Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Weapons Pack 1.2.4This adds new weapon types and egos to the game. - Tridents are unchanged, but generate more often. Most of the stuff here can be individually turned on/off in the Game Options menu. So you could use this addon just for the extra tridents if you really wanted to. Marson's UI Modifications 1.3.0v3.7.0 *** FOR ToME v1.3.0+ ONLY *** An attempt to make 1920x1080 easier on my decaying eyesight, plus a few personal preferences. This is a revamp for the Minimalist UI. It may work for Classic, but hasn't been tested for it. Most settings can be found on the UI tab on the Game Options screen. • Adds a 'Fonts' tab to 'Game Options'. Choose separate font styles and sizes for six categories: * menus & dialogs * HUD elements * tooltips & character sheet * chat & combat log * flying text * lore • Expanded font size range to 8 - 36 points. (Stock range is 10 - 18) • Ability to add your own fonts with a fontpack addon. http://te4.org/games/addons/tome/font_example • Scales most dialog boxes to account for larger fonts. • Hotkey bar revamp: * Frame colors: green = activated talent, blue = sustained talent, yellow = equipped item, orange = unequipped item. Colors on talent screen and buff bar changed to match. * Frame colors do not change when on cooldown. * All talents/items on cooldown will have a red overlay. * Z-layer of key text (C8, etc) moved under color overlay to better differentiate from cooldown text. * Unequipped items get pale yellow color overlay similar to cooldown overlay. * Right-clicking on an item no longer clears the item; it brings up the hotkey assignment menu. (You may clear it from there, as with talents.) • 'Use Talent' screen now also lists all usable items, allowing you to associate a hotkey using the dropdown menu. Objects are separated based on whether they are worn or not and display their current cooldowns. • When assigning a hotkey, the list will show available hotkeys as 1 through 0,-,= with C,S,A,AS, modifiers (example: "Hotkey C7") instead of "Hotkey 1" through "Hotkey 60", so as to match the labels on the hotkey bar. • Enabled and modified 'Creature List' code that was in stock ToME but not used. Lists NPCs in player's sight along with their remaining energy and distance. Mousing over an NPC in the Creature List will center the screen on that creature. Toggle the list on/off with Ctrl-Tab. • 'Limit Terrain Height' option will rescale trees and mushrooms to prevent them from overlapping the grid above them. (Will not affect current level until you leave and return.) • Adds viewport options: 'Original' is the stock behavior from v1.1.5 ToME. The game will use Scroll Distance, but won't show a black border around the map. With a high Scroll Distance, you will remain centered until you get to the edge of the map, at which point the map stops moving and your character moves off-center. 'No Hiding' is now the stock behavior of v1.2.x ToME. It is a bit of a hybrid. The map will scroll similar to 1.1.5, but will show enough of a black border so that your avatar will not hide under UI elements such as the mini-map and hotkey bar. 'Centered' will force the viewport to strictly follow the Scroll Distance setting. If you have it a high number, you will be centered 100% of the time. • Adds option to enable right-click dragging of the viewport. This will coexist with mouse gestures but may not mix with them in a visually pleasing manner. • Separate adjustable background transparencies for dialogs, tooltips, combat log, chat, and hotkeys. • Adjustable tooltip width. • Ability to change tooltip location: each of the four corners / at mouse cursor / opposite corner from mouse. • Tooltip will get out of the way of target location via keyboard as well as mouse cursor. • Ability to disable ambient background noises (dogs barking, water dripping, etc.) on the UI tab in Game Options. Defaults to 'enabled' (no change from stock). • Shields (damage, temporal, etc.) will play a sound when they expire on a character you are controlling. (I've missed that my antimagic shield went down one too many times.) I've included a couple versions of the sound, including silence. (shield_off.ogg created by reg7783 and licensed under the Creative Commons 0 License.) • Adds a choice of tooltip style for the Inventory screen. 'Original' is the same as stock. 'Small Screen' moves the tooltip to either side of the screen so that it obscures less and doesn't bounce around. 'Big Screen' uses a dedicated location between the rag doll and the item list. • If your character knows the talent 'Extract Gems', a tab will appear on the inventory screen listing all items that may be converted to gems based on your current talent level, including items in the Transmogrification Chest. • Adds a 'Usable Items' tab to the Inventory screen. • Adds a 'Preview Talents' button to the character creation screen. This will allow you to view the stats and talents of the current race/class combo without needing to generate a new game. • Character creation screen will remind you if you are in dev/cheat mode. • Ability to ESC from character creation screen. • Alchemist quest shows details about the various rewards you are working towards: "Agrimley the hermit needs your help making an Elixir of Explosive Force, which permanently increase your chance to critically strike with spells by 4%." This will only apply to characters who take the quest after enabling this addon. (Also available as separate addon.) • ToME Bugfix: 'Tactical Overlay' dropdown menu. + ToME v1.3.0 compatible. + Integrated 0player's NPC List speed performance fix. + Added frame highlights when mousing over or dragging a hotkey. Use Item Shortcuts 1.3.0Adds some additional entries to the inventory's use-item dialog to more conveniently apply some talents to items in inventory. Current added entries are:
In addition, if you have turned off the "Object & Creature links" chat message filter under Game Options, the "Link item in chat" entry is removed from the dialog. (new in v3) Also adds game option "[ZOmnibus] | Allow object actions in stores", which will allow some item actions (like tagging) to be performed on items in your inventory from within the store dialog. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Ashes of Urh'Rok 1.2.4Official 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:
Extra Dungeons 1.3.0In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Auto Use Tweaks 1.2.1Tweaks the auto use options for talents.
