |
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 1.30 |
| 11/5 |
| 11/5 |
| 11/5 |
| 0/5 |
Spell / Air | 1.30 |
| 1/5 |
| 11/5 |
| 0/5 |
| 0/5 |
Spell / Enhancement | 1.30 |
| 11/5 |
| 1/5 |
| 11/5 |
| 11/5 |
Technique / Magical combat | 1.30 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
Spell / Earth | 1.30 |
| 11/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual weapons | 1.30 |
| 10/5 |
| 11/5 |
| 11/5 |
| 0/5 |
Spell / Meta | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Wild-gift / Ooze | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 11/5 |
Corruption / Reaving combat | 1.30 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
Cunning / Lethality | 1.30 |
| 11/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 11/5 |
| 11/5 |
| 11/5 |
| 0/5 |
Steamtech / Engineering | 1.30 |
| 1/5 |
| 11/5 |
| 1/5 |
| 11/5 |
Technique / Unarmed training | 1.30 |
| 11/5 |
| 11/5 |
| 1/5 |
| 11/5 |
Psionic / Mentalism | 1.30 |
| 11/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Wild-gift / Hunter | 1.30 |
| 1/5 |
| 11/5 |
| 1/5 |
| 11/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 11/5 |
| 11/5 |
| 5/5 |
Technique / Thuggery | 1.30 |
| 1/5 |
| 11/5 |
| 11/5 |
| 0/5 |
Steamtech / Blacksmith | 1.30 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
Corruption / Demonic strength | 1.30 |
| 11/5 |
| 1/5 |
| 11/5 |
| 0/5 |
Steamtech / Physics | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Stone alchemy | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 11/5 |
| 11/5 |
| 11/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 11/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Arcane Feed |
talent | Fiery Hands |
talent | Shadow Combat |
talent | Dark Ritual |
talent | Quicken Spells |
talent | Weapon of Light |
talent | Weapon Folding |
talent | Precision |
talent | Inner Power |
talent | Precise Strikes |
talent | Arcane Combat |
talent | Shock Hands |
talent | Shadow Feed |
talent | Augmentation |
talent | Beyond the Flesh |
beneficial effect | The thrill of combat improves the target's maximum life by 21%, life regeneration by 18.25, and stamina regeneration by 3.65. Bloodbath |
beneficial effect | Parrying melee attacks: Has a 65% chance to deflect up to 265 damage from the next 3.7 attack(s). Parrying |
Quests
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
Psionic focus | Blighted Maul (96-144 power, 22 apr) Blighted Maul (96-144 power, 22 apr)Requires: - Magic 60 Powered by arcane forces 12.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 96.0 - 144.0 Uses stat: 190% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +22 Physical crit. chance: +10.0% Attack speed: 83% On weapon hit: * 50% chance to disease * Blasts creatures in a radius 1 shockwave around your target for 649.30 to 1947.90 physical damage (based on Strength). * flashes light on your target dealing 130 damage Damage conversion: 20% blight When wielded/worn: Changes damage: +12% physical Critical mult.: +55.00% Knockback immunity: +30% It can be used to knock away other craatures within radius 4), dealing 1819.55 to 3639.10 physical damage (based on Strength) to each, costing 18 power out of 50/50. The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
Quiver | Nerilaith the pouch of voratun shots (21/21, 59.5-71.4 power, 8 apr) Nerilaith the pouch of voratun shots (21/21, 59.5-71.4 power, 8 apr)Requires: - Dexterity 48 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 59.5 - 71.4 Uses stats: 92% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Physical crit. chance: +7.0% Capacity: 21 On weapon hit: * 40% chance to corrode armour * 20% chance to torment the target Damage (Melee): +18 mind / +19 darkness Damage (Ranged): +18 mind / +19 darkness When wielded/worn: Ammo reloads per turn: +4 Shots are used with slings to pummel your foes to death. |
On hands | Steam Powered Gauntlets (0 def, 16 armour) Steam Powered Gauntlets (0 def, 16 armour)Requires: - Talent Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +16 Changes stats: +8 Str / +8 Dex Changes damage: +8% all Talent granted: +5 Hand Cannon Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 24% Wil, 50% Mag, 64% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +10.0% Attack speed: 125% Gauntlets. But with steam power! |
Light source | watchleader's dwarven lantern of health watchleader's dwarven lantern of healthInfused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes damage: +20% light Blindness immunity: +23% Confusion immunity: +20% Maximum life: +64.00 Light radius: +14 See stealth: +25 See invisible: +14 It can be used to activate talent Track, placing all other charms into a 14 cooldown : Effective talent level: 6.5 Power cost: 14 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 86 for 9 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Crown of the Elements (0 def, 5 armour) Crown of the Elements (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 lightning / 10 cold Changes stats: +3 Wil / +0 Cun / +5 Con Changes resistances: +15% acid / +15% lightning / +15% cold / +35% mind / +15% fire Changes damage: +8% acid / +8% fire / +8% cold / +8% lightning Talent granted: +4 Arcane Disruption Wave Mental save: +20 (+4 eff.) See invisible: +15 This jeweled crown shimmers with colors. |
On feet | Erelethad the Rainwither (0 def, 5 armour) Erelethad the Rainwither (0 def, 5 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 16 nature / 16 fire Changes stats: +15 Lck / +8 Dex Changes resistances: +9% nature / +6% acid Changes damage: +12% acid / +15% fire / +9% nature Stealth bonus: +15 Physical save: +25 (+4 eff.) Spell save: +15 (+3 eff.) Mental save: +10 (+2 eff.) Silence immunity: +50% Confusion immunity: +45% Pinning immunity: +25% Stun/Freeze immunity: +50% Knockback immunity: +25% Teleport immunity: +100% A pair of boots made of leather. |
Tool | Fortune's Eye Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +12 Defense: +12 (+2 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 7 power out of 35/35) : Effective talent level: 2.6 Power cost: 7 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 56 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
On fingers | 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. |
On fingers | Void Orb Void OrbPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+2 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+1 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 3 power out of 6/6) : Effective talent level: 5.6 Power cost: 3 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 669.54 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
Around neck | Gilyhek the voratun amulet Gilyhek the voratun amuletPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +8 Defense: +12 (+2 eff.) Changes stats: +10 Con Changes resistances cap: +7% all Changes resistances penetration: +10% mind Changes damage: +15% blight / +15% fire / +6% mind Critical mult.: +20.00% Physical save: +23 (+4 eff.) Mental save: +12 (+2 eff.) Poison immunity: +40% Equilibrium when hit: +0.12 Spellpower: +15 (+2 eff.) Amulets can have magical properties. |
In main hand | Morrigor (50-70 power, 12 apr) Morrigor (50-70 power, 12 apr)Requires: - Magic 40 Powered by arcane forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 50.0 - 70.0 Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * deal 104.30 arcane and 84.19 darkness damage (based on Magic) in a radius 1 around the target * flashes light on your target dealing 91 damage On weapon kill: * swallows the victim's soul, gaining a new power When wielded/worn: Talent granted: +1 Soul Purge Critical mult.: +15.00% Spellpower: +24 (+3 eff.) Spell crit. chance: +12% It can be used to activate talent Bleeding Edge (costing 5 power out of 12/12) : Effective talent level: 3.9 Power cost: 5 out of 12/12. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 161% weapon damage. If the attack hits, the target will bleed for 305% weapon damage over 7 turns, and all healing will be reduced by 43%. This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
Around waist | monstrous hardened leather belt of magery monstrous hardened leather belt of mageryPowered by arcane forces Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +7 (+1 eff.) Defense: +10 (+2 eff.) Changes stats: +5 Str / +5 Mag / +5 Wil / +4 Con Physical save: +7 (+1 eff.) Spell crit. chance: +5% Size category: +1 Slows Projectiles: +25% A belt that goes around your waist. |
In off hand | voratun waraxe 'Naturebloom' (40.5-56.7 power, 6 apr) voratun waraxe 'Naturebloom' (40.5-56.7 power, 6 apr)Requires: - Magic 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 40.5 - 56.7 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 15% chance to disease * 20% chance to torment the target * 25% chance for lightning to arc to a second target * chills your foe dealing 31 damage and slowing them by one tenth of a turn Damage (Melee): +20 lightning / +8 nature / +14 blight When wielded/worn: Changes stats: +2 Wil Changes resistances penetration: +13% mind / +11% darkness Changes damage: +6% nature Reduces incoming crit damage: 5.00% Disease immunity: +35% Infravision radius: +3 See invisible: +9 One-handed war axes. |
Cloak | Sparkhacker (18 def, 8 armour) Sparkhacker (18 def, 8 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +8 Defense: +18 (+3 eff.) Damage when hit (Melee): 12 lightning Changes stats: +3 Str / +3 Con Changes resistances: +16% blight / +30% lightning / +20% nature / +3% light Changes resistances penetration: +10% lightning Physical save: +16 (+3 eff.) Spell save: +33 (+6 eff.) Mental save: +23 (+5 eff.) Stun/Freeze immunity: +50% Life regen: +2.10 Healing mod.: +17% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | searing stralite plate armour of the dragon (7 def, 18 armour) searing stralite plate armour of the dragon (7 def, 18 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Powered by arcane forces Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +18 Armour Hardiness: +0% Defense: +7 (+2 eff.) Fatigue: +26% Damage (Melee): 18 acid / 12 fire Damage when hit (Melee): 12 acid / 10 fire Changes stats: +14 Str / +10 Dex / +10 Mag / +10 Wil / +10 Cun / +13 Con Changes resistances: +27% acid / +9% physical / +11% lightning / +27% fire / +10% cold / +5% all Talent cooldown: Rush (-5 turns) Disarm immunity: +26% Stun/Freeze immunity: +24% Knockback immunity: +28% A suit of armour made of metal plates. This item has been sent to the Item's Vault. |
Inventory
medical injector implant (efficiency 145% / cooldown 84%) medical injector implant (efficiency 145% / cooldown 84%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 145% efficiency and cooldown mod of 84%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 175% / cooldown 78%) medical injector implant (efficiency 175% / cooldown 78%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 175% efficiency and cooldown mod of 78%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 179% / cooldown 59%) medical injector implant (efficiency 179% / cooldown 59%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 179% efficiency and cooldown mod of 59%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 179% / cooldown 96%) medical injector implant (efficiency 179% / cooldown 96%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 179% efficiency and cooldown mod of 96%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 14) steam generator implant (steam 14)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.8 steam per turn. Can be activated for an instant burst of 74 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 14) steam generator implant (steam 14)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.8 steam per turn. Can be activated for an instant burst of 74 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 14) steam generator implant (steam 14)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.8 steam per turn. Can be activated for an instant burst of 74 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 12) steam generator implant (steam 12)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.1 steam per turn. Can be activated for an instant burst of 60 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 14) steam generator implant (steam 14)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.8 steam per turn. Can be activated for an instant burst of 74 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the psychic (steam 21) steam generator implant of the psychic (steam 21)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 21.6 steam per turn. Can be activated for an instant burst of 107 steam. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 26) steam generator implant of the sneak (steam 26)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 26.5 steam per turn. Can be activated for an instant burst of 132 steam. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Primal Infusion (affinity 55%; cure magical, physical, mental) Primal Infusion (affinity 55%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 55% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
Antimagic Wyrm Bile Extract Antimagic Wyrm Bile ExtractCrafted by a master 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the elixir. This potent elixir extracted from a powerful wyrm can grant the power to repel arcane forces. |
Blood of Life Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
controlled phase door rune of the sneak (range 23) controlled phase door rune of the sneak (range 23)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (79% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 23. Its effects scale with your Cunning 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. |
controlled phase door rune of the warrior (range 35) controlled phase door rune of the warrior (range 35)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (79% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 35. 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. |
heat beam rune (521 fire damage) heat beam rune (521 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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 521.95 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. 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. |
heat beam rune of the psychic (1515 fire damage) heat beam rune of the psychic (1515 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: 9 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 1515.43 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 Willpower 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. |
lightning rune (767 lightning damage) lightning rune (767 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: 8 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 255.84 to 767.51 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. |
lightning rune (767 lightning damage) lightning rune (767 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: 9 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 255.84 to 767.51 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. |
lightning rune (767 lightning damage) lightning rune (767 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: 9 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 255.84 to 767.51 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. |
lightning rune (767 lightning damage) lightning rune (767 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: 9 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 255.84 to 767.51 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. |
lightning rune (601 lightning damage) lightning rune (601 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 200.63 to 601.89 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. |
lightning rune (698 lightning damage) lightning rune (698 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: 9 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 232.95 to 698.84 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. |
lightning rune (767 lightning damage) lightning rune (767 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: 9 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 255.84 to 767.51 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. |
lightning rune (759 lightning damage) lightning rune (759 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: 9 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 253.15 to 759.44 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. |
lightning rune of the warrior (2368 lightning damage) lightning rune of the warrior (2368 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: 5 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 789.61 to 2368.83 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) 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. |
shielding rune (absorb 462 for 7 turns) shielding rune (absorb 462 for 7 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 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 462 damage for 7 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 444 for 8 turns) shielding rune (absorb 444 for 8 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 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 444 damage for 8 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 of the psychic (absorb 821 for 6 turns) shielding rune of the psychic (absorb 821 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 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 821 damage for 6 turns. Its effects scale with your Willpower 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. |
shielding rune of the titan (absorb 1827 for 8 turns) shielding rune of the titan (absorb 1827 for 8 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 1827 damage for 8 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune (radius 17; dur 26; see dragon) vision rune (radius 17; dur 26; see dragon)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: 19 Travel Speed: instantaneous Usage Speed: Spell (79% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (17 radius) and to allow you to see invisible and stealthed creatures (power 27) for 26 turns. Your mind will become more receptive for 26 turns, allowing you to sense any dragon around. 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. |
vision rune (radius 17; dur 26; see demon) vision rune (radius 17; dur 26; see demon)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: 17 Travel Speed: instantaneous Usage Speed: Spell (79% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (17 radius) and to allow you to see invisible and stealthed creatures (power 27) for 26 turns. Your mind will become more receptive for 26 turns, allowing you to sense any demon around. 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. |
5 schematic: Ablative Armour 5 schematic: Ablative ArmourRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Acid Groove 3 schematic: Acid GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
8 schematic: Air Recycler 8 schematic: Air RecyclerRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Alchemist's Helper 2 schematic: Alchemist's HelperRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Antimagic Shell 3 schematic: Antimagic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Armour Reinforcement 5 schematic: Armour ReinforcementRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Back Support 4 schematic: Back SupportRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Black Light Emitter 2 schematic: Black Light EmitterRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Botanical Shell 4 schematic: Botanical ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Corrosive Shell 4 schematic: Corrosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Crystal Plating 3 schematic: Crystal PlatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
8 schematic: Deflection Field 8 schematic: Deflection FieldRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Fiery Salve 4 schematic: Fiery SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fireproof Coating schematic: Fireproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Flare Shell 4 schematic: Flare ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Flash Powder 6 schematic: Flash PowderRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Focus Lens 5 schematic: Focus LensRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Frost Salve 4 schematic: Frost SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Fungal Web 4 schematic: Fungal WebRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Grounding Strap 3 schematic: Grounding StrapRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Hand Cannon 3 schematic: Hand CannonRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Headlamp 5 schematic: HeadlampRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Healing Salve 4 schematic: Healing SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Iron Grip 2 schematic: Iron GripRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Itching Powder schematic: Itching PowderRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