It has 106 options currently, to cover most situations. Bind multiple to left click [don't forget alt+shift+o for this] Talents requiring an enemy will not auto-use if under 50%mana or 25%vim or 25%stam. Changelog (cause comment system's busted): 2/5/2018 Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Improved Stores 1.3.0Adds a store in Last Hope selling lanterns and pickaxes, several additional stores to improve gear diversity, and improves the quality of infusion and rune stores. Allow Full Respec Anywhere 1.2.3Allows characters to fully respec anywhere in game, not just in towns. Turtle race 1.3.1This addon is home to bonus races, objects, and even a custom zone, for all your turtle pleasures. Races; Objects; Zones; Enemies; Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Adventurer Tweaks 1.2.5Tweaks the Adventurer class so that its skill multipliers are equal to 1.3, as well as adding 3 stat poits, and two extra generic and talent points. Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Mobility-experiment 1.3.1An experiment trying to rework and partially merge field control, mobility, acrobatics, and survival Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Inventory Keys 1.1.0Some improvements to key handling in the inventory dialog and related dialogs used by the 'd'rop command and various item-using talents:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. ¹ Disclaimer: This functionality is actually already present in the main module, if the right subsection of the dialog is focused; we merely arrange for said subsection to have focus when the dialog is initially created and displayed, so that letter selection works without further user action. Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. Plenum Tooltip: Enhanced actor tooltip display for TOME v2.4 1.3.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Improved Auto-explore and Rest 1.3.1Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Adventurer Starting Items 1.0.4A simple addon that adds a few items to your starting Inventory as an Adventurer: An Iron Shield. If you have Peppersauce's Misc Objects Addon installed, you will also get: 2 Whips. It will, however, work without it. You will, also, acquire a flat bonus of 25 to your encumbrance. Eternal Darkness 1.3.1Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Items Vault 1.3.0Donators/Buyers bonus! Arcanum Class Pack 1.3.1Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Forgeknight 1.2.5The basic idea behind the class of the Forge Knight is that of armor and weapon crafting. While item manipulation is already part of the game in form of some talents like Stone Alchemy's Imbue item or Finer energy manipulations' Reshape Weapon/Armour, class talents of the Forge Knight go one step further and allow the recreation of a piece of armour (body, helm, shield) or weapon (metallic, non-archery). The underlying crafting process is pretty simple: an existing item is being used as raw material for the creation of a new item of the same basic type and subtype. The original item is being consumed during the crafting process. Crafted items are initially basic items (white display colour) enhanced by certain bonuses like combat damage or armour and defense values. The development of passive talents allows for a broader spectrum of enhancements on the crafted weapon. Eventually, a Forge Knight learns to craft items with innate extra properties, like a developed ego (green/blue/violett display-colours) and powerful talents, which the Forge Knight gains access to while wielding the crafted item . In addition to two talent types dedicated to crafting (weapons, armours), the Forge Knight gets two additional unique talent types (class, generic) covering combat and passives, as well as several talent types from those normally available to members of the warrior classtree. The class idea was partly inspired by the concept of the Enchanter class in Arcanum from House Pet, which I had alot of fun with, and the desire to build a variation of a smith-class, which doesn't exist so far in Maj'Eyal. Addendum: - Fixed compatibility with grayswandirs weapons pack: alternative damage modificators are now enhanced too. Reduced Abuse: - any antimagic item that is being used for forging will result in forged items with an antimagic powersource Revision: - removed access to regular shield/dualwielding/2handed-talent-trees from the Forge Knight Refine & Restore: - Refine Items: Learning or putting a point into the talents "Armour Forging" or "Weapon Forging" gives access to a skill, that lets you upgrade your forged items towards your current skill level in the different talents of the forge group. Only properties that were put onto a forged item via the forge-skill previously will be affected and only items that have been forged after this patch can be refined. Forbid Nature / Arcane: - If you are too distant to nature (e.g. undead), you won't forge items which grant you wild-gift-talents anymore (unless you forge items powered by antimagic forces). Refinement Fix: - Fixed an issue, where after refining an equiped weapon or armor some properties (like resists) wouldn't be registered properly Small Fix (15.01.2015): Fix weapons_of_projection (24.01.2015): Slightly More Adventurous 1.1.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. Enhanced Wield Replace 1.1.0Allows you to choose which item to replace when wielding/wearing equipment if there are multiple possibilities. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. NOTE: If you are using this addon in conjunction with Enhanced Object Compare (directly or via ZOmnibus), be sure to update said addon(s) to at least the 2015-05-16 release (v3b for Enhanced Object Compare, v13d for ZOmnibus), as older versions will have minor interaction problems with this addon. Archery Fix 1.3.0Addon which fixes ranged weapon/ammo on hit, on crit, on kill effects. Faerie Race 1.2.3This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Adventurer Plus Addon 1.1.5Simple addon that adds a buffed adventurer class - now with Cursed Aura. Not that it needs it, haha. Edit: I was informed that since the class sets 'default' celestial energies to 20, it gets messed up if you have positive regen for one of them. This is most likely to occur with Liches. Therefore, if you're using them, use the newer version, which removes the default celestial stuff. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Inventory Sort Order 1.3.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Midnight 1.3.0Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Adventurer Class Boost 1.3.1This mod is not intended to be balanced. For the majority of players, it will likely spoil/ruin the game. If you are one of those players, do not download or use the mod. This mod alters the Adventurer class to provide even more freedom in customizing your talents. A new elven subrace is also included which provides several talents (i.e. racial) which Adventurer does not pick up. Sufficient points and options are available to make character level the only limiting factor in your talent selections. You are not obligated to use all points provided. Given the boosts your character will receive while playing with this mod active, it is strongly recommended that you select the highest difficulty setting available to you. If you have not yet unlocked the Adventurer class, you will also need the Ignore Race/Class Locks mod. This mod was tested with TOME v1.3.1. Since it only edits the Adventurer-class-specific data and adds a sub-race, it should remain compatible with most other mods. For example, the Infinite 500 mod alters many parts of the game mechanics, but it doesn't make edits which affect Adventurers without affecting other characters, so the edits do not conflict. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Enhanced Object Compare 1.3.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Ogre |
Class | Adventurer |
Level / Exp | 50 / 1822% |
Size | big |
Lifes / Deaths | Killed by Eiliniwen the elven guard at level 25 on the 76th Dusk 122nd year of Ascendancy at 14:22 2 / 5Killed by Belugatira the elven guard at level 27 on the 78th Dusk 122nd year of Ascendancy at 17:57 Killed by Salimita the elven blood mage at level 27 on the 78th Dusk 122nd year of Ascendancy at 19:27 Killed by overpowered greater multi-hued wyrm at level 41 on the 47th Regrowth 123rd year of Ascendancy at 14:54 Killed by overpowered greater multi-hued wyrm at level 41 on the 47th Regrowth 123rd year of Ascendancy at 18:31 |
Primary Stats
Strength | 148 (base 62) |
Dexterity | 87 (base 65) |
Constitution | 86 (base 60) |
Magic | 127 (base 61) |
Willpower | 85 (base 60) |
Cunning | 115 (base 60) |
Resources
Mana | 211/439 |
Negative | 236/237 |
Life | 1565/1565 |
Paradox | 600 |
Equilibrium | 0 |
Vim | 345/346 |
Positive | 171/197 |
Stamina | 426/426 |
Psi | 16/165 |
Healing Factor | 1.19 |
Regeneration | 33.776161908198 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +260.6157282363% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | -992 |
Infravision | 5 |
Stealth | 83.397774236803 |
Offense: Mainhand
Damage | 257 |
Accuracy | 76 |
Crit Chance | 70% |
APR | 60 |
Speed | 1.00 |
Offense: Offhand
Damage | 100 |
Accuracy | 68 |
Crit Chance | 75% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 96.505924707312 |
Crit Chance | 100% |
Speed | 1 |
Cooldown Reduction | 30 |
Offense: Mind
Mindpower | 67.9 |
Crit Chance | 39% |
Speed | 1 |
Offense: Damage Bonus
All | +13% |
Defense: Base
Armour (hardiness) | 62.831295517367 (40%) |
Defense | 62.578874476146 |
Ranged Defense | 72.526664348569 |
Fatigue | 0 |
Physical Save | 62.10625 |
Spell Save | 56.408333333333 |
Mental Save | 48.341666666667 |
Defense: Resistances
All | + 22%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 15% |
Pinning Resistance | 30% |
Disarm Resistance | 22% |
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (6/6)
Runes | Effective talent level: 1.0 Rune: EnchantmentUse 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 enchant your weapons and armour for 9 turns. This enchantment increases your accuracy and armour by 44 and adds 75 arcane damage to all your hits. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 768 damage for 6 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1231% over 10 turns and instantly restoring 62 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 850% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 23 for 12 turns. While Heroism is active, you will only die when reaching -1160 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 27% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Class Talents
Celestial / Moon magic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Psionic / Absorption | 1.30 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Air | 1.70 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Celestial / Eclipse | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Magical combat | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Speed Control | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Celestial / Combat | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Deeprock | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Flux | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Corruption / Reaving combat | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Spell / Meta | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Corruption / Demonic strength | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Light | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Harmony | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Forger's endurance | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Augmented mobility | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Ogre | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Energy | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Arcane Combat |
talent | Stealth |
talent | Arcane Shield |
talent | Charged Shield |
talent | Thunderstorm |
talent | Weapon of Light |
talent | Feather Wind |
talent | Shielding |
talent | Beyond the Flesh |
talent | Arcane Feed |
talent | Hurricane |
talent | Energy Decomposition |
talent | Corona |
talent | Kinetic Shield |
talent | Weapon of Wrath |
talent | Abyssal Shield |
talent | Reality Smearing |
talent | Skate |
talent | Defensive Posture |
talent | Quicken Spells |
talent | Second Life |
talent | Tempest |
detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 20% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
beneficial effect | The target is moving is 105% faster. 3 Celerity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have encountered a dying sun paladin that told you about the orcs breeding pit, a true abomination. Desperate MeasuresYou have taken upon yourself to cleanse it and deal a crippling blow to the orcs. The abominable task is done. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a regenade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Magic by +2. | done |
You failed to protect the injured seer from death by giant venus flytrap. Escort: injured seer (level 2 of Trollmire) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 5 of Dreadfell. Escort: lone alchemist (level 5 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you improved Cunning by +2. | done |
You failed to protect the lost warrior from death by Lisurin the snow giant. Escort: lost warrior (level 1 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You failed to protect the worried loremaster from death by Belewyn the large brown snake. Escort: worried loremaster (level 2 of Scintillating Caves) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 1598. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of precision without your aid. Marus of Elvala needs your help making an elixir of mysticism, which can be used to permanently increase your magic and willpower by three. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed red crystal shard. * You've found the needed vial of greater demon bile. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit needs your help making an elixir of serendipity, which can be used to permanently increase your luck by 5. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed bear paw. * You've found the needed green worm. Ungrol of Last Hope needs your help making an elixir of brawn, which can be used to permanently increase your strength and constitution by three. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed vial of squid ink. * You've found the needed hummerhorn wing. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | Esiotrot Degnared eht fo ffatS (35-42 power, 5 apr, physical damage) Esiotrot Degnared eht fo ffatS (35-42 power, 5 apr, physical damage)Requires: - Constitution 24 Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 Base power: 35.0 - 42.0 Uses stat: 120% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +8.0% Attack speed: 100% When wielded/worn: Changes stats: +8 Con Changes damage: +6% all / +48% physical Physical save: +34 (+9 eff.) Spellpower: +20 (+3 eff.) Spell crit. chance: +12% ...swonk ydobon ,degnahc eh yhW .redeal detcepser a eb ot desu ffats siht fo renwo eht yas yehT. Press to compare |
On hands | Fist of the Destroyer (8 def, 0 armour) Fist of the Destroyer (8 def, 0 armour)Requires: 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: 140% Wil, 80% Cun, 20% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 100% 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: 14% It can be used to activate talent Darkfire (costing 12 power out of 12/12) : Effective talent level: 7.5 Power cost: 12 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 277.84 fire damage and 223.23 darkness damage in a radius of 7. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. Press to compare |
Light source | Spectral Cage Spectral CagePowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Talent cooldown: Chill of the Tomb (-2 turns) Spellpower: +10 (+2 eff.) Light radius: +5 It can be used to release a will o' the wisp, costing 20 power out of 20/20. This ancient, weathered lantern glows with a pale blue light. The metal is icy cold to the touch. Press to compare |
On head | drakeskin leather cap 'Polulrakira' (12 def, 5 armour) drakeskin leather cap 'Polulrakira' (12 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +11 (+3 eff.) Physical power: +8 (+1 eff.) Armour: +5 Defense: +12 (+3 eff.) Fatigue: +5% Effects when hit in melee: * 16% chance to gain 10% of a turn Damage when hit (Melee): 8 acid Changes stats: +4 Str / +5 Dex / +15 Cun / +5 Con Changes resistances: +30% fire / -17% light / +15% cold Disease immunity: +10% Confusion immunity: +15% Pinning immunity: +10% Life regen: +7.50 Maximum life: +20.00 A cap made of leather. Press to compare |
On feet | pair of hardened leather boots 'Velyta' (0 def, 3 armour) pair of hardened leather boots 'Velyta' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Str / +7 Dex / +1 Con / +11 Lck Stealth bonus: +11 Light radius: +3 A pair of boots made of leather. Press to compare |
Tool | The Bladed Rift The 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 (+2 eff.) Mindpower: +10 (+2 eff.) This item does not take a turn to use. Activating this item is instant. It can be used to activate talent Animate Blade (costing 15 power out of 25/25) : Effective talent level: 1.0 Power cost: 15 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animate 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. Press to compare |
On fingers | 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 43.28 cold and 37.70 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. Press to compare |
On fingers | Belylle BelyllePowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to blind Effects on ranged hit: * 16% chance to blind Damage when hit (Melee): 4 arcane Changes stats: +1 Con Spell save: +11 (+4 eff.) Disarm immunity: +22% Pinning immunity: +20% Knockback immunity: +25% Maximum life: +26.00 Maximum stamina: +12.00 Spellpower: +6 (+1 eff.) Rings can have magical properties. Press to compare |
Around neck | Chargemistress =WOW .40air +more!!!= Chargemistress =WOW .40air +more!!!=Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 15% chance to daze * Slows global speed by 30% Damage (Melee): 26 light / 29 darkness Effects when hit in melee: * 27% chance to blind * 21% chance to inflict damage reduction Damage when hit (Melee): 8 lightning Changes damage: +24% lightning / +30% light / +26% darkness Talent mastery: +0.40 Spell / Air Amulets can have magical properties. Press to compare |