8 schematic: Kinetic Stabiliser 8 schematic: Kinetic StabiliserRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Lightning Coil 3 schematic: Lightning CoilRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Magnetic Shell 6 schematic: Magnetic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Mana Coil 2 schematic: Mana CoilRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Mental Stimulator 2 schematic: Mental StimulatorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Moss Tread 2 schematic: Moss TreadRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Pain Suppressor Salve 5 schematic: Pain Suppressor SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Poison Groove 7 schematic: Poison GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Power Distributor 2 schematic: Power DistributorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Razor Edge 5 schematic: Razor EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Rocket Boots 3 schematic: Rocket BootsRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Rustproof Coating 4 schematic: Rustproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Saw Projector 6 schematic: Saw ProjectorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Saw Shell 6 schematic: Saw ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. This item has been sent to the Item's Vault. |
schematic: Second Skin schematic: Second SkinRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Shocking Edge 4 schematic: Shocking EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Shocking Touch 5 schematic: Shocking TouchRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Silver Filigree 4 schematic: Silver FiligreeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Solid Shell 3 schematic: Solid ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Spike Attachment 3 schematic: Spike AttachmentRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Spring Grapple 3 schematic: Spring GrappleRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Steamgun 7 schematic: SteamgunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
9 schematic: Steamsaw 9 schematic: SteamsawRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Thunder Grenade 2 schematic: Thunder GrenadeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating schematic: Thunderclap CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Toxic Cannister Launcher 4 schematic: Toxic Cannister LauncherRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Toxic Shell 2 schematic: Toxic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Unstoppable Force Salve schematic: Unstoppable Force SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Viral Injector 4 schematic: Viral InjectorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Needlegun schematic: Viral NeedlegunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Voltaic Sentry 4 schematic: Voltaic SentryRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
11 schematic: Water Salve 11 schematic: Water SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Waterproof Coating 5 schematic: Waterproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Weapon Automaton: One Handed 3 schematic: Weapon Automaton: One HandedRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: White Light Emitter 5 schematic: White Light EmitterRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Aerakira AerakiraInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 45% chance to corrode armour Changes stats: +10 Dex / +6 Mag / +6 Wil Changes resistances: +12% temporal / +12% cold Changes resistances penetration: +10% acid Changes damage: +6% acid Talent masteries: +0.37 Wild-gift / Cold drake aspect +0.37 Spell / Meta Spell save: +20 (+4 eff.) Mental save: +15 (+3 eff.) Confusion immunity: +25% Mindpower: +14 (+2 eff.) Amulets can have magical properties. |
Eremadunagas EremadunagasPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +6 Physical crit. chance: +5.0% Damage (Melee): 10 light / 9 darkness Effects when hit in melee: * 9% chance to blind * 9% chance to inflict damage reduction Damage when hit (Melee): 4 mind Changes resistances: +21% temporal Changes damage: +10% light / +12% darkness Critical mult.: +15.00% Physical save: +6 (+1 eff.) Cut immunity: +5% Pinning immunity: +39% Knockback immunity: +28% Only die when reaching: -60.00 life Mental crit. chance: +3% Amulets can have magical properties. |
Fiery Choker Fiery ChokerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +20% fire / -20% cold Changes damage: +10% fire / -5% cold Damage affinity(heal): +30% fire Blindness immunity: +40% Spellpower: +7 (+1 eff.) Spell crit. chance: +8% Talent on hit(spell): Volcano (10% chance level 3). A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
Frost Lord's Chain Frost Lord's ChainPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+2 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Hunter's Fetish Hunter's FetishInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour penetration: +10 Physical crit. chance: +10.0% Damage (Melee): 30 crippling poison Damage (Ranged): 30 crippling poison Talent masteries: +0.20 Wild-gift / Hunter +0.20 Cursed / Predator Stealth bonus: +10 Spell crit. chance: +10% Mental crit. chance: +10% Infravision radius: +5 A disgusting collection of various bits of prey that the Hunter has caught. |
Vox VoxPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Silence immunity: +100% Maximum mana: +50.00 Maximum vim: +50.00 Spellpower: +9 (+1 eff.) Spell crit. chance: +4% See invisible: +20 Casting speed: +15% No force can hope to silence the wearer of this amulet. |
archmage's stralite amulet of murder archmage's stralite amulet of murderPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +7 Physical crit. chance: +4.0% Changes stats: +4 Mag Changes damage: +7% acid / +7% fire / +8% cold / +7% lightning Critical mult.: +18.00% Spellpower: +5 (+1 eff.) Spell crit. chance: +6% Amulets can have magical properties. |
mindweaver's voratun amulet of murder mindweaver's voratun amulet of murderCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +4 Physical crit. chance: +4.0% Changes stats: +4 Wil Critical mult.: +15.00% Mental save: +15 (+3 eff.) Confusion immunity: +17% Mindpower: +9 (+2 eff.) Amulets can have magical properties. |
protective stralite amulet of murder protective stralite amulet of murderCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +5 Physical crit. chance: +5.0% Armour: +6 Defense: +6 (+1 eff.) Changes resistances cap: +4% all Critical mult.: +13.00% Physical save: +12 (+2 eff.) Amulets can have magical properties. |
savior's voratun amulet of soulsearing savior's voratun amulet of soulsearingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes damage: +15% blight / +10% fire Critical mult.: +19.00% Physical save: +25 (+4 eff.) Spell save: +21 (+4 eff.) Mental save: +25 (+5 eff.) Spellpower: +15 (+2 eff.) Amulets can have magical properties. |
serendipitous steel amulet of magic (+5) serendipitous steel amulet of magic (+5)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Defense: +7 (+2 eff.) Changes stats: +5 Lck / +3 Mag Reduce all damage from unseen attackers: 11% Amulets can have magical properties. |
serendipitous voratun amulet of perfection (0.40 Technique / Finishing moves,0.40 Steamtech / Psytech gunnery) serendipitous voratun amulet of perfection (0.40 Technique / Finishing moves,0.40 Steamtech / Psytech gunnery)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+3 eff.) Defense: +20 (+4 eff.) Changes stats: +20 Lck Talent masteries: +0.40 Technique / Finishing moves +0.40 Steamtech / Psytech gunnery Reduce all damage from unseen attackers: 20% Amulets can have magical properties. |
Beonik the Viperserpent Beonik the ViperserpentCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 8 mind Changes stats: +1 Str / +2 Dex / +4 Cun Changes resistances: +6% fire Changes resistances penetration: +10% mind Changes damage: +9% nature Disarm immunity: +26% Pinning immunity: +26% Knockback immunity: +24% Maximum life: +25.00 Infravision radius: +1 See invisible: +9 Rings can have magical properties. |
Betokhad BetokhadPowered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +13 Mag / +16 Wil / +4 Cun / +3 Con Changes resistances: +20% blight Changes damage: +20% blight / +12% physical Physical save: +20 (+3 eff.) Life regen: +0.40 Maximum life: +20.00 Spellpower: +30 (+4 eff.) Mindpower: +4 (+1 eff.) Rings can have magical properties. |
Betonne the Searraven Betonne the SearravenPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Effects on melee hit: * 35% chance to blind * 10% chance to gain 10% of a turn Effects on ranged hit: * 35% chance to blind Changes resistances: +9% light / +3% acid Changes damage: +9% fire Physical save: +51 (+8 eff.) Spell save: +42 (+8 eff.) Mental save: +51 (+10 eff.) Pinning immunity: +10% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Rings can have magical properties. |
Emudassra EmudassraPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +7 (+1 eff.) Effects on melee hit: * 21% chance to blind Effects on ranged hit: * 18% chance to blind Changes stats: +8 Dex / +5 Mag / +7 Cun Changes damage: +7% all Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +16 (+2 eff.) Spell crit. chance: +4% Mindpower: +13 (+2 eff.) Rings can have magical properties. |
Glory of the Pride Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+1 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+7 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Issusta the Darkblood Issusta the DarkbloodInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 15% chance to inflict damage reduction Changes resistances: +28% nature / +3% mind Changes resistances penetration: +20% darkness / +5% mind Changes damage: +14% nature Rings can have magical properties. |
Mnemonic MnemonicInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+4 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+2 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 11 power out of 30/30) : Effective talent level: 2.6 Power cost: 11 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 3 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+3 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 14 power out of 50/50) : Effective talent level: 2.6 Power cost: 14 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 89 damage per turn. The damage will increase with your Mindpower. You do +32% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Ring of the War Master Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+1 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Dual techniques +0.30 Technique / Archery excellence +0.30 Technique / Combat veteran +0.30 Technique / Grappling +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Two-handed weapons +0.30 Technique / Thuggery +0.30 Technique / Shield offense +0.30 Technique / Unarmed training +0.30 Technique / Archery prowess +0.30 Technique / Combat training +0.30 Technique / Combat techniques +0.30 Technique / Two-handed assault +0.30 Technique / Berserker's strength +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Superiority +0.30 Technique / Pugilism +0.30 Technique / Shield defense +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 37.97 cold and 36.06 physical damage (based on Willpower) each turn and knocking opponents back, costing 21 power out of 60/60. This azure ring seems to be always moist to the touch. |
conjurer's voratun ring of warding conjurer's voratun ring of wardingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Mag / +6 Wil Changes resistances: +27% acid / +30% fire / +24% lightning / +18% cold Spellpower: +7 (+1 eff.) Rings can have magical properties. |
painweaver's gold ring of life painweaver's gold ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +14 (+1 eff.) Changes damage: +7% all Life regen: +1.40 Maximum life: +69.00 Spellpower: +12 (+2 eff.) Mindpower: +13 (+2 eff.) Healing mod.: +20% Rings can have magical properties. |
solipsist's gold ring of warding solipsist's gold ring of wardingPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes resistances: +17% acid / +18% fire / +12% lightning / +18% cold Mindpower: +9 (+2 eff.) Rings can have magical properties. |
stralite ring stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings can have magical properties. |
Khulmanar's Wrath (70-105 power, 8 apr) Khulmanar's Wrath (70-105 power, 8 apr)Requires: - Magic 52 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Physical crit. chance: +8.0% Attack speed: 100% Damage (Melee): +50 fire Damage conversion: 20% fire When wielded/worn: Changes resistances: +20% fire Changes resistances penetration: +25% fire Changes damage: +20% fire The wearer is treated as a demon. It can be used to activate talent Infernal Breath (costing 13 power out of 35/35) : Effective talent level: 3.0 Power cost: 13 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 1047.59 fire damage, and flames will be left dealing a further 248.30 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
The Gaping Maw (72-108 power, 4 apr) The Gaping Maw (72-108 power, 4 apr)Requires: - Magic 60 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 72.0 - 108.0 Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon crit: * deal manaburn damage equal to your mindpower in a radius 3 cone Damage (Melee): +50 acid / +50 nature slow When wielded/worn: Talents cooldown: Mana Clash (-2 turns) Ice Claw (-1 turn) Swallow (-2 turns) This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
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: 30% Cun, 100% Mag Damage type: Physical Mastery: Strength of Purpose 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 (+2 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. |
Emeloreth (28.5-37.05 power, 9 apr) Emeloreth (28.5-37.05 power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Base power: 28.5 - 37.1 Uses stats: 72% Cun, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target On weapon crit: * splashes the target with acid Damage (Melee): +10 lightning / +4 acid When wielded/worn: Armour penetration: +8 Physical crit. chance: +11.0% Changes stats: +4 Con Critical mult.: +15.00% Life regen: +0.20 Maximum life: +10.00 Sharp, short and deadly. |
Innocent Curse (35-45.5 power, 9 apr) Innocent Curse (35-45.5 power, 9 apr)Requires: - Dexterity 40 Powered by arcane forces Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 It is part of a set of items. Base power: 35.0 - 45.5 Uses stats: 78% Cun, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +15.0% Attack speed: 100% Damage Shield penetration (this weapon only): +20% Damage (Melee): +20 silence When wielded/worn: Talent mastery: +0.20 Cunning / Poisons This dagger has an aura of both nature and the arcane. But instead of working together, the two powers seem to fight against each other. |
Kinetic Spike (38-49.4 power, 40 apr) Kinetic Spike (38-49.4 power, 40 apr)Requires: - Willpower 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 50% Mag, 54% Cun, 30% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +40 Physical crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+1 eff.) Physical power: +15 (+1 eff.) Changes resistances penetration: +30% physical Talent mastery: +0.20 Psionic / Augmented striking It can be used to fire a bolt of kinetic force (range 8), dealing 150% (physical) weapon damage, costing 4 power out of 10/10. A simple, rudely crafted stone hilt, this object manifests a blade of wavering, nearly invisible force, like a heat haze, as you grasp it. Despite its simple appearance, it is capable of shearing through solid granite, in the hands of those with the necessary mental fortitude to use it properly. |
Life Drinker (42-54.6 power, 11 apr) Life Drinker (42-54.6 power, 11 apr)Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 42.0 - 54.6 Uses stats: 35% Cun, 105% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Physical crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes damage: +15% blight / +15% darkness / +15% acid Spellpower: +12 (+2 eff.) Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). It can be used to activate talent Worm Rot (costing 14 power out of 50/50) : Effective talent level: 2.6 Power cost: 14 out of 50/50. Range: 6 Travel Speed: 600% of base Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 60.77 acid and 50.18 blight damage. If not cleared after five turns it will inflict 345.04 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
Mandible of Ungolmor (40-52 power, 12 apr) Mandible of Ungolmor (40-52 power, 12 apr)Requires: - Cunning 38 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 40.0 - 52.0 Uses stats: 85% Cun, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +12 Physical crit. chance: +22.0% Attack speed: 100% On weapon crit: * inflicts pinning spydric poison upon the target Damage conversion: 30% darkness When wielded/worn: Armour: +5 Armour Hardiness: +5% Changes stats: +8 Cun / +4 Dex Changes damage: +30% nature / +20% darkness Light radius: -2 It can be used to activate talent Creeping Darkness (costing 9 power out of 40/40) : Effective talent level: 3.9 Power cost: 9 out of 40/40. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Creeping dark slowly spreads from 5 spots in a radius of 3 around the targeted location. The dark deals 89.74 darkness damage each turn to anything in its area, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +32% damage to anything that has entered your creeping dark. This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
Orc Feller (45-58.5 power, 11 apr) Orc Feller (45-58.5 power, 11 apr)Requires: - Dexterity 44 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 45.0 - 58.5 Uses stats: 68% Cun, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Physical crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun / +5 Dex Changes damage: +8% light / +10% physical Grants telepathy: Humanoid/Orc Pinning immunity: +50% Light radius: +1 During the invasion of Eldoral the Halfling Rogue Herah is said to have slain over one hundred orcs while defending a group of refugees. |
Porowen (26-33.8 power, 9 apr) Porowen (26-33.8 power, 9 apr)Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Base power: 26.0 - 33.8 Uses stats: 72% Cun, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target On weapon crit: * cripple the target Damage (Melee): +14 mind When wielded/worn: Physical crit. chance: +11.0% Armour: +6 Changes stats: +3 Str / +1 Dex Changes resistances: +6% nature / +5% arcane Changes resistances penetration: +20% arcane / +11% mind / +11% darkness Changes damage: +12% blight Silence immunity: +20% It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 3 turns. Sharp, short and deadly. |
Spellblaze Shard (20-26 power, 10 apr) Spellblaze Shard (20-26 power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 72% Cun, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +10 blight / +10 fire burn Burst (radius 2) on crit: +20 infective blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Star (25-32.5 power, 20 apr) Star (25-32.5 power, 20 apr)Requires: - Dexterity 24 - Cunning 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The star shines alone in a moonless sky. Base power: 25.0 - 32.5 Uses stats: 72% Cun, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +20.0% Attack speed: 100% Damage (Melee): +20 light When wielded/worn: Changes damage: +10% light Light radius: +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Swordbreaker (25-32.5 power, 20 apr) Swordbreaker (25-32.5 power, 20 apr)Requires: - Dexterity 10 - Cunning 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Mag, 80% Cun Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+3 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+2 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
voratun dagger (37-48.1 power, 9 apr) voratun dagger (37-48.1 power, 9 apr)Requires: - Dexterity 48 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.0 - 48.1 Uses stats: 72% Cun, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% Sharp, short and deadly. |
voratun dagger (38-49.4 power, 9 apr) voratun dagger (38-49.4 power, 9 apr)Requires: - Dexterity 48 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 72% Cun, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% Sharp, short and deadly. |
voratun dagger 'Flashwinter' (38-49.4 power, 9 apr) voratun dagger 'Flashwinter' (38-49.4 power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 72% Cun, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% Damage (Melee): +4 acid Burst (radius 1) on hit: +4 light Burst (radius 2) on crit: +24 ice When wielded/worn: Physical power: +24 (+2 eff.) Armour: +12 Damage when hit (Melee): 4 light Changes stats: +10 Con Changes resistances: +3% acid / +6% temporal / +9% light Changes resistances penetration: +12% cold / +24% physical Changes damage: +12% temporal Disarm immunity: +46% Sharp, short and deadly. |