In main hand | Awakened Staff of Absorption (60-72 power, 60 apr, arcane damage) Awakened Staff of Absorption (60-72 power, 60 apr, arcane damage)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+7 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 200 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." Press to compare |
Around waist | Binding of the Elements Binding of the ElementsPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Armour Hardiness: +10% Defense: +10 (+2 eff.) Changes resistances: +10% lightning / +10% fire / +10% cold / +10% physical Damage affinity(heal): +10% lightning / +10% fire / +10% cold / +10% physical Talent mastery: +0.20 Spell / Elemental fusion It can be used to activate talent Bind Elemental (costing 30 power out of 40/40) : Effective talent level: 5.2 Power cost: 30 out of 40/40. Range: 5 Travel Speed: instantaneous Is: a spell Description: Binds an elemental into your control, giving you full control over its actions for 12 turns. When the effect ends the elemental will be banished. Instakill immunity will block Bind Elemental. The duration and chance to bind will increase with your Willpower. Each point in Bind Elemental will also increase your elemental damage penetration by 4%. An unknown crafter has bound the elemental threads of creation into this belt. Press to compare |
In off hand | Kauila's Staff (15-18 power, 3 apr, cold damage) Kauila's Staff (15-18 power, 3 apr, cold damage)Requires: - Magic 34 - Constitution 18 Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stat: 100% Mag Damage type: Cold Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +6.0% Attack speed: 100% When wielded/worn: Changes damage: +30% cold Talent masteries: +0.20 Spell / Water +0.20 Spell / Ice Spellpower: +22 (+4 eff.) Spell crit. chance: +15% Talent on hit(spell): Ice Shards (20% chance level 2). It can be used to activate talent Tidal Wave (costing 35 power out of 50/50) : Effective talent level: 4.5 Power cost: 35 out of 50/50. 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 1 per turn to a maximum eventual radius of 5, doing 115.37 cold damage and 100.52 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 8 turns. All creatures hit gain the wet effect which reduces their stun/freeze resistance by half of their value and interracts with other cold spells. The damage and duration will increase with your Spellpower. Living in a freshwater spring, the owner of this staff had used it to control the water, protecting her children. Until the day she died, not a single turtle had been harmed. This staff can be wielded in your off-hand. Press to compare |
Cloak | Shockborn (2 def, 9 armour) Shockborn (2 def, 9 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +9 Defense: +2 (+0 eff.) Effects on melee hit: * 40% chance to daze Damage when hit (Melee): 8 lightning / 8 blight Changes resistances: +15% blight / +17% cold / +13% nature Changes resistances penetration: +5% lightning Physical save: +8 (+2 eff.) Mental save: +11 (+4 eff.) Life regen: +1.60 Only die when reaching: -50.00 life Healing mod.: +19% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
Main armor | The Calm (15 def, 0 armour) The Calm (15 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +15 (+4 eff.) Changes stats: +10 Mag / +8 Wil / +6 Cun Changes resistances: +20% lightning Changes resistances penetration: +15% lightning Changes damage: +25% lightning Spellpower: +20 (+3 eff.) Movement speed: +10% Slows Projectiles: +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. Press to compare |
Inventory
regeneration infusion of the psychic (heal 381 over 5 turns) regeneration infusion of the psychic (heal 381 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 381 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 600 over 5 turns) regeneration infusion of the sneak (heal 600 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 600 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 39%; cure magical) wild infusion of the duelist (resist 39%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 39% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare |
wild infusion of the psychic (resist 38%; cure magical, physical) wild infusion of the psychic (resist 38%; cure magical, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 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 or physical effect and reduce all damage taken by 38% for 8 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare |
wild infusion of the sneak (resist 42%; cure magical) wild infusion of the sneak (resist 42%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 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 effect and reduce all damage taken by 42% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare |
wild infusion of the sneak (resist 42%; cure magical) wild infusion of the sneak (resist 42%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 42% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare |
wild infusion of the warrior (resist 25%; cure mental) wild infusion of the warrior (resist 25%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 25% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare |
wild infusion of the warrior (resist 30%; cure magical) wild infusion of the warrior (resist 30%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 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 effect and reduce all damage taken by 30% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare |
wild infusion of the wizard (resist 39%; cure physical) wild infusion of the wizard (resist 39%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 39% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare |
heroism infusion of the duelist (+18 for 9 turns, die at -863) heroism infusion of the duelist (+18 for 9 turns, die at -863)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 18 for 9 turns. While Heroism is active, you will only die when reaching -863 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare |
heroism infusion of the titan (+18 for 11 turns, die at -742) heroism infusion of the titan (+18 for 11 turns, die at -742)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 18 for 11 turns. While Heroism is active, you will only die when reaching -742 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare |
movement infusion of the duelist (973% speed; 9 turns) movement infusion of the duelist (973% speed; 9 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 973% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare |
movement infusion of the warrior (765% speed; 5 turns) movement infusion of the warrior (765% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 765% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare |
manasurge rune of the wizard (1735% regen over 10 turns; 87 instant mana) manasurge rune of the wizard (1735% regen over 10 turns; 87 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1735% over 10 turns and instantly restoring 87 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic 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. Press to compare |
shielding rune of the duelist (absorb 447 for 4 turns) shielding rune of the duelist (absorb 447 for 4 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: 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 447 damage for 4 turns. Its effects scale with your Dexterity 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. Press to compare |
shielding rune of the warrior (absorb 831 for 6 turns) shielding rune of the warrior (absorb 831 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: 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 831 damage for 6 turns. 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. Press to compare |
shielding rune of the wizard (absorb 669 for 7 turns) shielding rune of the wizard (absorb 669 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: 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 669 damage for 7 turns. Its effects scale with your Magic 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. Press to compare |
shielding rune of the wizard (absorb 653 for 4 turns) shielding rune of the wizard (absorb 653 for 4 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: 10 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 653 damage for 4 turns. Its effects scale with your Magic 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. Press to compare |
teleportation rune of the psychic (range 105) teleportation rune of the psychic (range 105)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: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 105 with a minimum range of 15. 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. |
teleportation rune of the wizard (range 154) teleportation rune of the wizard (range 154)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: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 154 with a minimum range of 15. Its effects scale with your Magic 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. |