Dream Malleus (56-84 power, 5 apr) Dream Malleus (56-84 power, 5 apr)Requires: - Willpower 25 - Magic 25 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 56.0 - 84.0 Uses stats: 70% Wil, 120% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Attack speed: 100% On weapon hit: * 14% chance to cause random gloom Damage (Melee): +30 mind Burst (radius 1) on hit: +7 fire When wielded/worn: Changes stats: +3 Cun / +2 Wil Changes damage: +19% mind / +10% physical Talent cooldown: Hammer Toss (-2 turns) Talents granted: +3 Dream Smith's Hammer +3 Hammer Toss Psi each turn: +0.10 Mindpower: +27 (+4 eff.) Mental crit. chance: +5% It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 3 turns. A large shimmering maul that seems to produce a ringing in your ears. It is both as malleable as thought and as hard as the strongest steel. |
Skysmasher (70-105 power, 17 apr) Skysmasher (70-105 power, 17 apr)Requires: - Magic 40 Powered by steamtech 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stat: 180% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +17 Physical crit. chance: +20.0% Attack speed: 100% Burst (radius 2) on crit: +75 physical / +75 fire When wielded/worn: Changes stats: +5 Cun / +5 Str Talent granted: +1 Rocket Smash The discovery of rockets has proved incredibly dangerous. It is not always clear for whom. |
The Black Maul (70-105 power, 15 apr) The Black Maul (70-105 power, 15 apr)Requires: - Magic 40 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stat: 180% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +2.0% Attack speed: 100% When this weapon hits: Obliterating Smash (10% chance level 3). When wielded/worn: Accuracy: +20 (+3 eff.) Physical power: +12 (+1 eff.) Changes damage: +10% all Talent masteries: +0.20 Corruption / Brutality +0.20 Technique / Two-handed assault Shadow Power: +10 Increases all damage by 1% for each point of your Shadow Power. It can be used to activate talent Reckless Strike (costing 9 power out of 25/25) : Effective talent level: 3.9 Power cost: 9 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Hits the target doing 276% weapon damage. This attack cannot miss, and ignores all armor and resistances on the target. However, you take damage equal to 25% of the damage dealt, or 30% of your current HP, whichever is lower. "A fitting weapon for the Champion." |
Voratun Hammer of the Deep Bellow (82-123 power, 7 apr) Voratun Hammer of the Deep Bellow (82-123 power, 7 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 82.0 - 123.0 Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Physical crit. chance: +4.0% Attack speed: 100% When this weapon hits: Flameshock (10% chance level 3). Damage (Melee): +30 fire When wielded/worn: Changes damage: +15% physical The legendary hammer of the Dwarven master smiths. For ages it was used to forge powerful weapons with searing heat until it became highly powerful by itself. |
Zubemina the voratun greatmaul (66.5-99.75 power, 4 apr) Zubemina the voratun greatmaul (66.5-99.75 power, 4 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 66.5 - 99.8 Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * Random elemental explosion Damage Shield penetration (this weapon only): +20% Damage (Melee): +42 cold When wielded/worn: Armour penetration: +21 Damage when hit (Melee): 20 temporal Changes resistances penetration: +24% acid / +21% physical / +23% fire / +23% lightning / +24% cold Changes damage: +3% temporal / +9% arcane / +20% physical Blindness immunity: +15% Poison immunity: +25% Confusion immunity: +10% Spellpower: +4 (+1 eff.) Massive two-handed mauls. |
stralite greatmaul 'Barkstreak' (71-106.5 power, 19 apr) stralite greatmaul 'Barkstreak' (71-106.5 power, 19 apr)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 71.0 - 106.5 Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +19 Physical crit. chance: +18.5% Attack speed: 100% On weapon hit: * Slows global speed by 40% Damage (Melee): +19 cold / +12 nature Burst (radius 1) on hit: +14 fire When wielded/worn: Damage when hit (Melee): 8 acid Changes resistances: +3% nature Changes resistances penetration: +10% nature Changes damage: +3% acid Massive two-handed mauls. This item has been sent to the Item's Vault. |
voratun greatmaul (63-94.5 power, 4 apr) voratun greatmaul (63-94.5 power, 4 apr)Requires: - Magic 48 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 63.0 - 94.5 Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% Massive two-handed mauls. |
voratun greatmaul (64.5-96.75 power, 4 apr) voratun greatmaul (64.5-96.75 power, 4 apr)Requires: - Magic 48 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 64.5 - 96.8 Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% Massive two-handed mauls. |
voratun greatmaul (71-106.5 power, 4 apr) voratun greatmaul (71-106.5 power, 4 apr)Requires: - Magic 48 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 71.0 - 106.5 Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% Massive two-handed mauls. |
voratun greatmaul 'Furnacesmasher' (63-94.5 power, 4 apr) voratun greatmaul 'Furnacesmasher' (63-94.5 power, 4 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 63.0 - 94.5 Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 111% On weapon hit: * 20% chance to gain 10% of a turn * 25% chance for lightning to arc to a second target On weapon crit: * cripple the target Damage (Melee): +27 lightning / +24 blight Burst (radius 1) on hit: +8 temporal When wielded/worn: Accuracy: +14 (+2 eff.) Physical crit. chance: +20.0% Damage when hit (Melee): 4 temporal / 4 fire Changes stats: +6 Dex Changes resistances: +6% fire Massive two-handed mauls. |
Colaryem (48-76.8 power, 12 apr) Colaryem (48-76.8 power, 12 apr)Requires: - Magic 10 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 48.0 - 76.8 Uses stat: 180% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Physical crit. chance: +11.0% Attack speed: 50% When wielded/worn: Fatigue: -12% Changes stats: +7 Dex Changes resistances: +7% lightning Changes damage: +7% lightning Maximum encumbrance: +50 Movement speed: +10% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
Crescent Moon's Blade (60-96 power, 22 apr) Crescent Moon's Blade (60-96 power, 22 apr)Requires: - Magic 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 Physical crit. chance: +10.0% Attack speed: 100% When this weapon hits: Moonlight Ray (10% chance level 5). When wielded/worn: Changes stats: +8 Mag / +4 Cun / +6 Con Changes damage: +10% cold / +10% darkness / +10% light Talent mastery: +0.20 Celestial / Wintertide Talents cooldown: Crescent Strike (-1 turn) Moonsilver Blade (-1 turn) This blade is as much sickle as it is sword, and glows with the light of the moon. |
Dethblyd (70-112 power, 18 apr) Dethblyd (70-112 power, 18 apr)Requires: - Magic 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 70.0 - 112.0 Uses stat: 190% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +18 Physical crit. chance: +20.0% Attack speed: 100% On weapon hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. Lifesteal (this weapon only): +5% When wielded/worn: Changes stats: +10 Str / +8 Mag / +5 Con Talent masteries: +0.10 Corruption / Torture +0.20 Corruption / Brutality +0.20 Corruption / Wrath Talents cooldown: Draining Assault (-1 turn) Abduction (-1 turn) Detonating Charge (-1 turn) Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
Genocide (42-67.2 power, 4 apr) Genocide (42-67.2 power, 4 apr)Requires: - Willpower 20 - Magic 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 42.0 - 67.2 Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +18.0% Attack speed: 100% Damage against: +25% Orc When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Con Reduced damage from: +15% Orc Grants telepathy: Humanoid/Orc Life regen: +0.50 Stamina each turn: +1.00 Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
Spectral Blade (24-38.4 power, 25 apr) Spectral Blade (24-38.4 power, 25 apr)Requires: - Magic 24 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.0 - 38.4 Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +25 Physical crit. chance: +3.0% Attack speed: 111% Damage (Melee): +10 arcane Burst (radius 2) on crit: +30 arcane silence When wielded/worn: Mana each turn: +0.50 Spellpower: +5 (+1 eff.) See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This sword appears weightless, and nearly invisible. |
Warmaster Gnarg's Murderblade (60-96 power, 19 apr) Warmaster Gnarg's Murderblade (60-96 power, 19 apr)Requires: - Magic 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 60.0 - 96.0 Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +19 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 10% chance to send the wielder into a killing frenzy Damage against: +20% Living When wielded/worn: Changes stats: +15 Str / +5 Dex / +15 Con Reduced damage from: +20% Living Talent masteries: +0.30 Technique / Berserker's strength +0.20 Technique / Two-handed weapons +0.20 Technique / Two-handed maiming +0.20 Technique / Two-handed assault A blood-etched greatsword, it has seen many foes. From the inside. |
This item will automatically be transmogrified when you leave the level. dwarven-steel greatsword of evisceration (36-57.6 power, 2 apr)dwarven-steel greatsword of evisceration (36-57.6 power, 2 apr) Requires: - Magic 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 36.0 - 57.6 Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon crit: * wounds the target reducing their healing When wielded/worn: Physical crit. chance: +16.0% Physical power: +16 (+1 eff.) Massive two-handed swords. |
voratun greatsword (63-100.8 power, 4 apr) voratun greatsword (63-100.8 power, 4 apr)Requires: - Magic 48 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 63.0 - 100.8 Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% Massive two-handed swords. |
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. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Strength of Purpose 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: 6.5 Power cost: 4 out of 20/20. Range: 8 Travel Speed: instantaneous Is: a spell Description: Make your target's diseases burst, doing 237.02 blight damage for each disease it is infected with. This will also spread any diseases to any nearby foes in a radius of 4. 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. |
Noonire the dragonbone longbow Noonire the dragonbone longbowRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 On weapon hit: * 40% chance to blind Damage (Ranged): +25 lightning Burst (radius 1) on hit: +2 lightning / +2 arcane Burst (radius 2) on crit: +2 lightning / +2 light When wielded/worn: Changes resistances: +15% light Changes resistances penetration: +5% lightning / +15% physical / +14% temporal Changes damage: +22% lightning / +44% physical / +9% arcane / +22% temporal Talents cooldown: Volley of Arrows (-2 turns) Steady Shot (-1 turn) Arrow Stitching (-1 turn) Pinning Shot (-1 turn) Longbows are used to shoot arrows at your foes. |
Serpentfear SerpentfearRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +10 On weapon hit: * Slows global speed by 20% * 49% chance to corrode armour Travel speed: +200% Damage (Ranged): +18 lightning Burst (radius 1) on hit: +4 nature Burst (radius 2) on crit: +6 darkness When wielded/worn: Changes resistances penetration: +22% physical Changes damage: +19% lightning / +22% physical / +9% nature / +6% darkness Longbows are used to shoot arrows at your foes. |
Storm Fury Storm FuryRequires: - Magic 30 - Dexterity 30 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +10 When wielded/worn: Ranged Defense: +15 (+3 eff.) Damage (Ranged): 75 lightning Changes stats: +5 Dex / +7 Mag Changes resistances: +20% lightning Changes damage: +20% lightning Talent masteries: +0.10 Spell / Storm +0.20 Spell / Air Spellpower: +20 (+3 eff.) Movement speed: +10% Automatically fires lightning bolts at nearby enemies, with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
This item will automatically be transmogrified when you leave the level. ranger's ash longbow of acidranger's ash longbow of acid Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 Damage (Ranged): +11 acid When wielded/worn: Changes stats: +4 Dex Changes damage: +14% acid Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. ranger's dragonbone longbow of natureranger's dragonbone longbow of nature Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +35 nature When wielded/worn: Changes stats: +7 Dex Changes resistances: +10% all Changes resistances penetration: +13% nature Longbows are used to shoot arrows at your foes. |
Blood-Edge (46-64.4 power, 7 apr) Blood-Edge (46-64.4 power, 7 apr)Requires: - Magic 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 46.0 - 64.4 Uses stat: 160% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon hit: * 15% chance to animate a bleeding foe's blood Lifesteal (this weapon only): +5% Damage conversion: 50% blight When wielded/worn: Changes damage: +15% blight / +15% physical Grants telepathy: Undead/Blood Maximum vim: +25.00 Spellpower: +21 (+3 eff.) Spell crit. chance: +8% It can be used to activate talent Bleeding Edge (costing 7 power out of 20/20) : Effective talent level: 5.2 Power cost: 7 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 171% weapon damage. If the attack hits, the target will bleed for 322% weapon damage over 7 turns, and all healing will be reduced by 50%. This deep red sword weeps blood continuously. It was born in the labs of the orcish corrupter Hurik, who sought to make a crystal that would house his soul after death. But his plans were disrupted by a band of sun paladins, and though most died purging his keep of dread minions, their leader Raasul fought through to Hurik's lab, sword in hand. There the two did battle, blade against blood magic, till both fell to the floor with weeping wounds. The orc with his last strength crawled towards his fashioned phylactery, hoping to save himself, but Raasul saw his plans and struck the crystal with his light-bathed sword. It shattered, and in the sudden impulse of energies the steel, crystal and blood were fused into one. Now the broken fragments of Raasul's soul are trapped in this terrible artifact, his mind warped beyond all sanity by decades of imprisonment. Only the taste of blood calls him forth, his soul stealing the lifeblood of others to take on physical form again, that he may thrash and wail against the living. |
Elewe (40.5-56.7 power, 6 apr) Elewe (40.5-56.7 power, 6 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 40.5 - 56.7 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target On weapon crit: * wounds the target reducing their healing * cripple the target Damage (Melee): +14 lightning / +8 temporal When wielded/worn: Physical crit. chance: +25.0% Physical power: +15 (+1 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn Damage when hit (Melee): 8 temporal Changes resistances penetration: +5% temporal Changes damage: +6% blight Cut immunity: +15% Pinning immunity: +10% Sharp, long, and deadly. |
Plaguetide the voratun longsword (42-58.8 power, 6 apr) Plaguetide the voratun longsword (42-58.8 power, 6 apr)Requires: - Magic 48 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 42.0 - 58.8 Uses stat: 150% Mag Damage type: Lightning Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +8 lightning / +20 temporal / +40 nature When wielded/worn: Armour penetration: +15 Physical crit. chance: +14.0% Damage when hit (Melee): 16 nature Changes resistances: +6% temporal Changes resistances penetration: +10% nature Critical mult.: +20.00% Poison immunity: +25% Disarm immunity: +15% Confusion immunity: +20% Only die when reaching: -40.00 life Sharp, long, and deadly. |
Sword of Potential Futures (28-39.2 power, 10 apr) Sword of Potential Futures (28-39.2 power, 10 apr)Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 It is part of a set of items. In the past there was a dagger with it. Base power: 28.0 - 39.2 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
The Black Spike (48-67.2 power, 20 apr) The Black Spike (48-67.2 power, 20 apr)Requires: - Magic 40 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +20 Physical crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +10 Str / +8 Mag Changes resistances: +18% darkness / +12% blight Changes resistances penetration: +5% all Changes damage: +25% darkness Shadow Power: +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world." |
Twilight's Edge (47-65.8 power, 7 apr) Twilight's Edge (47-65.8 power, 7 apr)Requires: - Magic 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Physical crit. chance: +12.0% Attack speed: 100% On weapon crit: * release a burst of light and dark damage (scales with Magic) When wielded/worn: Changes stats: +4 Str / +4 Mag / +4 Cun Changes damage: +18% darkness / +18% light Spellpower: +12 (+2 eff.) Spell crit. chance: +4% Light radius: +1 The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness. |
Witch-Bane (42-58.8 power, 4 apr) Witch-Bane (42-58.8 power, 4 apr)Requires: - Magic 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 42.0 - 58.8 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +20.0% Attack speed: 100% On weapon hit: * 50 arcane resource burn When wielded/worn: Changes resistances: +15% blight / -15% physical / +15% all Talents cooldown: Mana Clash (-2 turns) Aura of Silence (-2 turns) A thin voratun blade with an ivory handle wrapped in purple cloth. The weapon is nearly as legendary as its former owner, Marcus Dunn, and was thought to have been destroyed after Marcus was slain near the end of the Spellhunt. It seems somebody well versed in antimagic could use it to its fullest potential. |
voratun longsword (44-61.6 power, 6 apr) voratun longsword (44-61.6 power, 6 apr)Requires: - Magic 48 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 44.0 - 61.6 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Sharp, long, and deadly. |
voratun longsword (44.5-62.3 power, 6 apr) voratun longsword (44.5-62.3 power, 6 apr)Requires: - Magic 48 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 44.5 - 62.3 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. blazebringer's stralite mace of massacre (48.5-67.9 power, 5 apr)blazebringer's stralite mace of massacre (48.5-67.9 power, 5 apr) Requires: - Magic 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 48.5 - 67.9 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% Burst (radius 2) on crit: +15 fire When wielded/worn: Changes resistances penetration: +13% fire Global speed: +5% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. quick dwarven-steel mace of purging (26-36.4 power, 4 apr)quick dwarven-steel mace of purging (26-36.4 power, 4 apr) Requires: - Magic 24 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 26.0 - 36.4 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 111% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +12 nature When wielded/worn: Accuracy: +9 (+1 eff.) Changes stats: +5 Dex Blunt and deadly. |
voratun mace (44.5-62.3 power, 6 apr) voratun mace (44.5-62.3 power, 6 apr)Requires: - Magic 48 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 44.5 - 62.3 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% Blunt and deadly. |
voratun mace (46-64.4 power, 6 apr) voratun mace (46-64.4 power, 6 apr)Requires: - Magic 48 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 46.0 - 64.4 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% Blunt and deadly. |
voratun mace 'Xanomissra' (46.5-65.1 power, 6 apr) voratun mace 'Xanomissra' (46.5-65.1 power, 6 apr)Requires: - Magic 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 46.5 - 65.1 Uses stat: 150% Mag Damage type: Mind Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 111% Damage (Melee): +10 mind When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +7 Changes stats: +2 Cun / +4 Dex Changes resistances penetration: +7% physical Changes damage: +8% physical Critical mult.: +10.00% Mental save: +3 (+1 eff.) Mindpower: +2 (+1 eff.) It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 3 turns. Blunt and deadly. |
Core of the Forge (24-26.4 power, 40 apr, dreamforge damage) Core of the Forge (24-26.4 power, 40 apr, dreamforge damage)Requires: - Willpower 40 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 24.0 - 26.4 Uses stats: 60% Wil, 50% Mag, 20% Cun Damage type: Dreamforge Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+1 eff.) Damage (Melee): 30 dreamforge Changes stats: +4 Cun / +6 Wil Changes resistances: +5% physical / +5% mind / +15% fire Changes resistances penetration: +10% mind / +10% physical Changes damage: +10% physical / +10% mind / +10% fire Talent masteries: +0.20 Psionic / Dream Forge +0.20 Psionic / Dream Smith Mindpower: +16 (+3 eff.) Mental crit. chance: +8% It can be used to activate talent Forge Bellows (costing 9 power out of 30/30) : Effective talent level: 3.9 Power cost: 9 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 78.86 mind damage, 153.73 burning damage, and knocking back your enemies in a radius 4 cone. Empty terrain may be changed (50% chance) for 4 turns into forge walls, which block movement and inflict 7.33 mind and 14.29 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