enchantment rune of the duelist (+32 for 8 turns) enchantment rune of the duelist (+32 for 8 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 1.0 Use 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 enchant your weapons and armour for 8 turns. This enchantment increases your accuracy and armour by 32 and adds 56 arcane damage to all your hits. Its effects scale with your Dexterity 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. Press to compare |
enchantment rune of the duelist (+36 for 13 turns) enchantment rune of the duelist (+36 for 13 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to enchant your weapons and armour for 13 turns. This enchantment increases your accuracy and armour by 36 and adds 63 arcane damage to all your hits. Its effects scale with your Dexterity 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. Press to compare |
lightning rune of the duelist (1245 lightning damage) lightning rune of the duelist (1245 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 414.97 to 1244.91 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 Dexterity 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 sneak (range 16) controlled phase door rune of the sneak (range 16)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 (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 16. 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 12) controlled phase door rune of the warrior (range 12)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 (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 12. 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. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
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. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... Press to compare |
copper amulet 'Layabrelaith' copper amulet 'Layabrelaith'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Wil Mental save: +3 (+1 eff.) Cut immunity: +50% Healing mod.: +13% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 347 life. The life healed will increase with your Mindpower. Amulets can have magical properties. Press to compare |
grounding copper amulet of mastery (0.13 Celestial / Radiance) grounding copper amulet of mastery (0.13 Celestial / Radiance)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% lightning Talent mastery: +0.13 Celestial / Radiance Stun/Freeze immunity: +22% Amulets can have magical properties. Press to compare |
Chalekhad ChalekhadCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +1 Changes stats: +2 Str Changes resistances penetration: +5% physical Talent mastery: +0.21 Wild-gift / Oozing blades Physical save: +25 (+6 eff.) Amulets can have magical properties. Press to compare |
steel amulet 'Naturehacker' =nyce= steel amulet 'Naturehacker' =nyce=Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -6% Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 4 mind Changes stats: +5 Dex / +4 Cun / +4 Con Changes resistances: +11% fire / +6% mind / +14% cold Changes damage: +6% mind Blindness immunity: +11% Life regen: +0.30 Stamina each turn: +0.50 Infravision radius: +3 Sight radius: +2 See invisible: +6 Movement speed: +10% Amulets can have magical properties. Press to compare |
Choker of Dread Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+1 eff.) See invisible: +10 It can be used to summon an elder vampire to your side for 15 turns, costing 60 power out of 60/60. The evilness of undeath radiates from this amulet. Press to compare |
starlit gold amulet of manastreaming starlit gold amulet of manastreamingPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Mag Changes resistances: +19% light / +13% darkness Blindness immunity: +29% Mana each turn: +0.17 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +40.00 Amulets can have magical properties. Press to compare |
Arthudas the stralite amulet Arthudas the stralite amuletPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +6 Defense: +8 (+2 eff.) Changes stats: +6 Mag / +1 Wil / +3 Con Changes resistances cap: +6% all Changes damage: +8% acid / +8% fire / +7% cold / +8% lightning Grants telepathy: Demon/Minor Demon/Major Physical save: +22 (+6 eff.) Teleport immunity: +50% Spellpower: +6 (+1 eff.) Spell crit. chance: +6% See invisible: +3 It can be used to teleport you randomly (rad 51), putting all charms on cooldown for 15 turns. Amulets can have magical properties. Press to compare |
Gilihek GilihekInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 40% chance to gain 10% of a turn * 15% chance to corrode armour Changes stats: +7 Str / +7 Dex / +11 Wil Changes resistances: +6% acid / +22% fire / +3% temporal / +26% cold Mental save: +5 (+2 eff.) Confusion immunity: +18% Mindpower: +10 (+2 eff.) Amulets can have magical properties. Press to compare |
Unflinching Eye Unflinching EyePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 It can be used to activate talent Arcane Eye (costing 60 power out of 60/60) : Effective talent level: 2.6 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 17 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 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. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. Press to compare |
stralite amulet 'Elenugorn' =THROW BOMB!= stralite amulet 'Elenugorn' =THROW BOMB!=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +5% arcane / +16% mind Changes damage: +3% arcane Talent mastery: +0.27 Spell / Explosive admixtures Amulets can have magical properties. Press to compare |
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. Press to compare |
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. Press to compare |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. Press to compare |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+4 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.6 Power cost: 40 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 47 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. Press to compare |
Korosta the Blastbraze Korosta the BlastbrazePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 4 lightning / 12 blight Changes stats: +4 Cun / +5 Mag Changes resistances: +15% blight / +36% light Changes resistances penetration: +10% lightning Changes damage: +15% blight / +18% light Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +10 (+2 eff.) Rings can have magical properties. Press to compare |
stralite ring 'Daywitch' stralite ring 'Daywitch'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +12 (+3 eff.) Effects on melee hit: * 15% chance to blind Changes stats: +6 Cun Changes resistances: +3% fire Changes resistances penetration: +10% fire Changes damage: +15% light / +9% fire Rings can have magical properties. Press to compare |
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 (+2 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 / Two-handed weapons +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Grappling +0.30 Technique / Thuggery +0.30 Technique / Shield offense +0.30 Technique / Unarmed training +0.30 Technique / Archery prowess +0.30 Technique / Shield defense +0.30 Technique / Combat training +0.30 Technique / Two-handed assault +0.30 Technique / Combat veteran +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Combat techniques +0.30 Technique / Pugilism +0.30 Technique / Superiority +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. Press to compare |
conjurer's voratun ring conjurer's voratun ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Mag / +8 Wil Spellpower: +15 (+2 eff.) Rings can have magical properties. Press to compare |
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: +6 Mag / +7 Wil Changes resistances: +23% acid / +23% fire / +22% lightning / +19% cold Spellpower: +12 (+2 eff.) Rings can have magical properties. Press to compare |
Penitence (15-18 power, 4 apr, nature damage) Penitence (15-18 power, 4 apr, nature damage)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 120% Mag Damage type: Nature Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes resistances: +30% blight Damage affinity(heal): +20% nature Spellpower: +15 (+2 eff.) Spell crit. chance: +10% It can be used to cure up to 6 diseases or poisons (based on Magic), costing 10 power out of 60/60. A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Press to compare |
Staff of Destruction (20-24 power, 4 apr, fire damage) Staff of Destruction (20-24 power, 4 apr, fire damage)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 150% Mag Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% lightning / +20% fire / +20% arcane / +20% cold Talent granted: +1 Command Staff Spellpower: +10 (+2 eff.) Spell crit. chance: +15% Talent on hit(spell): Impending Doom (10% chance level 1). This unique-looking staff is carved with runes of destruction. Press to compare |
elven-wood vilestaff 'Lisaldassra' (34-40.8 power, 5 apr, physical damage) elven-wood vilestaff 'Lisaldassra' (34-40.8 power, 5 apr, physical damage)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 34.0 - 40.8 Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +16 blight When wielded/worn: Changes stats: +1 Wil Changes resistances penetration: +15% blight Changes damage: +34% acid / +9% arcane Talent granted: +1 Command Staff Spellpower: +17 (+3 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. Press to compare |
greater elven-wood vilestaff (25-30 power, 5 apr, physical damage) greater elven-wood vilestaff (25-30 power, 5 apr, physical damage)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% acid / +25% fire / +25% darkness / +25% blight Talent granted: +1 Command Staff Spellpower: +15 (+2 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. Press to compare |
potent elven-wood magestaff of invocation (35-42 power, 5 apr, physical damage) potent elven-wood magestaff of invocation (35-42 power, 5 apr, physical damage)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 35.0 - 42.0 Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +35% lightning Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +25 (+4 eff.) Spell crit. chance: +4% It can be used to conjure elemental energy in a radius 8 cone, dealing 202.38 - 242.86 lightning damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. Press to compare |
Ce'Numa the Skywarden (30-36 power, 6 apr, physical damage) =healmod= Ce'Numa the Skywarden (30-36 power, 6 apr, physical damage) =healmod=Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +4 lightning When wielded/worn: Physical crit. chance: +14.0% Changes stats: +12 Con Changes resistances: +9% nature / +3% darkness Changes damage: +30% light Talent granted: +1 Command Staff Critical mult.: +17.00% Cut immunity: +10% Silence immunity: +10% Knockback immunity: +15% Life regen: +3.40 Spellpower: +31 (+5 eff.) Spell crit. chance: +5% Healing mod.: +59% Staves designed for wielders of magic, by the greats of the art. Press to compare |
Coalwolf the dragonbone starstaff (30-36 power, 6 apr, physical damage) Coalwolf the dragonbone starstaff (30-36 power, 6 apr, physical damage)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to gain 10% of a turn When wielded/worn: Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 4 darkness Changes resistances: +6% temporal Changes damage: +9% temporal / +6% darkness / +30% physical Talent granted: +1 Command Staff Physical save: +15 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +13 (+4 eff.) Spellpower: +15 (+2 eff.) Spell crit. chance: +33% Staves designed for wielders of magic, by the greats of the art. Press to compare |
Kheligagorn (38-45.6 power, 6 apr, physical damage) Kheligagorn (38-45.6 power, 6 apr, physical damage)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 38.0 - 45.6 Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +8 Mag / +1 Wil / +5 Cun / +5 Con Changes resistances: +12% temporal / +12% darkness / +5% arcane Changes damage: +38% acid / +6% mind Talent granted: +1 Command Staff Critical mult.: +23.00% Vim when firing critical spell: +6.00 Maximum psi: +20.00 Maximum vim: +35.00 Maximum neg.energy: +50.00 Spellpower: +19 (+3 eff.) Spell crit. chance: +5% Defense after a teleport: +26 Resist all after a teleport: +25% New effects duration reduction after a teleport: +34% Reduces paradox anomalies(equivalent to willpower): +22 Staves designed for wielders of magic, by the greats of the art. Press to compare |
Rod of Sarrilon (30-36 power, 4 apr, temporal damage) Rod of Sarrilon (30-36 power, 4 apr, temporal damage)Requires: - Magic 48 Powered by unknown forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 150% Mag Damage type: Temporal Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes resistances penetration: +30% temporal Changes damage: +40% temporal Talent masteries: +0.10 Chronomancy / Stasis +0.10 Chronomancy / Flux +0.10 Spell / Temporal Talents cooldown: Attenuate (-1 turn) Stop (-2 turns) Time Shield (-3 turns) Time Shield (-3 turns) Teleport immunity: +100% Spellpower: +40 (+6 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. Press to compare |
dragonbone starstaff of warding (30-36 power, 6 apr, physical damage) dragonbone starstaff of warding (30-36 power, 6 apr, physical damage)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +4 Defense: +4 (+1 eff.) Maximum wards: +2 physical Changes damage: +30% physical Talents granted: +1 Ward +1 Command Staff Spellpower: +15 (+2 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. Press to compare |
dragonbone vilestaff 'Velita' (40-48 power, 6 apr, physical damage) dragonbone vilestaff 'Velita' (40-48 power, 6 apr, physical damage)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 40.0 - 48.0 Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Fatigue: -6% Changes resistances: +3% cold / +9% light / +3% darkness Changes resistances penetration: +15% temporal Changes damage: +40% darkness Talent granted: +1 Command Staff Cut immunity: +10% Stamina each turn: +0.20 Spellpower: +20 (+3 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. Press to compare |
ethereal dragonbone vilestaff of paradox (30-36 power, 6 apr, physical damage) ethereal dragonbone vilestaff of paradox (30-36 power, 6 apr, physical damage)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 temporal When wielded/worn: Defense: +18 (+4 eff.) Damage (Melee): 7 % chance of confusion Changes damage: +30% acid Talent granted: +1 Command Staff Spellpower: +22 (+4 eff.) Spell crit. chance: +5% Damage Shield penetration: +34% Staves designed for wielders of magic, by the greats of the art. Press to compare |
lifebinding dragonbone starstaff (30-36 power, 6 apr, physical damage) lifebinding dragonbone starstaff (30-36 power, 6 apr, physical damage)Requires: - Magic 48 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +5 Con Changes damage: +30% darkness Talent granted: +1 Command Staff Life regen: +1.40 Spellpower: +22 (+4 eff.) Spell crit. chance: +5% Healing mod.: +25% Staves designed for wielders of magic, by the greats of the art. Press to compare |
magewarrior's short dragonbone magestaff of projection (30-36 power, 6 apr, physical damage) =short= magewarrior's short dragonbone magestaff of projection (30-36 power, 6 apr, physical damage) =short=Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +8.0% Physical power: +13 (+2 eff.) Changes damage: +30% cold Talent granted: +1 Command Staff Critical mult.: +11.00% Spellpower: +27 (+4 eff.) Spell crit. chance: +11% It can be used to project a bolt from the staff (to range 10) dealing 192.22 - 230.66 cold damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. Press to compare |
potent dragonbone magestaff of blood (42-50.4 power, 6 apr, physical damage) potent dragonbone magestaff of blood (42-50.4 power, 6 apr, physical damage)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 42.0 - 50.4 Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +13 draining blight When wielded/worn: Changes damage: +42% cold Talent granted: +1 Command Staff Spellpower: +20 (+3 eff.) Spell crit. chance: +5% Life leech chance: +15% Life leech: +13% Staves designed for wielders of magic, by the greats of the art. Press to compare |
short dragonbone magestaff of might (30-36 power, 6 apr, physical damage) =short= short dragonbone magestaff of might (30-36 power, 6 apr, physical damage) =short=Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% cold Talent granted: +1 Command Staff Spellpower: +15 (+2 eff.) Spell crit. chance: +18% Staves designed for wielders of magic, by the greats of the art. Press to compare |
short dragonbone starstaff of fate (30-36 power, 6 apr, physical damage) =short= short dragonbone starstaff of fate (30-36 power, 6 apr, physical damage) =short=Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% temporal Talent granted: +1 Command Staff Physical save: +11 (+3 eff.) Spell save: +13 (+4 eff.) Mental save: +9 (+3 eff.) Spellpower: +15 (+2 eff.) Spell crit. chance: +11% Staves designed for wielders of magic, by the greats of the art. Press to compare |
Khulmanar's Wrath (70-105 power, 8 apr) Khulmanar's Wrath (70-105 power, 8 apr)Requires: - Strength 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: 120% Wil Damage type: Physical Mastery: Weapons Mastery 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 35 power out of 35/35) : Effective talent level: 3.0 Power cost: 35 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 388.74 fire damage, and flames will be left dealing a further 90.95 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. Press to compare |
The Gaping Maw (72-108 power, 4 apr) The Gaping Maw (72-108 power, 4 apr)Requires: - Strength 60 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 72.0 - 108.0 Uses stat: 120% Wil Damage type: Physical Mastery: Weapons Mastery 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. Press to compare |
Tirakai's Maul (32-41.6 power, 6 apr) Tirakai's Maul (32-41.6 power, 6 apr)Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 32.0 - 41.6 Uses stats: 120% Wil, 10% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +8.0% Attack speed: 100% When wielded/worn: No gem It can be used to imbue the hammer with a gem of your choice, costing 10 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. Press to compare |
Blighted Maul (96-144 power, 22 apr) Blighted Maul (96-144 power, 22 apr)Requires: - Strength 60 Powered by arcane forces 12.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 96.0 - 144.0 Uses stat: 140% Wil Damage type: Physical Mastery: Weapons Mastery 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 442.54 to 1327.62 physical damage (based on Strength). Damage conversion: 20% blight When wielded/worn: Changes damage: +12% physical Critical mult.: +40.00% Knockback immunity: +30% It can be used to knock away other craatures within radius 4), dealing 1155.07 to 2310.14 physical damage (based on Strength) to each, costing 50 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. Press to compare |