Eyal's Will (22-24.2 power, 40 apr, nature damage) Eyal's Will (22-24.2 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 60% Wil, 50% Mag, 20% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +10 Wil Changes resistances: +25% blight / +15% nature Changes resistances penetration: +20% nature / +10% acid Changes damage: +20% nature / +10% acid Talent mastery: +0.10 Wild-gift / Mindstar mastery Talent granted: +3 Ooze Spit Mindpower: +18 (+3 eff.) Mental crit. chance: +9% It can be used to activate talent Slime Wave (costing 11 power out of 30/30) : Effective talent level: 3.0 Power cost: 11 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 9, doing 140.32 slime damage for 16 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
Eye of the Lost (17-18.7 power, 27 apr, mind damage) Eye of the Lost (17-18.7 power, 27 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 17.0 - 18.7 Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +27 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * reduces mental save When wielded/worn: Changes stats: +3 Cun / +7 Wil Changes resistances: +25% mind Changes resistances penetration: +15% mind Changes damage: +10% mind Mental save: +24 (+5 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +7% Activating this item is instant. It can be used to see all other beings around you for 5 turns, costing 9 power out of 25/25. A strange aura surrounds this mindstar. You feel a presence, but it is obscured, as if it refuses to be found. |
Hettytir the living mindstar (28-30.8 power, 40 apr, mind damage) Hettytir the living mindstar (28-30.8 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural mindstar calls for a summoner. This natural frost should be returned to the wyrm. Base power: 28.0 - 30.8 Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour penetration: +5 Physical power: +4 (+0 eff.) Armour: +10 Effects when hit in melee: * Slows global speed by 10% Damage when hit (Melee): 17 ice Changes stats: +3 Dex / +2 Con Changes resistances: +20% cold Changes resistances penetration: +8% acid / +10% fire / +30% cold / +9% physical Changes damage: +15% acid / +15% physical / +15% fire / +10% nature / +29% cold Mindpower: +10 (+2 eff.) Mental crit. chance: +5% 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. |
living mindstar 'Anidunakor' (17.5-19.25 power, 40 apr, mind damage) living mindstar 'Anidunakor' (17.5-19.25 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural fire should be returned to the wyrm. This natural mindstar summons a caller. Base power: 17.5 - 19.2 Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +4 (+1 eff.) Physical crit. chance: +4.0% Damage when hit (Melee): 40 fire Changes stats: +2 Dex / +2 Con Changes resistances: +40% fire Changes resistances penetration: +39% fire Changes damage: +39% fire Physical save: +31 (+5 eff.) Maximum life: +30.00 Maximum stamina: +5.00 Mindpower: +22 (+3 eff.) Mental crit. chance: +8% Global speed: +11% 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. |
living mindstar 'Prismlash' (16-17.6 power, 40 apr, nature damage) living mindstar 'Prismlash' (16-17.6 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural mindstar calls for a summoner. This psionic mindstar hates not to be wrathful. Base power: 16.0 - 17.6 Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to blind When wielded/worn: Accuracy: +4 (+1 eff.) Physical crit. chance: +1.0% Physical power: +8 (+1 eff.) Changes stats: +6 Wil / +3 Mag Changes resistances penetration: +10% acid / +10% physical / +15% darkness / +5% light / +10% cold / +15% mind / +6% fire Changes damage: +21% acid / +15% physical / +24% darkness / +15% fire / +22% mind / +15% cold Equilibrium when hit: +1.90 Only die when reaching: -40.00 life Spell crit. chance: +2% Mindpower: +10 (+2 eff.) Mental crit. chance: +5% 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. |
Nithan's Force Nithan's ForceRequires: - Dexterity 32 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +10 When wielded/worn: Changes stats: +10 Str / +5 Con Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +35% physical Pinning immunity: +30% Knockback immunity: +30% It can be used to activate talent Pulverizing Auger (costing 9 power out of 25/25) : Effective talent level: 3.9 Power cost: 9 out of 25/25. Range: 6 Travel Speed: instantaneous Is: a spell Description: Fire a powerful beam of stone-shaterring force, digging out any walls in its path up to 4. The beam also affect any creatures in its path, dealing 781.24 physical damage to all. The damage will increase with your Spellpower. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall. It appears he may have had some magical assistance... |
Velorin VelorinRequires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 On weapon hit: * 20% chance to daze Burst (radius 1) on hit: +4 arcane Burst (radius 2) on crit: +6 blight When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances: +9% lightning / +3% physical / +6% nature Changes resistances penetration: +15% lightning / +20% physical Changes damage: +3% blight / +41% physical Talents cooldown: Multishot (-2 turns) Steady Shot (-1 turn) Pinning Shot (-1 turn) Mental save: +9 (+2 eff.) Blindness immunity: +15% Confusion immunity: +5% New effects duration reduction after a teleport: +30% Slings are used to hurl stones or metal shots at your foes. |
drakeskin leather sling 'Mardutar' drakeskin leather sling 'Mardutar'Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 On weapon hit: * 40% chance to disease Burst (radius 2) on crit: +4 blight When wielded/worn: Accuracy: +7 (+1 eff.) Physical crit. chance: +8.0% Changes resistances: +3% acid Changes resistances penetration: +9% physical Changes damage: +6% acid / +37% physical Talents cooldown: Multishot (-2 turns) Steady Shot (-1 turn) Pinning Shot (-1 turn) Slings are used to hurl stones or metal shots at your foes. |
Bolbum's Big Knocker (64-76.8 power, 10 apr, physical element) Bolbum's Big Knocker (64-76.8 power, 10 apr, physical element)Requires: - Magic 38 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 64.0 - 76.8 Uses stat: 190% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +10 Attack speed: 100% Damage (Melee): +10 % chance of confusion When wielded/worn: Accuracy: +7 (+1 eff.) Changes damage: +20% physical Talent mastery: +0.20 Spell / Staff combat Spellpower: +12 (+2 eff.) Spell crit. chance: +18% It can be used to activate talent Channel Staff (costing 4 power out of 20/20) : Effective talent level: 2.6 Power cost: 4 out of 20/20. Range: 8 Travel Speed: 2000% of base Is: a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 90% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
Kor's Fall (10-12 power, 0 apr, darkness element) Kor's Fall (10-12 power, 0 apr, darkness element)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: 160% Mag Damage type: Physical 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 3 power out of 6/6) : Effective talent level: 3.9 Power cost: 3 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 527.56 physical damage to all targets in line, and inflicting bleeding for another 263.78 damage over 5 turns. 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. |
Rod of Sarrilon (30-36 power, 4 apr, temporal element) Rod of Sarrilon (30-36 power, 4 apr, temporal element)Requires: - Magic 48 Powered by unknown forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 200% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes resistances penetration: +30% temporal Changes damage: +40% temporal Talent masteries: +0.10 Chronomancy / Stasis +0.10 Chronomancy / Flux +0.10 Spell / Temporal Talents cooldown: Attenuate (-1 turn) Stop (-2 turns) Time Shield (-3 turns) Time Shield (-3 turns) Teleport immunity: +100% Spellpower: +40 (+5 eff.) Spell crit. chance: +15% Reduces paradox anomalies(equivalent to willpower): +25 A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
Sceptre of the Archlich (40-48 power, 12 apr, darkness element) Sceptre of the Archlich (40-48 power, 12 apr, darkness element)Requires: - Magic 40 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. It is part of a set of items. It desires to be surrounded by undeath. Base power: 40.0 - 48.0 Uses stat: 180% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +12 Attack speed: 100% When wielded/worn: Changes damage: +26% darkness Talent masteries: +0.20 Spell / Necrotic minions +0.20 Celestial / Star fury +0.10 Spell / Advanced necrotic minions Spellpower: +28 (+3 eff.) Spell crit. chance: +14% This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
Sceptre of the Archlich (40-48 power, 12 apr, darkness element) Sceptre of the Archlich (40-48 power, 12 apr, darkness element)Requires: - Magic 40 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. It is part of a set of items. It desires to be surrounded by undeath. Base power: 40.0 - 48.0 Uses stat: 180% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +12 Attack speed: 100% When wielded/worn: Changes damage: +26% darkness Talent masteries: +0.20 Spell / Necrotic minions +0.20 Celestial / Star fury +0.10 Spell / Advanced necrotic minions Spellpower: +28 (+3 eff.) Spell crit. chance: +14% This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
Telos's Staff (Top Half) (35-42 power, 0 apr, physical element) Telos's Staff (Top Half) (35-42 power, 0 apr, physical element)Requires: - Magic 35 Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It is part of a set of items. Base power: 35.0 - 42.0 Uses stat: 150% Mag Damage type: Arcane Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Cun Changes damage: +20% cold / +20% arcane / +20% light Mental save: +8 (+2 eff.) Vim when firing critical spell: +4.00 Spellpower: +30 (+4 eff.) Spell crit. chance: +15% The top part of Telos' broken staff. |
Unlightpeal the dragonbone magestaff (30-36 power, 6 apr, cold element) Unlightpeal the dragonbone magestaff (30-36 power, 6 apr, cold element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 130% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +30% Burst (radius 2) on crit: +8 darkness When wielded/worn: Damage (Melee): 35 fire Damage when hit (Melee): 16 blight Changes resistances: +9% darkness Changes resistances penetration: +5% arcane Changes damage: +6% darkness / +30% cold Grants telepathy: Demon/Minor Demon/Major Talent granted: +1 Command Staff Critical mult.: +33.00% Physical save: +15 (+2 eff.) Spell save: +14 (+3 eff.) Mental save: +10 (+2 eff.) Mana each turn: +0.30 Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +43 (+5 eff.) Spell crit. chance: +12% See invisible: +20 It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 11 turns. Staves designed for wielders of magic, by the greats of the art. |
Annihilator AnnihilatorRequires: - Dexterity 30 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 5 It must be held with both hands. It can be used as a weapon and offhand. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 67% Dam. multiplier: 100% Firing range: +8 On weapon hit: * 50% chance to reload 1 ammo Travel speed: +600% Attacks use: 1.0 Steam Fire rate increases while firing, up to 5 shots per turn. Resets after 5 turns without firing. This gun features a wheel with several barrels attached and seems to be powered by an engine. It looks... impressive. |
Earulalin the voratun steamgun Earulalin the voratun steamgunRequires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Powered by arcane forces Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 Travel speed: +600% Damage (Ranged): +11 acid / +14 cold / +25 draining blight Burst (radius 2) on crit: +2 arcane Attacks use: 2.0 Steam When wielded/worn: Changes stats: +2 Wil Changes resistances: +5% arcane Changes resistances penetration: +15% arcane Changes damage: +8% acid / +19% cold / +16% blight Damage Shield penetration: +20% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Gilemnir the Umbraknave Gilemnir the UmbraknaveRequires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Powered by arcane forces Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 Travel speed: +600% Damage (Ranged): +22 lightning Burst (radius 1) on hit: +2 darkness / +2 fire Burst (radius 2) on crit: +4 fire Attacks use: 2.0 Steam When wielded/worn: Changes resistances: +9% fire Changes resistances penetration: +10% arcane / +50% physical Changes damage: +21% lightning / +18% darkness Damage Shield penetration: +113% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
S.H. Spear S.H. SpearRequires: - Willpower 15 - Dexterity 20 - Talent Shoot - Talent Steam Pool Infused by psionic forces Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 3 Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Attack speed: 100% Dam. multiplier: 90% Firing range: +7 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Talents cooldown: Boiling Shot (-1 turn) Vacuum Shot (-1 turn) Blunt Shot (-1 turn) Mindpower: +10 (+2 eff.) Mental crit. chance: +2% Mental speed: +10% Steampower: +5 (+1 eff.) Steamtech Speed: +10% This gun is engraved with a strange material which focuses mental powers. It seems like your mind will operate even faster with this equipped. |
voratun steamgun 'Furnaceblur' voratun steamgun 'Furnaceblur'Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Crafted by a master Infused by psionic forces Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Arcane Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 Travel speed: +600% Damage (Ranged): +20 mind Burst (radius 1) on hit: +4 nature Burst (radius 2) on crit: +2 nature Attacks use: 2.0 Steam When wielded/worn: Accuracy: +15 (+2 eff.) Physical crit. chance: +15.0% Changes stats: +7 Cun / +6 Wil Changes resistances: +7% arcane / +18% fire Changes resistances penetration: +20% physical / +5% arcane / +5% fire Changes damage: +20% physical / +22% mind / +3% nature Mindpower: +15 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Giledig (39-58.5 power, 25 apr) Giledig (39-58.5 power, 25 apr)Requires: - Magic 48 - Talent Steam Pool Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Base power: 39.0 - 58.5 Uses stat: 150% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Physical crit. chance: +5.0% Attack speed: 100% Block value: +113 On weapon hit: * 31% chance to cause random gloom Damage (Melee): +25 mind Attacks use: 1.0 Steam When wielded/worn: Physical crit. chance: +5.0% Physical power: +9 (+1 eff.) Armour: +16 Defense: +12 (+2 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +2 Dex / +7 Wil / +7 Cun / +7 Con Changes resistances: +9% mind / +3% fire Talent granted: +3 Block Physical save: +15 (+2 eff.) Disarm immunity: +5% Only die when reaching: -60.00 life Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
Gorydar the Stokepall (38.5-57.75 power, 29 apr) Gorydar the Stokepall (38.5-57.75 power, 29 apr)Requires: - Magic 48 - Talent Steam Pool Powered by arcane forces Infused by psionic forces Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Base power: 38.5 - 57.8 Uses stat: 150% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +29 Physical crit. chance: +5.0% Attack speed: 100% Block value: +104 On weapon hit: * 20% chance to inflict damage reduction * 20% chance to curse the target * 20% chance to torment the target On weapon crit: * splashes the target with acid Damage (Melee): +20 acid Burst (radius 2) on crit: +4 fire Attacks use: 1.0 Steam When wielded/worn: Armour penetration: +3 Physical crit. chance: +2.0% Armour: +6 Defense: +10 (+2 eff.) Fatigue: +12% Damage when hit (Melee): 16 physical Changes resistances: +6% fire Changes resistances penetration: +15% mind / +15% darkness Talent granted: +3 Block Stamina each turn: +0.60 Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
Heartrend (28-42 power, 19 apr) Heartrend (28-42 power, 19 apr)Requires: - Magic 30 - Talent Steam Pool Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 4 Base power: 28.0 - 42.0 Uses stat: 150% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +19 Physical crit. chance: +9.0% Attack speed: 100% Block value: +50 On weapon hit: * If bleed damage per turn is greater than 5% of max life, attacks cleave. Lifesteal (this weapon only): +0% Attacks use: 1.0 Steam When wielded/worn: Armour: +10 Defense: +8 (+2 eff.) Fatigue: +9% Talent granted: +2 Block All damage dealt by or to you (that is over 1% of max life) bleeds for an additional 20% of the damage as physical damage (ignores most status resistances). While you are bleeding, Heartrend's damage increases and it gains lifesteal. There is an attached note. 'I've spilt the heartsblood of my work, feeling it pound, like a heart, in my palms. Some people just can't let go until they've bled dry.' |
Mirrorazor (35-52.5 power, 23 apr) Mirrorazor (35-52.5 power, 23 apr)Requires: - Magic 24 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 4 Base power: 35.0 - 52.5 Uses stat: 150% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +23 Physical crit. chance: +5.0% Attack speed: 100% Block value: +60 When this weapon hits: Turn Back the Clock (8% chance level 2). Damage conversion: 50% temporal Attacks use: 1.0 Steam When wielded/worn: Armour: +5 Defense: +20 (+4 eff.) Fatigue: +8% Changes resistances: +15% temporal Talent granted: +2 Block Activating this item is instant. It can be used to 5 turns after use, mirror yourself across the map (centered around the location you were standing when activated)., costing 11 power out of 30/30. The experiment of a mad chronomancer, this strange device is a portal into a backwards universe! That is, everything there spins the opposite direction. I guess it probably grinds things pretty well. |
Ramroller (40-60 power, 24 apr) Ramroller (40-60 power, 24 apr)Requires: - Magic 30 - Talent Steam Pool Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 5 It must be held with both hands. It can be used as a weapon and offhand. Base power: 40.0 - 60.0 Uses stat: 150% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +24 Physical crit. chance: +5.0% Attack speed: 100% Block value: +180 Attacks use: 1.0 Steam When wielded/worn: Armour: +19 Defense: +14 (+3 eff.) Fatigue: +0% Talent granted: +5 Block Movement speed: +0% Moving builds up a stacking movement speed (caps at 25%) and damage bonus (caps at double). Hitting removes the bonus. "So we were thinking. You know what's better than saws? Really BIG saws. Unfortunately, no one could lift them. So we came up with an innovative new solution: Mount them on a motorized platform, allowing easy transportation and unparalleled cutting power!" |
Whipsnap (18-27 power, 15 apr) Whipsnap (18-27 power, 15 apr)Requires: - Magic 24 - Talent Steam Pool Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 2 Base power: 18.0 - 27.0 Uses stat: 150% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Physical crit. chance: +4.0% Attack speed: 100% Block value: +50 When this weapon hits: To The Arms (10% chance level 2). Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +7 (+2 eff.) Fatigue: +8% Talent granted: +1 Block "Sick of your pesky enemies hitting you with weapons? Well, with the new spring loaded Whipsnap, you can quickly put a stop to that!" |
voratun steamsaw (41.5-62.25 power, 25 apr) voratun steamsaw (41.5-62.25 power, 25 apr)Requires: - Magic 48 - Talent Steam Pool Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 41.5 - 62.2 Uses stat: 150% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Physical crit. chance: +5.0% Attack speed: 100% Block value: +107 Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+2 eff.) Fatigue: +12% Talent granted: +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
voratun steamsaw (38.5-57.75 power, 25 apr) voratun steamsaw (38.5-57.75 power, 25 apr)Requires: - Magic 48 - Talent Steam Pool Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 38.5 - 57.8 Uses stat: 150% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Physical crit. chance: +5.0% Attack speed: 100% Block value: +89 Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+2 eff.) Fatigue: +12% Talent granted: +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
voratun steamsaw (42-63 power, 25 apr) voratun steamsaw (42-63 power, 25 apr)Requires: - Magic 48 - Talent Steam Pool Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 42.0 - 63.0 Uses stat: 150% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Physical crit. chance: +5.0% Attack speed: 100% Block value: +89 Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+2 eff.) Fatigue: +12% Talent granted: +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level. wintry dwarven-steel steamsaw of resilience (19-28.5 power, 14 apr)wintry dwarven-steel steamsaw of resilience (19-28.5 power, 14 apr) Requires: - Magic 24 - Talent Steam Pool Infused by nature Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 19.0 - 28.5 Uses stat: 150% Mag Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +3.0% Attack speed: 100% Block value: +50 Attacks use: 1.0 Steam When wielded/worn: Armour: +4 Defense: +6 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 16 ice Changes stats: +4 Wil Changes resistances: +16% cold Talent granted: +2 Block Maximum life: +76.00 Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