Warmaster Gnarg's Murderblade (60-96 power, 19 apr) Warmaster Gnarg's Murderblade (60-96 power, 19 apr)Requires: - Strength 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: 120% Wil Damage type: Physical Mastery: Weapons Mastery 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: +0.20 Technique / Two-handed maiming +0.20 Technique / Two-handed weapons +0.20 Technique / Two-handed assault A blood-etched greatsword, it has seen many foes. From the inside. Press to compare |
Champion's Will (67-107.2 power, 22 apr) Champion's Will (67-107.2 power, 22 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 67.0 - 107.2 Uses stats: 115% Wil, 20% Con Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 Physical crit. chance: +12.0% Attack speed: 100% On weapon hit: * releases a burst of light, dealing damage equal to your spellpower in a 3 radius cone. When wielded/worn: Changes stats: +12 Str / +6 Mag / +7 Con Talent masteries: +0.20 Celestial / Sun +0.10 Celestial / Radiance +0.20 Celestial / Crusader Talents cooldown: Sun Ray (-1 turn) Absorption Strike (-1 turn) Flash of the Blade (-1 turn) Increases the damage of Sun Beam by 15%. It can be used to attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt, costing 30 power out of 30/30. This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. Press to compare |
Dethblyd (70-112 power, 18 apr) Dethblyd (70-112 power, 18 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 70.0 - 112.0 Uses stats: 130% Wil, 10% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +18 Physical crit. chance: +20.0% Attack speed: 100% On weapon hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. Lifesteal (this weapon only): +5% When wielded/worn: Changes stats: +10 Str / +8 Mag / +5 Con Talent masteries: +0.10 Corruption / Torture +0.20 Corruption / Brutality +0.20 Corruption / Wrath Talents cooldown: Draining Assault (-1 turn) Abduction (-1 turn) Detonating Charge (-1 turn) Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. Press to compare |
Islinne the Shockkill (73.5-117.6 power, 16 apr) Islinne the Shockkill (73.5-117.6 power, 16 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 73.5 - 117.6 Uses stat: 120% Wil Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Physical crit. chance: +4.0% Attack speed: 100% Burst (radius 1) on hit: +8 lightning Burst (radius 2) on crit: +8 lightning When wielded/worn: Armour penetration: +20 Physical crit. chance: +20.0% Effects on melee hit: * 30% chance to disease Damage when hit (Melee): 8 lightning Changes resistances: +6% lightning / +14% all Changes resistances penetration: +21% nature Changes damage: +6% blight Critical mult.: +26.00% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. Press to compare |
Butcher (48-67.2 power, 12 apr) Butcher (48-67.2 power, 12 apr)Requires: - Strength 40 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2 Uses stat: 100% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On weapon kill: * Enter a Rampage (Shared cooldown). When wielded/worn: Accuracy: +18 (+4 eff.) Changes stats: +10 Str / +10 Wil / +7 Cun Talent masteries: +0.20 Cursed / Rampage +0.20 Cursed / Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in bloodied block. Beneath, a carving said "This was fun, let's do it again some time." Press to compare |
The Black Spike (48-67.2 power, 20 apr) The Black Spike (48-67.2 power, 20 apr)Requires: - Strength 40 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2 Uses stat: 100% Wil Damage type: Physical Mastery: Weapons Mastery 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: +15% darkness 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." Press to compare |
Wintertide (39-54.6 power, 10 apr) Wintertide (39-54.6 power, 10 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 39.0 - 54.6 Uses stat: 100% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * Create a Winter Storm that gradually expands (from radius 1 to radius 4), dealing 244.52 cold damage (based on Strength) to your enemies each turn and slowing their ability to act by 20%. Subsequent melee strikes will relocate the storm on top of your target and increase its duration. Damage (Melee): +25 ice When wielded/worn: Damage when hit (Melee): 40 ice Changes resistances: +25% cold Changes damage: +20% cold Ice block penetration: +35% Storm Duration: None It can be used to precipitate ice from your winter storm to create walls (lasting 10 turns) in each space it occupies, costing 30 power out of 40/40. The air seems to freeze around the blade of this sword, draining all heat from the area. It is said the Conclave created this weapon for their warmaster during the dark times of the first allure war. Press to compare |
Thunderfall (50-70 power, 6 apr) Thunderfall (50-70 power, 6 apr)Requires: - Willpower 30 - Strength 50 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 50.0 - 70.0 Uses stat: 100% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +50 lightning / +50 physical Burst (radius 2) on crit: +100 lightning / +100 physical It can be used to strike a target at up to range 10 for an automatic critical hit as lightning damage, costing 60 power out of 60/60. Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls. Press to compare |
Ureslak's Femur (52-72.8 power, 5 apr) Ureslak's Femur (52-72.8 power, 5 apr)Requires: - Dexterity 30 - Strength 45 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 52.0 - 72.8 Uses stat: 100% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 10% chance to shimmer to a different hue and gain powers A shortened femur of the mighty prismatic dragon, this erratic club still pulses with Ureslak's volatile nature. Press to compare |
Loryran the Phlegmblack (42.5-55.25 power, 6 apr) Loryran the Phlegmblack (42.5-55.25 power, 6 apr)Requires: - Strength 38 - Dexterity 38 Infused by nature 2.50 Encumbrance. [Unique] Type: weapon / rapier ; tier 5 Base power: 42.5 - 55.3 Uses stats: 40% Wil, 80% Cun Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom Damage (Melee): +19 temporal / +18 nature / +8 mind Burst (radius 1) on hit: +8 mind Burst (radius 2) on crit: +24 ice When wielded/worn: Armour: +11 Damage when hit (Melee): 4 nature Changes resistances: +3% nature / +5% all Changes resistances penetration: +15% cold / +14% nature / +5% mind Changes damage: +6% mind A light sword. Press to compare |
Mayoldawen the Torchbreacher (41.5-58.1 power, 6 apr) Mayoldawen the Torchbreacher (41.5-58.1 power, 6 apr)Requires: - Magic 38 - Constitution 38 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / sceptre ; tier 5 Base power: 41.5 - 58.1 Uses stats: 50% Mag, 50% Con Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +41 cold When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Armour Hardiness: +7% Effects on melee hit: * 40% chance to gain 10% of a turn Changes resistances: +13% physical Changes damage: +9% fire / +18% cold Critical mult.: +25.00% Mental save: +6 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +11 Maximum hate: +6.00 Spellpower: +15 (+2 eff.) Spell crit. chance: +12% Blunt and deadly. Press to compare |
warbringer's voratun sceptre of mana warping (42-58.8 power, 6 apr) warbringer's voratun sceptre of mana warping (42-58.8 power, 6 apr)Requires: - Magic 38 - Constitution 38 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / sceptre ; tier 5 Base power: 42.0 - 58.8 Uses stats: 50% Mag, 50% Con Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Arcane Vortex (10% chance level 5). Damage conversion: 25% arcane silence When wielded/worn: Physical power: +15 (+2 eff.) Changes stats: +7 Con Changes resistances penetration: +20% arcane / +15% physical Disarm immunity: +29% Spellpower: +15 (+2 eff.) Blunt and deadly. Press to compare |
Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr) Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr)Requires: - Strength 42 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 58.0 - 81.2 Uses stat: 100% Wil Damage type: Physical bleed Mastery: Weapons Mastery 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. Press to compare |
clear glowing aurastone clear glowing aurastoneRequires: - Magic 34 - Talent Magic Weapons Mastery (level 2) Powered by arcane forces 1.00 Encumbrance. Type: weapon / aurastone ; tier 4 When wielded/worn: When used to modify unarmed attacks: Base power: 1.0 - 1.1 Uses stat: 25% Mag Damage type: Physical Additonal Strike on hit (costing 2 mana): Base power: 4.0 - 4.4 Uses stat: 25% Mag Damage type: Light Mastery: Magic Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: -35.0% Burst (radius 1) on hit: +16 light A small stone that exudes a faint magical aura. Those who are trained can channel magic through them while they are clenched in their fists, striking out with magical energies on every punch. Press to compare |