River's Fury (23-32.2 power, 8 apr) River's Fury (23-32.2 power, 8 apr)Requires: - Magic 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 23.0 - 32.2 Uses stat: 170% Mag Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +15 cold When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances: +10% cold Changes damage: +10% cold Spellpower: +10 (+1 eff.) Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). It can be used to activate talent Tidal Wave (costing 28 power out of 80/80) : Effective talent level: 1.3 Power cost: 28 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 78.19 cold damage and 74.26 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 7 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
Sharktooth Trident (20-32 power, 10 apr) Sharktooth Trident (20-32 power, 10 apr)Requires: - Magic 20 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 2 It must be held with both hands. Base power: 20.0 - 32.0 Uses stat: 170% Mag Damage type: Physical bleed Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour Hardiness: +10% Talent mastery: +0.20 Wild-curse / Shark aspect Physical save: +10 (+2 eff.) This blue-steel trident is studded with sharp shark teeth. Tridents use the exotic weapons mastery talent. |
Trident of the Tides (80-112 power, 20 apr) Trident of the Tides (80-112 power, 20 apr)Requires: - Magic 35 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 80.0 - 112.0 Uses stat: 190% Mag Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Physical crit. chance: +15.0% Attack speed: 100% When this weapon hits: Water Bolt (40% chance level 3). Damage (Melee): +20 nature / +15 cold When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances: +25% cold Changes damage: +20% cold Spell save: +18 (+4 eff.) See invisible: +2 Talent on hit(spell): Water Bolt (20% chance level 3). It can be used to activate talent Freeze (costing 21 power out of 150/150) : Effective talent level: 3.9 Power cost: 21 out of 150/150. Range: 10 Travel Speed: instantaneous Is: a spell Description: Condenses ambient water on a target, freezing it for 6 turns and damaging it for 851.86. If this is used on a friendly target the cooldown is halved. The damage will increase with your Spellpower. The power of the tides rush through this trident. Tridents require the exotic weapons mastery talent to use correctly. |
Underworld Trident (50-70 power, 10 apr) Underworld Trident (50-70 power, 10 apr)Requires: - Magic 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 3 It must be held with both hands. Base power: 50.0 - 70.0 Uses stat: 170% Mag Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +20 shadowflame Burst (radius 2) on crit: +20 % chance of gloom effects When wielded/worn: Physical crit. chance: +5.0% Hate when firing a critical mind attack: +3.00 Spell crit. chance: +5% Mental crit. chance: +5% Light radius: -1 Infravision radius: +3 (The Gloom burst on critical applies debuffs.) It can be used to activate talent Earthquake (costing 18 power out of 50/50) : Effective talent level: 3.9 Power cost: 18 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 256.57 physical damage in a radius of 4 each turn for 7 turns, and has a 25% chance of stunning any creature it affects. The damage will increase with your Spellpower. Forged deep underground by unknown peoples, gloom follows this trident, despite it being constantly flaming. |
orichalcum trident (54-86.4 power, 16 apr) orichalcum trident (54-86.4 power, 16 apr)Requires: - Magic 48 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 54.0 - 86.4 Uses stat: 170% Mag Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Physical crit. chance: +4.0% Attack speed: 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
orichalcum trident 'Gorevalor' (50-80 power, 16 apr) orichalcum trident 'Gorevalor' (50-80 power, 16 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 50.0 - 80.0 Uses stat: 170% Mag Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 28% chance to inflict damage reduction * 20% chance to curse the target On weapon crit: * splashes the target with acid Damage (Melee): +17 acid Burst (radius 2) on crit: +12 nature When wielded/worn: Armour penetration: +21 Physical crit. chance: +21.0% Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Effects on melee hit: * 45% chance to corrode armour Damage when hit (Melee): 12 acid Changes resistances penetration: +5% acid Changes damage: +9% acid Critical mult.: +27.00% Blindness immunity: +10% Silence immunity: +10% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
orichalcum trident 'Vilerace' (51.5-82.4 power, 16 apr) orichalcum trident 'Vilerace' (51.5-82.4 power, 16 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 51.5 - 82.4 Uses stat: 170% Mag Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * Slows global speed by 58% * Random elemental explosion On weapon crit: * wounds the target reducing their healing Damage (Melee): +42 cold / +8 nature / +12 light When wielded/worn: Physical crit. chance: +21.0% Physical power: +21 (+2 eff.) Damage when hit (Melee): 12 nature Changes resistances: +6% light / +6% acid Changes resistances penetration: +35% acid / +24% fire / +24% lightning / +24% cold A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Blood-Letter (33-46.2 power, 4.5 apr) Blood-Letter (33-46.2 power, 4.5 apr)Requires: - Magic 40 - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 3 Base power: 33.0 - 46.2 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +7.0% Attack speed: 100% When this weapon hits: Ice Breath (15% chance level 2). Damage conversion: 50% ice When wielded/worn: Armour: +20 Changes resistances penetration: +20% cold Ice block penetration: +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
Naromnir (51-71.4 power, 6 apr) Naromnir (51-71.4 power, 6 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 51.0 - 71.4 Uses stat: 150% Mag Damage type: Acid Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 20% chance to disease On weapon crit: * splashes the target with acid Damage (Melee): +24 acid / +19 blight When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn * 15% chance to corrode armour Changes resistances: +3% acid Changes resistances penetration: +20% acid Disease immunity: +33% One-handed war axes. |
Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr) Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr)Requires: - Magic 42 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 58.0 - 81.2 Uses stat: 150% Mag Damage type: Physical bleed Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +16 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +4 Dex Changes damage: +10% physical See invisible: +5 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
Rusty Chopper (25-35 power, 3 apr) Rusty Chopper (25-35 power, 3 apr)Requires: - Magic 18 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 2 Base power: 25.0 - 35.0 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +2.0% Attack speed: 100% On weapon crit: * inflicts a cursed wound (halves healing for 10 turns) Damage (Melee): +10 acid When wielded/worn: Hate per kill: +1.00 A old rusty axe. You feel it isn't as useless as it looks. |
Skullcleaver (20-28 power, 4 apr) Skullcleaver (20-28 power, 4 apr)Requires: - Magic 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 20.0 - 28.0 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +12.0% Attack speed: 100% When this weapon hits: Greater Weapon Focus (10% chance level 2). Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
This item will automatically be transmogrified when you leave the level. warbringer's hardened leather whip of crippling (20-22 power, 2 apr)warbringer's hardened leather whip of crippling (20-22 power, 2 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: weapon / whip ; tier 3 Base power: 20.0 - 22.0 Uses stats: 60% Cun, 50% Mag Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +7.0% Attack speed: 125% When this weapon hits: Disarm (3% chance level 3). On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +11.0% Physical power: +11 (+1 eff.) Changes stats: +5 Con Changes resistances penetration: +11% physical Disarm immunity: +25% A long, leather whip. |
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. |
Rope Belt of the Thaloren Rope Belt of the ThalorenInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +12 (+2 eff.) The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
balancing hardened leather belt of burglary balancing hardened leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Changes stats: +8 Dex / +8 Cun / +7 Lck Trap disarming bonus: +12 Stealth bonus: +9 Mental crit. chance: +8% Infravision radius: +4 A belt that goes around your waist. |
monstrous drakeskin leather belt of burglary monstrous drakeskin leather belt of burglaryInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Changes stats: +6 Str / +6 Dex / +6 Cun / +5 Con / +10 Lck Trap disarming bonus: +29 Stealth bonus: +15 Physical save: +13 (+2 eff.) Infravision radius: +5 Size category: +1 A belt that goes around your waist. |
Cloak of Daggers (10 def, 0 armour) Cloak of Daggers (10 def, 0 armour)Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Physical power: +5 (+0 eff.) Defense: +10 (+2 eff.) Changes stats: +6 Cun Physical save: +10 (+2 eff.) Has a 50% chance each turn to slash an adjacent enemy for 526 physical damage (based on Cunning), making them bleed. This cloak seems to incorporate a series of blades attached to various spring mechanisms. Apparently the designer believed that the best defense was an active one. |
Fearfire Mantle (14 def, 0 armour) Fearfire Mantle (14 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +14 (+3 eff.) Damage when hit (Melee): 30 fire Changes resistances: +10% fire / +10% darkness / +10% cold Talent mastery: +0.20 Corruption / Fearfire All nearby enemies take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
Guise of the Hated (14 def, 0 armour) Guise of the Hated (14 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Defense: +14 (+3 eff.) Damage when hit (Melee): 30 mind Changes stats: +4 Dex / +8 Wil / +6 Cun Changes resistances: +10% darkness / +10% mind Changes damage: +4% all Talent masteries: +0.20 Cursed / Gloom +0.20 Cursed / Darkness Stealth bonus: +12 Mental save: +10 (+2 eff.) Hate per kill: +5.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% It can be used to activate talent Creeping Darkness (costing 7 power out of 18/18) : Effective talent level: 5.2 Power cost: 7 out of 18/18. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Creeping dark slowly spreads from 6 spots in a radius of 3 around the targeted location. The dark deals 102.59 darkness damage each turn to anything in its area, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +33% damage to anything that has entered your creeping dark. Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
Jetpack (10 def, 0 armour) Jetpack (10 def, 0 armour)Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical power: +5 (+0 eff.) Defense: +10 (+2 eff.) Changes stats: +6 Cun Talent granted: +1 Rocket Dash Physical save: +10 (+2 eff.) Movement speed: +10% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Finally. |
Radiance (15 def, 0 armour) Radiance (15 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +15 (+3 eff.) Damage when hit (Melee): 30 blinding light Changes stats: +10 Dex / +8 Mag / +6 Cun Changes resistances: +20% light / +20% darkness Changes resistances cap: +10% light Changes damage: +15% light Talent masteries: +0.20 Celestial / Sun +0.20 Celestial / Radiance +0.20 Spell / Phantasm +0.20 Celestial / Light Spellpower: +8 (+1 eff.) It can be used to activate talent Barrier (costing 14 power out of 40/40) : Effective talent level: 3.9 Power cost: 14 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A protective shield forms around you that lasts for up to 10 turns and negates 643 damage. The total damage the barrier can absorb will increase with your Spellpower. This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
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 (+2 eff.) Changes stats: +6 Cun / +5 Con Changes resistances penetration: +15% nature Talent masteries: +0.10 Cunning / Stealth +0.10 Wild-curse / Silent hunter It can be used to activate talent Phase Door (costing 11 power out of 60/60) : Effective talent level: 2.6 Power cost: 11 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a small range of up to 19 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 3). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. The range will increase with your Spellpower. Cunning and malice seem to emanate from this cloak. |
Ureslak's Molted Scales (0 def, 0 armour) Ureslak's Molted Scales (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Changes resistances: +20% lightning / +20% darkness / +20% fire / +20% cold / +20% nature / -30% arcane Changes resistances cap: +5% lightning / +5% darkness / +5% fire / +5% cold / +5% nature / -30% arcane This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
elven-silk cloak 'Healserpent' (3 def, 0 armour) elven-silk cloak 'Healserpent' (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +13 (+2 eff.) Armour penetration: +12 Physical crit. chance: +5.0% Physical power: +5 (+0 eff.) Defense: +3 (+1 eff.) Fatigue: -7% Damage when hit (Melee): 8 nature Changes resistances: +6% nature Changes resistances penetration: +15% arcane Changes damage: +12% arcane Critical mult.: +35.00% Stealth bonus: +15 Spell save: +21 (+4 eff.) Mental save: +14 (+3 eff.) Mana each turn: +0.04 Vim when firing critical spell: +2.00 Maximum mana: +40.00 Damage Shield penetration: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
shadow elven-silk cloak of implacability (3 def, 0 armour) shadow elven-silk cloak of implacability (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +23% darkness Changes resistances penetration: +17% darkness Changes damage: +16% darkness Stealth bonus: +23 Physical save: +11 (+2 eff.) Mental save: +14 (+3 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Aerendil the elven-silk robe (5 def, 0 armour) Aerendil the elven-silk robe (5 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +4 (+0 eff.) Defense: +5 (+1 eff.) Damage when hit (Melee): 12 physical Changes stats: +5 Mag / +6 Wil / +6 Cun Changes resistances: +29% mind Changes resistances penetration: +10% mind / +10% physical Changes damage: +20% mind / +15% light / +20% darkness Spell save: +12 (+2 eff.) Silence immunity: +50% Life regen: +0.60 Mana each turn: +0.04 Spellpower on spell critical (stacks up to 3 times): +7 Maximum vim: +30.00 Spellpower: +29 (+4 eff.) Spell crit. chance: +14% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Black Robe (6 def, 0 armour) Black Robe (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Defense: +6 (+1 eff.) Changes stats: +5 Mag / +4 Wil / +3 Cun Spell save: +25 (+5 eff.) Blindness immunity: +50% Spellpower: +30 (+4 eff.) See invisible: +10 Talent on hit(spell): Blood Grasp (5% chance level 3). Talent on hit(spell): Soul Rot (5% chance level 3). Talent on hit(spell): Bone Spear (5% chance level 3). A silk robe, darker than the darkest night sky, it radiates power. |
Crimson Robe (12 def, 0 armour) Crimson Robe (12 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+2 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.20 Cursed / Slaughter +0.10 Psionic / Solipsism +0.20 Cursed / Punishments Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Robe of Force (12 def, 8 armour) Robe of Force (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+2 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+2 eff.) Mindpower: +8 (+1 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 160.10 to 200.13 physical damage (based on Willpower and Cunning) with knockback, costing 4 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
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 (+2 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 (+4 eff.) Mental save: +15 (+3 eff.) Blindness immunity: +40% Mana each turn: +1.00 Spellpower: +15 (+2 eff.) Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+2 eff.) Damage when hit (Melee): 10 cold Changes resistances: +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent mastery: +0.10 Spell / Water Spellpower: +4 (+1 eff.) Movement speed: +15% This deep blue robe flows and ripples as if pushed by an invisible tide. |
Smock of Storms (20 def, 0 armour) Smock of Storms (20 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +20 (+4 eff.) Changes stats: +5 Mag / +5 Wil Changes resistances: +20% lightning / +20% cold / +20% physical Changes damage: +30% lightning Talent masteries: +0.20 Wild-gift / Winds +0.20 Wild-gift / Weather Spell crit. chance: +20% Mental crit. chance: +20% This is not a robe, this is a smock. It is unclear if it always had stormy enchantments, or whether those appeared when the mage wearing it found out it was really a smock... |
dreamer's elven-silk robe of power (5 def, 0 armour) dreamer's elven-silk robe of power (5 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes resistances: +12% mind / +12% darkness Changes damage: +14% all Physical save: +14 (+2 eff.) Spell save: +15 (+3 eff.) Mental save: +30 (+6 eff.) Spellpower: +18 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. sunsealed woollen robe of fire (+21%) (5 def, 5 armour)sunsealed woollen robe of fire (+21%) (5 def, 5 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour: +5 Defense: +5 (+1 eff.) Changes stats: +5 Mag Changes resistances: +21% fire / +9% light / +9% darkness Changes damage: +11% light / +14% fire Maximum life: +46.00 Light radius: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Aetherwalk (6 def, 0 armour) Aetherwalk (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +12% arcane Changes resistances cap: +5% arcane Spellpower: +5 (+1 eff.) It can be used to phase door up to range 6, within radius 2 of the target location, costing 9 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
Anti-Gravity Boots (8 def, 8 armour) Anti-Gravity Boots (8 def, 8 armour)Requires: - Talent Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +8 Defense: +8 (+2 eff.) Fatigue: +8% Changes stats: +5 Str / +4 Dex Changes resistances: +10% fire Changes damage: +10% fire Pinning immunity: +50% Steampower: +3 (+0 eff.) These boots have a 3% chance to fail to operate properly (reduced by Cunning). It can be used to jump to a nearby location within range 7, blasting everything within radius 2 (409 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (678 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning), costing 7 power out of 18/18. These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
Boots of the Hunter (2 def, 12 armour) Boots of the Hunter (2 def, 12 armour)Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+1 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action), costing 12 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Cloudminister (21 def, 5 armour) Cloudminister (21 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +21 (+4 eff.) Fatigue: +4% Changes resistances: +13% lightning / +20% temporal Changes resistances penetration: +5% lightning Physical save: +13 (+2 eff.) Spell save: +15 (+3 eff.) Mental save: +33 (+7 eff.) Stun/Freeze immunity: +20% It can be used to activate talent Evasion, placing all other charms into a 11 cooldown : Effective talent level: 2.6 Power cost: 11 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 42% chance to completely evade them and granting you 64 defense for 17 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Flashsin the pair of voratun boots (0 def, 5 armour) Flashsin the pair of voratun boots (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Armour: +5 Fatigue: -5% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 16 fire Changes stats: +5 Cun / +5 Con Changes resistances: +6% lightning / +6% fire Changes resistances penetration: +25% lightning / +13% physical Changes damage: +9% lightning / +6% fire Physical save: +25 (+4 eff.) Mental save: +21 (+4 eff.) Stamina each turn: +0.40 Maximum life: +56.00 Movement speed: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Physical save: +0 (+0 eff.) Pinning immunity: +0% Knockback immunity: +0% Teleport immunity: +0% Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Gravity Boots (0 def, 4 armour) Gravity Boots (0 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Fatigue: +5% Changes damage: +10% physical Talent mastery: +0.20 Chronomancy / Gravity Pinning immunity: -10% Stun/Freeze immunity: +20% Knockback immunity: +20% These boots warp gravity around them, making them exceptionally sturdy. |
Steam Powered Boots (8 def, 15 armour) Steam Powered Boots (8 def, 15 armour)Requires: - Talent Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 Defense: +8 (+2 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Pinning immunity: +50% Generate 3 steam each time you walk. Boots. But with steam power! |
The Warped Boots (2 def, 4 armour) The Warped Boots (2 def, 4 armour)Requires: - Talent Armour Training Powered by unknown forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +4 Defense: +2 (+1 eff.) Fatigue: +8% Changes resistances: +10% blight Spell save: +10 (+2 eff.) Life regen: -0.20 Maximum life: +80.00 Spellpower: +10 (+1 eff.) It can be used to activate talent Spit Blight (costing 4 power out of 50/50) : Effective talent level: 3.0 Power cost: 4 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit blight at your target doing 398.21 blight damage. The damage will increase with your Magic. These blackened boots have lost all vestiges of any former glory they might have had. Now, they are a testament to the corruption of the Deep Bellow, and its power. |
Unbreakable Greaves (8 def, 20 armour) Unbreakable Greaves (8 def, 20 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 7 power out of 20/20) : Effective talent level: 3.9 Power cost: 7 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
wanderer's pair of drakeskin leather boots of void walking (0 def, 5 armour) wanderer's pair of drakeskin leather boots of void walking (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +4 Cun / +5 Con Changes resistances: +30% darkness / +28% temporal Changes resistances penetration: +18% darkness / +18% temporal Physical save: +22 (+3 eff.) Mental save: +22 (+4 eff.) Defense after a teleport: +28 Resist all after a teleport: +19% New effects duration reduction after a teleport: +30% A pair of boots made of leather. |
Alchemical Gloves (10 def, 0 armour) Alchemical Gloves (10 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Defense: +10 (+2 eff.) Changes stats: +10 Cun Changes resistances: +30% acid / +30% nature Changes damage: +30% acid / +30% nature Talent masteries: +0.20 Cunning / Poisons +0.20 Spell / Poison alchemy +0.20 Spell / Acid alchemy Poison immunity: +50% Spell crit. chance: +10% When used to modify unarmed attacks: Base power: 26.0 - 28.6 Uses stats: 24% Wil, 50% Mag, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +5.0% Attack speed: 167% When this weapon hits: Poisonous Spores (10% chance level 1). Damage conversion: 50% acid It can be used to activate talent Corrosive Vapour (costing 18 power out of 50/50) : Effective talent level: 5.0 Power cost: 18 out of 50/50. Range: 8 Travel Speed: instantaneous Is: a spell Description: Corrosive fumes rise from the ground doing 152.01 acid damage in a radius of 3 each turn for 7 turns. The damage will increase with your Spellpower. A professional alchemist needs professional protection. These gloves are the best you could buy. |
Fist of the Destroyer (8 def, 0 armour) Fist of the Destroyer (8 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. Only the masochistic can unlock its full power. When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +9 Str / +9 Mag / +3 Cun Talent masteries: +0.20 Corruption / Shadowflame +0.20 Corruption / Vim Stun/Freeze immunity: +20% Maximum vim: +25.00 When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 70% Mag, 64% Cun, 24% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 167% When this weapon hits: Blood Grasp (10% chance level 3). When this weapon hits: Soul Rot (12% chance level 3). When this weapon hits: Drain (8% chance level 2). Increases all damage by 4% of current vim Current Bonus: 48% It can be used to activate talent Darkfire (costing 5 power out of 12/12) : Effective talent level: 6.5 Power cost: 5 out of 12/12. Range: 6 Travel Speed: 400% of base Is: a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 555.02 fire damage and 270.36 darkness damage in a radius of 7. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
Fists of the Desert Scorpion (8 def, 4 armour) Fists of the Desert Scorpion (8 def, 4 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+2 eff.) Changes stats: +3 Str / +3 Wil / +3 Cun Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+1 eff.) When used to modify unarmed attacks: Base power: 25.0 - 35.0 Uses stats: 24% Wil, 64% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +10.0% Attack speed: 133% When this weapon hits: Poisonous Bite (20% chance level 3). When this weapon hits: Perfect Control (5% chance level 1). When this weapon hits: Quick as Thought (5% chance level 3). When this weapon hits: Implode (5% chance level 1). It can be used to activate talent Mindhook (costing 6 power out of 24/24) : Effective talent level: 5.2 Power cost: 6 out of 24/24. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 7 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Hand of the World-Shaper (0 def, 12 armour) Hand of the World-Shaper (0 def, 12 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth Spellpower: +10 (+1 eff.) Spell crit. chance: +10% When used to modify unarmed attacks: Base power: 39.0 - 54.6 Uses stats: 60% Mag, 64% Cun, 24% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +7.0% Attack speed: 125% When this weapon hits: Earthen Missiles (15% chance level 5). Burst (radius 1) on hit: +50 gravity Burst (radius 2) on crit: +30 gravity pin It can be used to activate talent Earthquake (costing 11 power out of 30/30) : Effective talent level: 5.2 Power cost: 11 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 293.30 physical damage in a radius of 4 each turn for 8 turns, and has a 25% chance of stunning any creature it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
Ruthless Grip (0 def, 5 armour) Ruthless Grip (0 def, 5 armour)Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 Damage (Melee): 20 darkness / 20 cold Changes damage: +20% darkness / +20% cold Disarm immunity: +0% Only die when reaching: -100.00 life Maximum hate: +20.00 Healing mod.: -20% When used to modify unarmed attacks: Base power: 31.0 - 43.4 Uses stats: 64% Wil, 64% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 125% It can be used to activate talent Frost Grab (costing 7 power out of 30/30) : Effective talent level: 4.0 Power cost: 7 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Grab a target and transport it next to you, covering it with frost, reducing its movement speed by 50% for 7 turns. The ice will also deal 408.53 cold damage. The damage will increase with your Spellpower. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
Stone Gauntlets of Harkor'Zun (0 def, 7 armour) Stone Gauntlets of Harkor'Zun (0 def, 7 armour)Requires: - Talent Armour Training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Fatigue: +10% Changes resistances: +20% acid / +10% physical Changes resistances cap: +10% acid / +5% physical Changes resistances penetration: +15% acid / +15% physical Changes damage: +10% acid / +5% physical Talent cooldown: Clinch (-2 turns) When used to modify unarmed attacks: Base power: 27.0 - 37.8 Uses stats: 36% Wil, 48% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +5.0% Attack speed: 125% When this weapon hits: Corrosive Mist (10% chance level 1). When this weapon hits: Earthen Missiles (20% chance level 3). Damage (Melee): +10 acid Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
Wyrmbreath (0 def, 4 armour) Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire When used to modify unarmed attacks: Base power: 18.0 - 19.8 Uses stats: 24% Wil, 64% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.0% Attack speed: 167% When this weapon hits: Bellowing Roar (10% chance level 3). When this weapon hits: Fire Breath (10% chance level 2). Damage (Melee): +10 fire Damage conversion: 50% fire It can be used to activate talent Fire Breath (costing 9 power out of 24/24) : Effective talent level: 2.6 Power cost: 9 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 1711.06 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
This item will automatically be transmogrified when you leave the level. scouring hardened leather gloves of the nighthunter (0 def, 2 armour)scouring hardened leather gloves of the nighthunter (0 def, 2 armour) Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +11 (+2 eff.) Armour: +2 Effects when hit in melee: * 27% chance to reduce powers by 20% * 27 arcane resource burn Changes stats: +4 Cun Changes resistances: +10% darkness Spell save: +17 (+3 eff.) Infravision radius: +3 When used to modify unarmed attacks: Base power: 16.0 - 17.6 Uses stats: 24% Wil, 64% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +10 Armour Penetration: +3 Physical crit. chance: +12.0% Attack speed: 167% When this weapon crits: Dominate (10% chance level 3). On weapon hit: * 23 arcane resource burn * 26% chance to reduce powers by 20% Damage (Melee): +19 darkness It can be used to activate talent Track, placing all other charms into a 6 cooldown : Effective talent level: 2.6 Power cost: 6 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 56 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. |
voratun gauntlets 'Sunwaker' (0 def, 9 armour) voratun gauntlets 'Sunwaker' (0 def, 9 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +17 (+3 eff.) Armour penetration: +25 Armour: +9 Damage (Melee): 20 temporal Damage (Ranged): 18 temporal Damage when hit (Melee): 20 light Changes stats: +18 Cun / +18 Dex Changes resistances: +3% lightning / +15% temporal / +3% cold Changes damage: +11% temporal Physical save: +3 (+1 eff.) Spell save: +9 (+2 eff.) Disarm immunity: +15% Only die when reaching: -40.00 life Light radius: +1 When used to modify unarmed attacks: Base power: 31.0 - 43.4 Uses stats: 24% Wil, 50% Mag, 64% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +21 Armour Penetration: +32 Physical crit. chance: +10.0% Attack speed: 125% When this weapon hits: Perfect Strike (30% chance level 5). On weapon hit: * 13% chance to gain 10% of a turn Damage (Melee): +4 fire / +8 light Burst (radius 1) on hit: +8 fire It can be used to activate talent Steady Shot, placing all other charms into a 7 cooldown : Effective talent level: 3.9 Power cost: 7 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 207% damage. Metal gloves protecting the hands up to the middle of the lower arm. |
Astral Uplink (5 def, 0 armour) Astral Uplink (5 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +10 Mag Changes resistances penetration: +10% arcane / +10% light / +10% darkness / +10% mind Talent masteries: +0.20 Psionic / Projection +0.20 Spell / Power +0.20 Chronomancy / Energy Mana each turn: +2.00 Psi each turn: +1.00 Maximum mana: +100.00 Maximum psi: +50.00 Despite being made of soft otherworldly fabric, this black hat holds a perfect point at the top. Stars twinkle on its surface. |
Blindwasp (3 def, 0 armour) Blindwasp (3 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +6 Mag / +5 Wil / +5 Cun / +2 Con Changes resistances: +16% acid / +6% light Changes damage: +11% acid / +15% fire / +12% arcane Mindpower: +5 (+1 eff.) Light radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 4 cooldown : Effective talent level: 6.5 Power cost: 4 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Bloomsweeper the voratun helm (19 def, 20 armour) Bloomsweeper the voratun helm (19 def, 20 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Armour: +20 Defense: +19 (+4 eff.) Fatigue: +5% Effects on melee hit: * Slows global speed by 15% Effects when hit in melee: * 20% chance to gain 10% of a turn Changes stats: +3 Str / +10 Dex / +10 Cun / +1 Con Changes resistances: +3% cold / +9% light / +7% all Changes resistances penetration: +5% nature Physical save: +24 (+4 eff.) Disease immunity: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Brass Goggles (10 def, 0 armour) Brass Goggles (10 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +20 (+3 eff.) Armour penetration: +15 Defense: +10 (+2 eff.) Changes stats: +20 Cun Changes resistances: +20% fire Talent masteries: +0.20 Steamtech / Physics +0.20 Steamtech / Chemistry Blindness immunity: +100% Infravision radius: +3 Sight radius: +1 Steampower: +5 (+1 eff.) Steam crit. chance: +5% No self respecting craftsman would be caught without them! |
Celestial Circlet (3 def, 0 armour) Celestial Circlet (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +10% darkness / +10% arcane / +10% light Changes damage: +10% darkness / +10% arcane / +10% light Talent mastery: +0.10 Celestial / Circles Activating this item is instant. It can be used to activate talent Circle of Shifting Shadows (costing 18 power out of 50/50) : Effective talent level: 2.6 Power cost: 18 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle increases your Defense by 42, and deals 48.24 darkness damage per turn to everyone else with in its radius. The circle lasts 5 turns. The damage will increase with your Spellpower. A silver circlet studded with moonstones. |
Crown of Burning Pain (13 def, 0 armour) Crown of Burning Pain (13 def, 0 armour)Requires: - Cunning 25 Powered by arcane forces 4.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +0 Defense: +13 (+3 eff.) Fatigue: +4% Changes stats: +6 Cun / +6 Wil Changes resistances: +35% fire Changes damage: +35% fire It can be used to activate talent Meteor Rain (costing 9 power out of 50/50) : Effective talent level: 2.0 Power cost: 9 out of 50/50. Range: 5 Travel Speed: instantaneous Is: a spell Description: Uses arcane forces to summon 3 meteors that fall on the ground, smashing all around in a radius 2 for 768.03 fire and 499.93 physical damage. The hit zone will also turn into lava for 8 turns. The effects will increase with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
Decayed Visage (0 def, 0 armour) Decayed Visage (0 def, 0 armour)Requires: - Magic 25 - Willpower 20 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 10 vim draining blight Changes stats: +5 Mag / +8 Wil / +2 Cun Changes resistances: +6% mind / +12% lightning Changes damage: +9% blight / +14% arcane Mental save: +0 (+0 eff.) Maximum vim: +25.00 Spell crit. chance: +1% Mindpower: +4 (+1 eff.) It can be used to activate talent Vimsense (costing 9 power out of 45/45) : Effective talent level: 2.6 Power cost: 9 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 63%, but also make them aware of you. The resistance reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
Dragonskull Helm (0 def, 2 armour) Dragonskull Helm (0 def, 2 armour)Requires: - Willpower 24 - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +2 Fatigue: +12% Changes resistances: +15% acid / +15% fire / +15% cold / +15% lightning Grants telepathy: Dragon Physical save: +12 (+2 eff.) Spell save: +12 (+2 eff.) Mental save: +12 (+2 eff.) Traces of a dragon's power still remain in this bleached and cracked skull. |
Eastern Wood Hat (15 def, 0 armour) Eastern Wood Hat (15 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +40 (+6 eff.) Armour penetration: +15 Physical crit. chance: +10.0% Defense: +15 (+3 eff.) Changes stats: +12 Cun / +18 Dex Changes resistances penetration: +15% physical Changes damage: +10% physical Talent masteries: +0.20 Steamtech / Gunslinging +0.20 Steamtech / Bullets mastery Blindness immunity: +100% Steam crit. chance: +15% This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
Flashwell (0 def, 5 armour) Flashwell (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 30% chance to blind Changes stats: +9 Str / +18 Dex / +10 Wil Changes resistances: +15% blight / +18% light Changes resistances penetration: +15% arcane Changes damage: +9% arcane Mental save: +15 (+3 eff.) Skullcracker multiplicator: +3 A cap made of leather. |
Hat of Arcane Understanding (2 def, 0 armour) Hat of Arcane Understanding (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. 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. |
Helm of the Slow (0 def, 8 armour) Helm of the Slow (0 def, 8 armour)Requires: - Strength 16 - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +8 Fatigue: +4% Changes resistances: +10% temporal / +10% physical Pinning immunity: +20% Movement speed: -10% Why anyone would want to make a helm look like a snail is beyond you. |
Horns of the Minotaur (10 def, 20 armour) Horns of the Minotaur (10 def, 20 armour)Requires: - Strength 40 - Talent Armour Training (level 3) Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +20 (+2 eff.) Armour: +20 Defense: +10 (+2 eff.) Fatigue: +10% Physical save: +20 (+3 eff.) Size category: +1 It can be used to activate talent Rush (costing 16 power out of 45/45) : Effective talent level: 6.5 Power cost: 16 out of 45/45. Range: 11 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of huge and real minotaur horns are fixed to the top of this voratun helm. Just touching it makes you feel bull headed. |
Omniscience (7 def, 0 armour) Omniscience (7 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+2 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+5 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +9% Infravision radius: +5 It can be used to reveal the surrounding area (range 20), costing 11 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
Samuhad the drakeskin leather cap (0 def, 5 armour) Samuhad the drakeskin leather cap (0 def, 5 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +12 (+1 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 4 physical Changes stats: +10 Str / +2 Mag / +9 Wil / +5 Cun Changes resistances: +14% lightning / +15% physical / +14% temporal Changes damage: +9% physical Grants telepathy: Dragon Demon/Major Demon/Minor Critical mult.: +9.00% Physical save: +13 (+2 eff.) Maximum stamina: +15.00 Mindpower: +6 (+1 eff.) A cap made of leather. |
Steam Powered Helm (3 def, 12 armour) Steam Powered Helm (3 def, 12 armour)Requires: - Talent Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Con Changes resistances: +10% all Blindness immunity: +50% A Helmet. But with steam power! |
The Black Crown (0 def, 15 armour) The Black Crown (0 def, 15 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +15 Fatigue: +5% Changes stats: +10 Wil / +10 Con Changes resistances: +20% darkness / +20% blight Talent masteries: +0.20 Corruption / Demonic pact +0.20 Corruption / Demon seeds Shadow Power: +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
X-Ray Goggles (10 def, 0 armour) X-Ray Goggles (10 def, 0 armour)Powered by unknown forces Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +20 (+3 eff.) Defense: +10 (+2 eff.) Changes stats: +10 Cun Blindness immunity: +100% It can be used to see everything. EVERYTHING. For 5 turns, anyway, costing 11 power out of 30/30. How do these even work? |
hardened leather hat 'Heatimmortal' (0 def, 3 armour) hardened leather hat 'Heatimmortal' (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 8 fire Changes stats: +3 Str / +7 Con Changes resistances: +8% lightning / +10% temporal / +3% light / +3% blight / +12% cold / +3% nature / +9% fire Physical save: +8 (+1 eff.) Mental save: +8 (+2 eff.) It can be used to activate talent Battle Cry, placing all other charms into a 10 cooldown : Effective talent level: 2.6 Power cost: 10 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 18 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A hat made of leather. Very stylish. |
voratun helm 'Umbrazephyr' (0 def, 10 armour) voratun helm 'Umbrazephyr' (0 def, 10 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +10 Fatigue: +5% Effects on melee hit: * 43% chance to inflict damage reduction Damage when hit (Melee): 4 arcane Changes stats: +8 Wil Changes resistances: +15% blight / +5% arcane Changes resistances penetration: +15% arcane / +5% darkness Physical save: +24 (+4 eff.) Mental save: +14 (+3 eff.) Infravision radius: +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Iron Mail of Bloodletting (2 def, 4 armour) Iron Mail of Bloodletting (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +2 Str / +2 Con Changes resistances: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Technique / Bloodthirst Life regen: +0.50 Healing mod.: +30% Activating this item is instant. It can be used to activate talent Bloodcasting (costing 21 power out of 60/60) : Effective talent level: 2.6 Power cost: 21 out of 60/60. Range: 10 Travel Speed: instantaneous Is: a spell Description: For 4 turns, your corruption spells will consume health instead of vim if their cost is higher than your vim. Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
Rose's Revenge (5 def, 10 armour) Rose's Revenge (5 def, 10 armour)Requires: - Strength 28 - Talent Armour Training Infused by nature Infused by psionic forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +12% Damage when hit (Melee): 15 nature / 15 physical Changes damage: +15% mind / +15% physical Maximum hate: +15.00 Mindpower: +10 (+2 eff.) It can be used to hardens the skin for 6 turns increasing armour by 20 and armour hardiness by 20%, costing 14 power out of 60/60. Painful to wear and painful to attackers, this armour is covered with sharp thorns. The pain helps you focus at least. |
Breath of Eyal (10 def, 10 armour) Breath of Eyal (10 def, 10 armour)Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +10 Defense: +10 (+2 eff.) Fatigue: +20% Changes resistances: +20% lightning / +20% temporal / +20% light / +20% fire / +20% nature / +20% acid / +20% blight / +20% cold / +15% arcane / +20% darkness Spell save: +20 (+4 eff.) Mindpower: +10 (+2 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
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 (+3 eff.) Damage when hit (Melee): 15 darkness / 15 cold Changes stats: +5 Dex / +5 Mag / +5 Cun Changes resistances: +30% temporal / +30% darkness / +30% cold Changes damage: +20% darkness / +20% cold Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Shades +0.10 Cunning / Stealth Critical mult.: +20.00% Stealth bonus: +10 Spellpower: +10 (+1 eff.) Healing mod.: -15% It can be used to turn yourself invisible (power 69, based on Cunning and Magic) for 10 turns, costing 18 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
Innocent Blood (20 def, 20 armour) Innocent Blood (20 def, 20 armour)Requires: - Cunning 40 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 4 It is part of a set of items. When wielded/worn: Armour: +20 Armour Hardiness: +20% Defense: +20 (+4 eff.) Changes resistances: +25% blight / +25% fire Talent mastery: +0.20 Cunning / Trapping Spell save: +20 (+4 eff.) This exceptionally well made leather armour has a charred smell to it, but it is completely undamaged. |
Molten Skin (15 def, 12 armour) Molten Skin (15 def, 12 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +12 Defense: +15 (+3 eff.) Damage (Melee): 15 light / 30 fire Damage (Ranged): 15 light / 30 fire Damage when hit (Melee): 30 fire Changes stats: +6 Cun / +6 Mag Changes resistances: +20% fire / +12% light / -5% cold Changes resistances penetration: +10% light / +15% fire Changes damage: +20% fire / +5% light / +10% all Talent masteries: +0.10 Celestial / Sun +0.10 Spell / Wildfire +0.10 Celestial / Sunlight +0.10 Spell / Fire Critical mult.: +20.00% Spellpower: +15 (+2 eff.) Spell crit. chance: +10% It can be used to activate talent Blastwave (costing 5 power out of 16/16) : Effective talent level: 5.2 Power cost: 5 out of 16/16. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 6, knocking back anything caught inside and setting them ablaze, doing 811.04 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
Nature's Blessing (8 def, 6 armour) Nature's Blessing (8 def, 6 armour)Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +8 (+2 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +8% Changes stats: +3 Wil / +4 Con Changes resistances: +20% nature / +25% arcane Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +18 (+4 eff.) Stun/Freeze immunity: +25% Life regen: +1.00 Healing mod.: +20% Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
The Untouchable (14 def, 12 armour) The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+3 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Warping Vest (30 def, 0 armour) Warping Vest (30 def, 0 armour)Requires: - Strength 20 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 4 When wielded/worn: Defense: +30 (+5 eff.) Changes resistances: +25% temporal Changes resistances cap: +10% temporal Talent masteries: +0.20 Spell / Conveyance +0.20 Spell / Distort +0.20 Chronomancy / Spacetime Folding +0.20 Chronomancy / Spacetime Weaving Pinning immunity: +20% It can be used to activate talent Scatter (costing 14 power out of 50/50) : Effective talent level: 5.2 Power cost: 14 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Randomly teleports all targets within a radius of 7 around you, including yourself. Everyone will be teleported between 7 and 14 tiles from their current location. You will go out of phase (114) for 3 turns. Requires your Spellpower to beat the target's Spell Save. This vest doesn't seem to stay still. It moves about all over the place, yet doesn't move at all. |
Xanybrevea the drakeskin leather armour (5 def, 23 armour) Xanybrevea the drakeskin leather armour (5 def, 23 armour)Requires: - Strength 20 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +3 Physical crit. chance: +10.0% Physical power: +27 (+2 eff.) Armour: +23 Defense: +5 (+1 eff.) Fatigue: +4% Damage (Melee): 10 fire Damage (Ranged): 10 fire Changes stats: +10 Str / +10 Mag / +11 Wil / +1 Cun Changes resistances: +20% lightning / +30% physical / +21% fire Grants telepathy: Humanoid/Orc Reduces incoming crit damage: 20.00% Maximum encumbrance: +30 Psi when hit: +0.12 Spellpower: +25 (+3 eff.) Spell crit. chance: +8% Mindpower: +20 (+3 eff.) Mental crit. chance: +10% Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
drakeskin leather armour (5 def, 8 armour) drakeskin leather armour (5 def, 8 armour)Requires: - Strength 20 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. troll-hide reinforced leather armour of natural resilience (4 def, 7 armour)troll-hide reinforced leather armour of natural resilience (4 def, 7 armour) Requires: - Strength 18 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+1 eff.) Fatigue: +8% Changes resistances: +18% nature / +18% blight Reduced damage from: +11% Unnatural Life regen: +12.60 Healing mod.: +26% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. volcanic drakeskin leather armour of Eyal (5 def, 23 armour)volcanic drakeskin leather armour of Eyal (5 def, 23 armour) Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +23 Defense: +5 (+1 eff.) Fatigue: +8% Damage (Melee): 10 fire Damage (Ranged): 10 fire Changes resistances: +26% fire / +26% physical Life regen: +4.00 Maximum life: +100.00 Healing mod.: +28% A suit of armour made of leather. |
Plate of the Blackened Mind (15 def, 40 armour) Plate of the Blackened Mind (15 def, 40 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +40 Defense: +15 (+3 eff.) Fatigue: +17% Effects when hit in melee: * 20% chance to cause random gloom Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +15% light / +20% blight / +25% mind / +20% darkness Talent mastery: +0.20 Cursed / Gloom Physical save: +15 (+2 eff.) Mental save: +25 (+5 eff.) Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 (+2 eff.) Light radius: -2 Infravision radius: +4 It can be used to activate talent Dominate (costing 6 power out of 25/25) : Effective talent level: 2.6 Power cost: 6 out of 25/25. Range: 2 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 24 Armour, 34 Defense and your attacks will gain 55% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
Sandscale (15 def, 20 armour) Sandscale (15 def, 20 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +20 Armour Hardiness: +10% Defense: +15 (+3 eff.) Fatigue: +10% Changes resistances: +25% fire / +25% physical Changes damage: +25% nature / +25% physical Talent masteries: +0.20 Wild-gift / Sand drake aspect +0.20 Wild-gift / Harmony Blindness immunity: +50% It can be used to activate talent Burrow (costing 7 power out of 20/20) : Effective talent level: 6.5 Power cost: 7 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 8 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 57 of target armor and 28% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Tough but flexible scales of a huge sandwurm have been rivetted together to make this massive armour. |
Thalore-Wood Cuirass (4 def, 12 armour) Thalore-Wood Cuirass (4 def, 12 armour)Requires: - Strength 24 - Talent Armour Training (level 3) Infused by nature Crafted by a master 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +12 Defense: +4 (+1 eff.) Fatigue: +14% Changes stats: +3 Dex / +3 Wil / +3 Con Changes resistances: +18% cold / +18% darkness / +18% nature Healing mod.: +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
The Black Plate (25 def, 35 armour) The Black Plate (25 def, 35 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +35 Defense: +25 (+5 eff.) Fatigue: +15% Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +20% darkness / +15% blight / +25% fire / +20% cold Talent masteries: +0.20 Corruption / Doom covenant +0.20 Corruption / Infernal combat +0.20 Corruption / Oppression +0.20 Corruption / Wrath Physical save: +15 (+2 eff.) Spell save: +25 (+5 eff.) Confusion immunity: +100% Fear immunity: +100% Light radius: -2 Infravision radius: +3 Shadow Power: +10 Grants physical power equal to your Shadow Power. Activating this item is instant. It can be used to activate talent Link of Pain (costing 6 power out of 15/15) : Effective talent level: 3.9 Power cost: 6 out of 15/15. Range: 7 Travel Speed: instantaneous Is: a spell Description: Using demonic forces you create a link of pain from a source creature to a victim for 7 turns. Each time the source creature takes damage the victim takes 75% of the damage. If the victim dies from the effect you gain a burst of energy, reducing all remaining cooldowns by 1. "Wreckage all about you. Is there anything left inside?" |
enlightening dwarven-steel plate armour of the dragon (5 def, 11 armour) enlightening dwarven-steel plate armour of the dragon (5 def, 11 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+1 eff.) Fatigue: +24% Changes stats: +2 Str / +5 Wil / +5 Cun / +3 Con Changes resistances: +7% acid / +8% physical / +7% fire / +7% lightning / +7% cold Talent cooldown: Rush (-5 turns) Mental save: +15 (+3 eff.) Disarm immunity: +22% Stun/Freeze immunity: +23% Knockback immunity: +22% A suit of armour made of metal plates. |
Black Mesh (8 def, 2 armour, 97 block) Black Mesh (8 def, 2 armour, 97 block)Requires: - Strength 20 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Changes resistances: +15% blight / +30% darkness Talent granted: +3 Block Stamina each turn: +2.00 Special effect on block: 30% chance of pulling in the attacker Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
Lunar Shield (12 def, 7 armour, 250 block) Lunar Shield (12 def, 7 armour, 250 block)Requires: - Strength 35 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +7 Defense: +12 (+2 eff.) Ranged Defense: +5 (+1 eff.) Fatigue: +2% Changes resistances: +25% darkness Changes damage: +15% darkness Talent masteries: +0.20 Celestial / Star fury +0.10 Celestial / Twilight Talent granted: +5 Block Spellpower: +10 (+1 eff.) Light radius: +1 Talent on hit(spell): Moonlight Ray (10% chance level 2). A large section of chitin removed from Nimisil. It continues to give off a strange white glow. |
Sanguine Shield (14 def, 4 armour, 220 block) Sanguine Shield (14 def, 4 armour, 220 block)Requires: - Strength 39 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +4 Defense: +14 (+3 eff.) Ranged Defense: +14 (+3 eff.) Fatigue: +19% Changes stats: +10 Con Changes resistances: +25% blight Talent granted: +5 Block Life regen: +5.00 Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
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 (+2 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 (+4 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. |
The Black Wall (12 def, 9 armour, 200 block) The Black Wall (12 def, 9 armour, 200 block)Requires: - Strength 28 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +9 Defense: +12 (+2 eff.) Ranged Defense: +15 (+3 eff.) Fatigue: +28% Damage when hit (Melee): 10 darkness Changes resistances: +2% all Talent masteries: +0.20 Technique / Shield defense +0.20 Technique / Shield offense +0.20 Corruption / Doom shield Talent granted: +5 Block Shadow Power: +5 Increases all resists by 0.4% for each point of your Shadow Power. "With this, no one will ever harm you again." |
Unsetting Sun (16 def, 20 armour, 280 block) Unsetting Sun (16 def, 20 armour, 280 block)Requires: - Strength 40 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 It is part of a set of items. Glows brightly in the light of dawn. When wielded/worn: Armour: +20 Defense: +16 (+3 eff.) Ranged Defense: +17 (+3 eff.) Fatigue: +14% Changes resistances: +30% blight / +30% darkness Talent granted: +5 Block Spell save: +19 (+4 eff.) Light radius: +2 When Elmio Panason, captain of the Vanguard, first sought shelter for his shipwrecked crew, he reflected the last rays of the setting sun off his shield. Where the beam hit they rested and built the settlement that would become the Sunwall. In the dark days that followed the shield became a symbol of hope for a better future. |
Wrathroot's Barkwood (9 def, 10 armour, 60 block) Wrathroot's Barkwood (9 def, 10 armour, 60 block)Requires: - Strength 25 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When wielded/worn: Armour: +10 Defense: +9 (+2 eff.) Fatigue: +14% Changes resistances: +20% cold / +20% darkness / +20% nature Talent mastery: +0.10 Wild-curse / Treant aspect Talent granted: +3 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
This item will automatically be transmogrified when you leave the level. living dwarven-steel shield of lightning resistance (+16%) (8 def, 2 armour, 81.5 block)living dwarven-steel shield of lightning resistance (+16%) (8 def, 2 armour, 81.5 block) Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Damage when hit (Melee): 14 nature Changes resistances: +16% blight / +16% nature / +23% lightning Talent granted: +3 Block Maximum life: +82.00 Handheld deflection devices. |
voratun shield 'Liserin' (12 def, 25 armour, 434 block) voratun shield 'Liserin' (12 def, 25 armour, 434 block)Requires: - Strength 48 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Physical crit. chance: +6.0% Physical power: +10 (+1 eff.) Armour: +25 Defense: +12 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Damage when hit (Melee): 12 physical Changes stats: +3 Dex / +15 Con Changes resistances: +9% mind Changes resistances penetration: +5% mind Changes damage: +6% physical Talent granted: +5 Block Physical save: +30 (+5 eff.) Handheld deflection devices. |
Shattered Shield Shattered ShieldRequires: - Magic 30 Powered by unknown forces 1.00 Encumbrance. [Unique] Type: armor / wardstone ; tier 5 When wielded/worn: Armour: +20 Armour Hardiness: +20% Defense: +10 (+2 eff.) Changes resistances: +30% blight / +30% temporal / +30% light / +30% darkness Reduce damage by fixed amount: +5 all Maximum wards: +5 blight / +5 temporal / +5 light / +5 darkness Talent masteries: +0.20 Spell / Aegis +0.20 Psionic / Absorption +0.20 Spell / Force Talent cooldown: Forcefield (-20 turns) Talent granted: +5 Ward Mental save: +30 (+6 eff.) Damage Shield Duration: +1 Damage Shield Power: +30% Slows Projectiles: +30% This strange wardstone looks like it was part of something bigger. You can't help but wonder what it was that such a powerful item could break off from it. You wonder even more about the force that was strong enough to break this piece off. |
Sparkstone SparkstoneRequires: - Magic 10 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / wardstone ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +10% lightning Reduce damage by fixed amount: +1 all Maximum wards: +1 lightning Changes damage: +10% lightning Talent granted: +1 Ward Mental save: +10 (+2 eff.) Stun/Freeze immunity: +10% Slows Projectiles: +10% It can be used to activate talent Brain Storm (costing 9 power out of 30/30) : Effective talent level: 1.3 Power cost: 9 out of 30/30. Range: 3 Travel Speed: instantaneous Is: a mind power Description: Mentally focus electricity into a ball of plasma and hurl it at the target. The plasma will explode on impact, dealing 488.8 Lightning damage within radius 2. This talent will apply cross tier Brainlock. The damage will increase with your Mindpower. As you look at this wardstone, a spark catches your attention. Then more sparks suddenly dance around it. The sparks seem to be activated by your thoughts. |
marble wardstone 'Chargewrest' marble wardstone 'Chargewrest'Requires: - Magic 30 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / wardstone ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Effects on melee hit: * 30% chance to corrode armour * 30% chance to daze Damage when hit (Melee): 12 acid Changes stats: +2 Mag / +6 Wil Changes resistances: +18% lightning / +20% temporal Reduce damage by fixed amount: +5 all Maximum wards: +5 temporal Changes damage: +3% lightning / +20% temporal / +9% blight Talent granted: +5 Ward Spell save: +18 (+4 eff.) Mental save: +19 (+4 eff.) Hate each turn: +0.50 Maximum hate: +19.00 Slows Projectiles: +30% Handheld warding devices |
marble wardstone 'Fireminister' marble wardstone 'Fireminister'Requires: - Magic 30 Infused by nature 1.00 Encumbrance. [Random Unique] Type: armor / wardstone ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Damage when hit (Melee): 4 arcane Changes stats: +4 Con Changes resistances: +25% acid / +25% light / +25% cold / +3% fire / +6% arcane / +45% nature Reduce damage by fixed amount: +5 all Maximum wards: +4 acid / +4 cold / +9 nature / +4 light Changes resistances penetration: +5% blight / +10% fire Changes damage: +20% nature / +6% fire Reduced damage from: +25% Animal / +25% Vermin / +25% Insect / +25% Spiderkin Talent granted: +9 Ward Stamina each turn: +5.00 Maximum life: +58.00 Infravision radius: +3 Slows Projectiles: +30% Handheld warding devices |
marble wardstone 'Hellsreign' marble wardstone 'Hellsreign'Requires: - Magic 30 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / wardstone ; tier 5 When wielded/worn: Defense: +12 (+2 eff.) Ranged Defense: +2 (+1 eff.) Damage when hit (Melee): 8 temporal Changes stats: +5 Wil Changes resistances: +10% physical / +6% darkness / +6% temporal / +9% mind / +5% arcane / +15% nature Reduce damage by fixed amount: +5 all Maximum wards: +3 nature / +2 physical Changes damage: +6% fire / +6% temporal Talent granted: +5 Ward Physical save: +28 (+4 eff.) Mental save: +20 (+4 eff.) Cut immunity: +10% Stun/Freeze immunity: +10% Hate each turn: +0.50 Maximum hate: +25.00 See stealth: +16 Slows Projectiles: +30% Handheld warding devices |
Arkul's Siege Arrows (14/14, 68-95.2 power, 100 apr) Arkul's Siege Arrows (14/14, 68-95.2 power, 100 apr)Requires: - Magic 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 68.0 - 95.2 Uses stats: 120% Mag, 30% Cun Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +100 Physical crit. chance: +10.0% Capacity: 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
Flashknight (20/20, 53-74.2 power, 18 apr) Flashknight (20/20, 53-74.2 power, 18 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 53.0 - 74.2 Uses stats: 42% Cun, 100% Mag Damage type: Acid Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +18.0% Capacity: 20 On weapon hit: * 10% chance to stun, blind, pin, or confuse the target * 10% chance to knock the target back On weapon crit: * cripple the target Damage (Ranged): +12 lightning / +20 temporal / +66 physical Burst (radius 1) on hit: +8 acid Burst (radius 2) on crit: +8 lightning / +4 mind / +4 acid Arrows are used with bows to pierce your foes to death. |
Stokewyrd the quiver of elven-wood arrows (22/22, 64.5-90.3 power, 27 apr) Stokewyrd the quiver of elven-wood arrows (22/22, 64.5-90.3 power, 27 apr)Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 4 Base power: 64.5 - 90.3 Uses stats: 42% Cun, 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +27 Physical crit. chance: +11.5% Capacity: 22 On weapon hit: * 20% chance to torment the target * 10% chance to knock the target back Travel speed: +400% Damage (Ranged): +43 physical / +13 mind / +17 darkness Burst (radius 2) on crit: +4 fire When wielded/worn: Ammo reloads per turn: +4 Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. hateful quiver of ash arrows of amnesia (19/19, 19.5-27.3 power, 7 apr)hateful quiver of ash arrows of amnesia (19/19, 19.5-27.3 power, 7 apr) Requires: - Dexterity 16 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 19.5 - 27.3 Uses stats: 100% Mag, 42% Cun Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 19 On weapon hit: * 25% chance to put talents on cooldown Damage (Ranged): +15 darkness Damage against: +11% Living Arrows are used with bows to pierce your foes to death. |
24 agate 24 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
1125 alchemist agate 1125 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
29 onyx 29 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
22 aquamarine 22 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
19 lapis lazuli 19 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
27 opal 27 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
32 sapphire 32 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
32 topaz 32 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Beletonik the Deepsmight (dig speed 15 turns) Beletonik the Deepsmight (dig speed 15 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +4 Str / +2 Con Changes resistances: +3% lightning / +13% nature / +12% light / +3% darkness Changes resistances penetration: +5% darkness Changes damage: +7% nature / +3% darkness Maximum life: +28.00 Maximum stamina: +19.00 Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Pick of Dwarven Emperors (dig speed 12 turns) Pick of Dwarven Emperors (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Con Changes resistances penetration: +10% physical Physical save: +7 (+1 eff.) Spell save: +7 (+1 eff.) Mental save: +7 (+1 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
24 emerald 24 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
29 jade 29 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
24 spinel 24 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
25 turquoise 25 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Grinotar GrinotarPowered by arcane forces Infused by psionic forces 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +8 Mag / +4 Wil / +2 Cun Changes resistances: +15% darkness / +6% mind Changes damage: +15% light / +6% arcane Damage affinity(heal): +5% light Mental save: +12 (+2 eff.) Spellpower: +15 (+2 eff.) Mindpower: +8 (+1 eff.) Mental crit. chance: +12% Light radius: +9 Heals friendly targets nearby when you use a nature summon: +50 It can be used to activate talent Sun Flare, placing all other charms into a 11 cooldown : Effective talent level: 3.9 Power cost: 11 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 7 turns and lighting up your immediate area (radius 8). At level 3 it will also do 189.46 light damage within radius 4. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
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 (+1 eff.) Light radius: +5 It can be used to release a will o' the wisp that will explode against your foes for 767 cold damage (based on your Magic), costing 7 power out of 20/20. This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. 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 (181 power, based on Willpower), costing 4 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
dwarven lantern 'Grinogorand' dwarven lantern 'Grinogorand'Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 16 acid Changes stats: +8 Cun Changes resistances: +9% acid Changes resistances penetration: +5% acid / +5% mind Changes damage: +9% mind Mental save: +12 (+2 eff.) Maximum life: +70.00 Light radius: -6 Infravision radius: +8 See stealth: +17 See invisible: +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
nightwalker's alchemist's lamp of the zealot nightwalker's alchemist's lamp of the zealotInfused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+1 eff.) Changes stats: +5 Wil Changes resistances: +3% all Critical mult.: +10.00% Spell save: +7 (+1 eff.) Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
nightwalker's dwarven lantern of the zealot nightwalker's dwarven lantern of the zealotInfused by nature Infused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+1 eff.) Changes stats: +6 Wil Changes resistances: +3% all Critical mult.: +15.00% Spell save: +14 (+3 eff.) Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
piercing dwarven lantern of corpselight piercing dwarven lantern of corpselightRequires: - Level 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Changes resistances: +15% blight / +12% darkness Changes resistances penetration: +15% all Spellpower: +5 (+1 eff.) Spell crit. chance: +4% Light radius: +6 Infravision radius: +6 See invisible: +7 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 11 cooldown : Effective talent level: 1.0 Power cost: 11 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 7 turns, and deals 83 blight damage or heals 97 life. Creatures standing in the retch also have 5% 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. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. This item has been sent to the Item's Vault. |
watchleader's dwarven lantern of the zealot watchleader's dwarven lantern of the zealotInfused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +3% all Spell save: +10 (+2 eff.) Blindness immunity: +50% Confusion immunity: +19% Light radius: +8 See stealth: +15 See invisible: +17 It can be used to activate talent Track, placing all other charms into a 14 cooldown : Effective talent level: 3.9 Power cost: 14 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 68 for 6 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Bladed Rift Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+1 eff.) Mindpower: +10 (+2 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 6 power out of 25/25) : Effective talent level: 5.0 Power cost: 6 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
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 (+1 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 Heart Crystal HeartPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It can be used to combine with a suit of body armor, costing 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Telos's Staff Crystal Telos's Staff CrystalPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Spell save: +10 (+2 eff.) Confusion immunity: +30% Light radius: +2 Damage Resonance (when hit): +10% When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Confusion immunity: +30% Light radius: +2 Damage Resonance (when hit): +10% It can be used to combine with a staff, costing 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 4 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Runed Skull Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+1 eff.) Dull red runes are etched all over this blackened skull. |
26 bloodstone 26 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
29 fire opal 29 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
23 garnet 23 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
26 ruby 26 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 1387.23 fire damage (based on Magic), costing 18 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Annulment (2/2) Rod of Annulment (2/2)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 11 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
amazing fiery salve [power 154] amazing fiery salve [power 154]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 542% efficiency and 86% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (154% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 9 turns. Medical salve. This item has been sent to the Item's Vault. |
amazing frost salve [power 154] amazing frost salve [power 154]Requires: - Level 35 Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 542% efficiency and 86% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (154% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 9 turns. Medical salve. This item has been sent to the Item's Vault. |
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. |
Beluvea the pouch of voratun shots (21/21, 53.5-64.2 power, 6 apr) Beluvea the pouch of voratun shots (21/21, 53.5-64.2 power, 6 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 53.5 - 64.2 Uses stats: 92% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +22.0% Capacity: 21 Turns elapse between self-loadings: 6 On weapon hit: * 20% chance to corrode armour * 35% chance to cause random gloom * 25% chance for lightning to arc to a second target On weapon crit: * cripple the target Damage (Ranged): +17 lightning / +45 mind / +16 acid Burst (radius 1) on hit: +24 acid Burst (radius 2) on crit: +8 acid Shots are used with slings to pummel your foes to death. |
Poraba the Weeprot (23/23, 54.5-65.4 power, 6 apr) Poraba the Weeprot (23/23, 54.5-65.4 power, 6 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 54.5 - 65.4 Uses stats: 92% Cun, 50% Mag Damage type: Blight Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +22.0% Capacity: 23 On weapon hit: * 71% chance to cause random gloom * 25% chance for lightning to arc to a second target * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Ranged): +15 lightning / +12 blight Burst (radius 1) on hit: +4 blight / +8 nature / +4 arcane Burst (radius 2) on crit: +8 arcane / +8 blight Shots are used with slings to pummel your foes to death. |
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% Mag, 92% Cun Damage type: Fire 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. |
Wind Worn Shot (25/25, 39-46.8 power, 15 apr) Wind Worn Shot (25/25, 39-46.8 power, 15 apr)Requires: - Dexterity 28 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 39.0 - 46.8 Uses stats: 50% Mag, 92% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Capacity: 25 When this weapon hits: Tornado (10% chance level 2). On weapon hit: * 35% chance for lightning to arc to a second target Travel speed: +100% These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
pouch of voratun shots 'Cyrenne' (54/54, 64-76.8 power, 15 apr) pouch of voratun shots 'Cyrenne' (54/54, 64-76.8 power, 15 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 64.0 - 76.8 Uses stats: 92% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +7.0% Capacity: 54 Turns elapse between self-loadings: 2 On weapon hit: * 54% chance to cause random gloom On weapon crit: * splashes the target with acid Damage (Ranged): +20 acid / +30 darkness / +24 blight / +8 mind Burst (radius 1) on hit: +4 blight Burst (radius 2) on crit: +4 mind Damage against: +18% Living Shots are used with slings to pummel your foes to death. |
perfect fireproof coating perfect fireproof coatingRequires: - Level 35 Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'cloak' When attach to an other item: Changes resistances: +25% light / +25% fire Tinkers can be attached to normal items to improve them with steam power! This item has been sent to the Item's Vault. |
perfect fireproof coating perfect fireproof coatingRequires: - Level 35 Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'cloak' When attach to an other item: Changes resistances: +25% light / +25% fire Tinkers can be attached to normal items to improve them with steam power! This item has been sent to the Item's Vault. |
stralite armour reinforcement stralite armour reinforcementPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'body' When attach to an other item: Armour: +4 Armour Hardiness: +20% Fatigue: +2% Tinkers can be attached to normal items to improve them with steam power! |
stralite grip stralite gripPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +4 Iron Grip Disarm immunity: +90% Tinkers can be attached to normal items to improve them with steam power! |
stralite mental stimulator stralite mental stimulatorPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 Attach on item worn on slot 'head' When attach to an other item: Changes stats: +8 Cun Mental save: +12 (+2 eff.) Tinkers can be attached to normal items to improve them with steam power! |
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 (+1 eff.) It can be used to activate talent Psionic Pull (costing 7 power out of 35/35) : Effective talent level: 3.0 Power cost: 7 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 211 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
Tulunarigrim the voratun torque of charged psionic shield [power 75] (6 cooldown) Tulunarigrim the voratun torque of charged psionic shield [power 75] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes resistances: +3% lightning / +3% cold / +12% mind Talent cooldown: Silence (+5 turn) Talent granted: +5 Silence Spell save: +12 (+2 eff.) Blindness immunity: +5% It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 75 for 7 turns, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 5 psi. Torques are made by powerful psionics to store psionic powers. |
voratun torque of clear mind 'Ivudara' [power 5] (4 cooldown) voratun torque of clear mind 'Ivudara' [power 5] (4 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 16 acid Changes stats: +3 Mag / +2 Cun / +2 Con Changes resistances: +12% acid Maximum wards: +2 physical / +5 mind / +5 darkness Talent cooldown: Telekinetic Blast (+5 turn) Talents granted: +5 Telekinetic Blast +1 Ward See invisible: +6 It can be used to absorb and nullify at most 5 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 4 turns. When used: 100% chance to regenerate 12 psi. Torques are made by powerful psionics to store psionic powers. |
Rainhack [power 5] (4 cooldown) Rainhack [power 5] (4 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 12 nature / 12 blight Changes damage: +6% blight Talent cooldown: Invoke Tentacle (+10 turn) Talents granted: +2 Invoke Tentacle +4 Rushing Claws Physical save: +15 (+2 eff.) Stun/Freeze immunity: +10% Teleport immunity: +20% It can be used to remove up to 5 poisons or diseases from a target within range 11 (based on Willpower), putting all charms on cooldown for 4 turns. Natural totems are made by powerful wilders to store nature power. |
The Guardian's Totem The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 18 nature slow Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+4 eff.) Mindpower: +8 (+1 eff.) It can be used to call forth an immobile antimagic pillar for 15 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.), costing 13 power out of 35/35. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
Tree of Life Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+1 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 4 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
29 amethyst 29 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Brodaharablek the dragonbone wand of trap destruction [power 123] (6 cooldown) Brodaharablek the dragonbone wand of trap destruction [power 123] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Changes stats: +1 Cun Changes resistances: +12% temporal Maximum wards: +4 lightning / +5 temporal / +4 blight / +5 fire / +5 cold Changes resistances penetration: +15% temporal Changes damage: +6% mind / +12% temporal Talents granted: +5 Strike +5 Volcano +1 Ward Critical mult.: +5.00% Mental save: +3 (+1 eff.) Maximum hate: +4.00 It can be used to disarm traps (123 bonus disarm power, based on Magic) along a range 4 line, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Glimmerstreak the dragonbone wand of trap destruction [power 125] (6 cooldown) Glimmerstreak the dragonbone wand of trap destruction [power 125] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 4 light Changes resistances: +12% mind / +5% arcane Maximum wards: +10 lightning / +10 temporal / +8 blight / +8 fire / +6 cold Changes resistances penetration: +15% arcane / +10% mind Changes damage: +6% arcane / +3% light / +12% mind Talent cooldown: Void Blast (+6 turn) Talents granted: +2 Ward +5 Void Blast It can be used to disarm traps (125 bonus disarm power, based on Magic) along a range 4 line, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Gloruta [power 665] (4 cooldown) Gloruta [power 665] (4 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Armour: +4 Effects on melee hit: * 10% chance to gain 10% of a turn Changes resistances: +9% blight / +9% nature / +3% darkness Changes damage: +9% acid Talent granted: +5 Volcano Spell save: +12 (+2 eff.) Only die when reaching: -60.00 life It can be used to creates a wall of flames lasting 4 turns (dealing 1542 fire damage overall), putting all charms on cooldown for 4 turns. When used: 100% chance to regenerate 32 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Strikedream the yew wand of clairvoyance [power 11] (3 cooldown) Strikedream the yew wand of clairvoyance [power 11] (3 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 20 lightning Changes resistances: +3% lightning Changes resistances penetration: +15% lightning / +10% arcane Changes damage: +6% nature / +9% arcane Talent cooldown: Void Blast (+6 turn) Talent granted: +3 Void Blast It can be used to reveal the area around you, dispelling darkness (radius 11, power 102 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 3 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Void Shard Void ShardPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Talent mastery: +0.20 Spell / Void Spellpower: +10 (+1 eff.) It can be used to release a burst of void energy, costing 7 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
Zubytha [power 373] (4 cooldown) Zubytha [power 373] (4 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 8 blight Changes resistances penetration: +10% mind Changes damage: +9% acid / +18% mind / +12% blight Talent cooldown: Void Blast (+6 turn) Talents granted: +5 Volcano +5 Void Blast It can be used to fire a bolt of a random element with (base) damage 186 to 373, putting all charms on cooldown for 4 turns. When used: 100% chance to regenerate 7 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
dragonbone wand of firewall 'Betariakira' [power 365] (3 cooldown) dragonbone wand of firewall 'Betariakira' [power 365] (3 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Armour: +4 Changes stats: +1 Dex Changes resistances: +3% light / +7% arcane / +12% mind Talent granted: +10 Strike Disarm immunity: +5% Pinning immunity: +5% It can be used to creates a wall of flames lasting 4 turns (dealing 846 fire damage overall), putting all charms on cooldown for 3 turns. When used: 100% chance to regenerate 10 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
21 diamond 21 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
30 moonstone 30 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
21 pearl 21 pearlRequires: - Level 35 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. This item has been sent to the Item's Vault. |
21 quartz 21 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
25 amber 25 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
37 ametrine 37 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
29 citrine 29 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
28 zircon 28 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Onimaru the Ogre Adventurer level 31
16th Dusk 122nd year of Ascendancy at 23:55 see stats
By Onimaru the Ogre Adventurer level 31
16th Dusk 122nd year of Ascendancy at 03:52 see stats
By Onimaru the Ogre Adventurer level 50
52nd Dusk 122nd year of Ascendancy at 17:31 see stats
By Onimaru the Ogre Adventurer level 18
5th Flare 122nd year of Ascendancy at 01:51 see stats
By Onimaru the Ogre Adventurer level 20
7th Flare 122nd year of Ascendancy at 03:01 see stats
By Onimaru the Ogre Adventurer level 33
19th Dusk 122nd year of Ascendancy at 13:06 see stats
By Onimaru the Ogre Adventurer level 13
10th Mirth 122nd year of Ascendancy at 05:23 see stats
By Onimaru the Ogre Adventurer level 75
29th Haze 122nd year of Ascendancy at 09:14 see stats
By Onimaru the Ogre Adventurer level 105
4th Allure 123rd year of Ascendancy at 15:28 see stats
By Onimaru the Ogre Adventurer level 24
2nd Dusk 122nd year of Ascendancy at 04:09 see stats
By Onimaru the Ogre Adventurer level 32
17th Dusk 122nd year of Ascendancy at 14:45 see stats
By Onimaru the Ogre Adventurer level 38
30th Dusk 122nd year of Ascendancy at 09:47 see stats
By Onimaru the Ogre Adventurer level 44
42nd Dusk 122nd year of Ascendancy at 03:21 see stats
By Onimaru the Ogre Adventurer level 52
56th Dusk 122nd year of Ascendancy at 11:23 see stats
By Onimaru the Ogre Adventurer level 60
70th Dusk 122nd year of Ascendancy at 09:06 see stats
By Onimaru the Ogre Adventurer level 66
5th Haze 122nd year of Ascendancy at 03:53 see stats
By Onimaru the Ogre Adventurer level 70
17th Haze 122nd year of Ascendancy at 18:58 see stats
By Onimaru the Ogre Adventurer level 10
2nd Mirth 122nd year of Ascendancy at 22:57 see stats
By Onimaru the Ogre Adventurer level 20
6th Flare 122nd year of Ascendancy at 14:38 see stats
By Onimaru the Ogre Adventurer level 30
13rd Dusk 122nd year of Ascendancy at 17:09 see stats
By Onimaru the Ogre Adventurer level 40
33rd Dusk 122nd year of Ascendancy at 14:24 see stats
By Onimaru the Ogre Adventurer level 50
51st Dusk 122nd year of Ascendancy at 12:30 see stats
By Onimaru the Ogre Adventurer level 81
43rd Haze 122nd year of Ascendancy at 13:27 see stats
By Onimaru the Ogre Adventurer level 108
10th Allure 123rd year of Ascendancy at 04:58 see stats
By Onimaru the Ogre Adventurer level 28
10th Dusk 122nd year of Ascendancy at 15:06 see stats
By Onimaru the Ogre Adventurer level 66
7th Haze 122nd year of Ascendancy at 13:10 see stats
By Onimaru the Ogre Adventurer level 40
35th Dusk 122nd year of Ascendancy at 00:07 see stats
By Onimaru the Ogre Adventurer level 59
70th Dusk 122nd year of Ascendancy at 04:04 see stats
By Onimaru the Ogre Adventurer level 71
18th Haze 122nd year of Ascendancy at 06:58 see stats
By Onimaru the Ogre Adventurer level 28
9th Dusk 122nd year of Ascendancy at 00:58 see stats
By Onimaru the Ogre Adventurer level 14
1st Summertide 122nd year of Ascendancy at 12:30 see stats
Log
Wall turns into floor.
Onimaru casts Wave of Power.
Onimaru performs a melee critical strike against Forest troll!
You have taken the life of an experienced foe! (+31 hate)
You collect a new ingredient: length of troll intestine (1).
Onimaru revels in the spilt blood and grows stronger!
Onimaru performs a melee critical strike against Forest troll!
Onimaru's blood frenzy intensifies!
Onimaru hits Forest troll for 22424 fire damage.
Onimaru killed Forest troll!
Onimaru picks up ( .): spinel.
Onimaru deactivates Weapon of Light.
Onimaru deactivates Arcane Combat.
Onimaru deactivates Augmentation.
Onimaru deactivates Dark Ritual.
Onimaru deactivates Fiery Hands.
Onimaru deactivates Arcane Feed.
Onimaru deactivates Quicken Spells.
Onimaru deactivates Precision.
Onimaru deactivates Shock Hands.
Onimaru deactivates Precise Strikes.
Onimaru deactivates Inner Power.
Onimaru deactivates Weapon Folding.
Onimaru deactivates Shadow Combat.
Onimaru no longer revels in blood quite so much.
Onimaru deactivates Beyond the Flesh.
Onimaru deactivates Shadow Feed.