cool glowing aurastone cool glowing aurastoneRequires: - Magic 34 - Talent Magic Weapons Mastery (level 2) Powered by arcane forces 1.00 Encumbrance. Type: weapon / aurastone ; tier 4 When wielded/worn: When used to modify unarmed attacks: Base power: 1.0 - 1.1 Uses stat: 25% Mag Damage type: Physical Additonal Strike on hit (costing 2 mana): Base power: 11.0 - 12.1 Uses stat: 25% Mag Damage type: Cold Mastery: Magic Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: -35.0% A small stone that exudes a faint magical aura. Those who are trained can channel magic through them while they are clenched in their fists, striking out with magical energies on every punch. Press to compare |
transparent glowing aurastone transparent glowing aurastoneRequires: - Magic 34 - Talent Magic Weapons Mastery (level 2) Powered by arcane forces 1.00 Encumbrance. Type: weapon / aurastone ; tier 4 When wielded/worn: When used to modify unarmed attacks: Base power: 1.0 - 1.1 Uses stat: 25% Mag Damage type: Physical Additonal Strike on hit (costing 2 mana): Base power: 9.0 - 9.9 Uses stat: 25% Mag Damage type: Light Mastery: Magic Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: -35.0% A small stone that exudes a faint magical aura. Those who are trained can channel magic through them while they are clenched in their fists, striking out with magical energies on every punch. Press to compare |
blackened brilliant aurastone blackened brilliant aurastoneRequires: - Magic 48 - Talent Magic Weapons Mastery (level 3) Powered by arcane forces 1.00 Encumbrance. Type: weapon / aurastone ; tier 5 When wielded/worn: When used to modify unarmed attacks: Base power: 1.0 - 1.1 Uses stat: 30% Mag Damage type: Physical Additonal Strike on hit (costing 3 mana): Base power: 5.0 - 5.5 Uses stat: 30% Mag Damage type: Darkness Mastery: Magic Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: -30.0% Burst (radius 1) on hit: +15 darkness A small stone that exudes a faint magical aura. Those who are trained can channel magic through them while they are clenched in their fists, striking out with magical energies on every punch. Press to compare |
cracked brilliant aurastone cracked brilliant aurastoneRequires: - Magic 48 - Talent Magic Weapons Mastery (level 3) Powered by arcane forces 1.00 Encumbrance. Type: weapon / aurastone ; tier 5 When wielded/worn: When used to modify unarmed attacks: Base power: 1.0 - 1.1 Uses stat: 30% Mag Damage type: Physical Additonal Strike on hit (costing 3 mana): Base power: 14.0 - 15.4 Uses stat: 30% Mag Damage type: Blight Mastery: Magic Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: -30.0% A small stone that exudes a faint magical aura. Those who are trained can channel magic through them while they are clenched in their fists, striking out with magical energies on every punch. Press to compare |
rough brilliant aurastone rough brilliant aurastoneRequires: - Magic 48 - Talent Magic Weapons Mastery (level 3) Powered by arcane forces 1.00 Encumbrance. Type: weapon / aurastone ; tier 5 When wielded/worn: When used to modify unarmed attacks: Base power: 1.0 - 1.1 Uses stat: 30% Mag Damage type: Physical Additonal Strike on hit (costing 3 mana): Base power: 11.0 - 12.1 Uses stat: 30% Mag Damage type: Acid Mastery: Magic Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: -30.0% A small stone that exudes a faint magical aura. Those who are trained can channel magic through them while they are clenched in their fists, striking out with magical energies on every punch. Press to compare |
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: 60% Wil, 40% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +40 Physical crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+2 eff.) Physical power: +15 (+2 eff.) Changes resistances penetration: +30% physical Talent mastery: +0.20 Psionic / Augmented striking It can be used to fires a bolt of kinetic force (range 8), dealing 150% (physical) weapon damage, costing 10 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. Press to compare |
Aircut the living mindstar (17.5-19.25 power, 40 apr, mind damage) Aircut the living mindstar (17.5-19.25 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This mindstar absorbs psionic energy that needs to be projected. Base power: 17.5 - 19.3 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +16.0% Attack speed: 100% On weapon hit: * Slows global speed by 19% * 18% chance to corrode armour Burst (radius 1) on hit: +8 lightning / +4 temporal Burst (radius 2) on crit: +8 temporal When wielded/worn: Damage when hit (Melee): 12 temporal Changes resistances: +25% lightning / +23% fire / +23% cold Changes resistances penetration: +10% temporal Changes damage: +9% acid Talent masteries: +0.20 Psionic / Voracity +0.20 Psionic / Absorption Equilibrium when hit: +2.50 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% It can be used to divide the mindstar in two, putting all charms on cooldown for 1 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Press to compare |
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, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +10 Wil Changes resistances: +25% blight / +15% nature Changes resistances penetration: +20% nature / +10% acid Changes damage: +20% nature / +10% acid Talent mastery: +0.10 Wild-gift / Mindstar mastery Talent granted: +3 Ooze Spit Mindpower: +18 (+4 eff.) Mental crit. chance: +9% It can be used to activate talent Slime Wave (costing 30 power out of 30/30) : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 8, doing 65.82 slime damage for 13 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. Press to compare |
Fearstar (24-26.4 power, 40 apr, demonfire damage) Fearstar (24-26.4 power, 40 apr, demonfire damage)Requires: - Willpower 30 - Magic 30 - Cunning 30 Powered by arcane forces Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 24.0 - 26.4 Uses stats: 30% Wil, 30% Mag, 30% Cun Damage type: Demonfire Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +5 Cun / +5 Mag Changes damage: +30% darkness / +30% fire Vim when firing critical spell: +5.00 Psi when firing a critical mind attack: +5.00 Spell crit. chance: +20% Mental crit. chance: +20% Talent on hit(spell): Nightmare (10% chance level 5). Talent on hit(mindpower): Darkfire (10% chance level 5). It can be used to activate talent Spit Blight (costing 24 power out of 30/30) : Effective talent level: 5.0 Power cost: 24 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit blight at your target doing 470.78 blight damage. The damage will increase with your Magic. Once a normal Mindstar, this stone was corrupted by an intersecting Fearscape plane. Nightmares are reflected on its surface and it is wrapped by vines that resemble hellish flames. There is much power in this fell crystal, but it is hard to unleash. Press to compare |
Rhulathagund the stralite ritual blade (23.5-30.55 power, 20 apr) =save= Rhulathagund the stralite ritual blade (23.5-30.55 power, 20 apr) =save=Requires: - Magic 28 - Dexterity 28 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / ritual blade ; tier 4 Base power: 23.5 - 30.6 Uses stats: 45% Cun, 45% Mag Damage type: Physical Mastery: Magic Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +8.0% Attack speed: 100% On weapon crit: * ignites the target, causing fire damage equal to your spellpower per turn for 4 turns Damage Shield penetration (this weapon only): +37% When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn Damage when hit (Melee): 4 mind Changes resistances: +6% temporal Changes resistances penetration: +5% temporal / +12% fire Changes damage: +3% temporal Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Spell crit. chance: +12% Talent on hit(spell): Flame (10% chance level 1). Sharp, short and deadly. Press to compare |
voratun ritual blade 'Duskstreaker' (27-35.1 power, 9 apr) voratun ritual blade 'Duskstreaker' (27-35.1 power, 9 apr)Requires: - Magic 38 - Dexterity 38 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / ritual blade ; tier 5 Base power: 27.0 - 35.1 Uses stats: 45% Cun, 45% Mag Damage type: Physical Mastery: Magic Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 111% On weapon crit: * blinds the target for 4 turns Damage conversion: 22% arcane When wielded/worn: Defense: +12 (+3 eff.) Effects on melee hit: * 45% chance to inflict damage reduction Damage when hit (Melee): 8 blight Changes stats: +6 Dex / +3 Mag Changes resistances: +3% darkness Changes resistances penetration: +16% physical Changes damage: +16% arcane Spell save: +6 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +20.00 Spell crit. chance: +10% Damage Shield penetration: +50% Talent on hit(spell): Pulverizing Auger (10% chance level 4). Sharp, short and deadly. Press to compare |
Merkul's Second Eye Merkul's Second EyeRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +400% When wielded/worn: Damage (Ranged): 25 arcane Light radius: +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. Press to compare |
steady dragonbone longbow of recursion steady dragonbone longbow of recursionRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). When wielded/worn: Accuracy: +15 (+4 eff.) Talent cooldown: Steady Shot (-1 turn) Longbows are used to shoot arrows at your foes. Press to compare |
Funeral Veil Funeral VeilRequires: - Magic 20 - Dexterity 20 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +10 When wielded/worn: Damage (Ranged): 15 darkness Changes resistances: +15% darkness / +15% cold Talent mastery: +0.20 Spell / Grave Spellpower: +15 (+2 eff.) See invisible: +9 It can be used to activate talent Chill of the Tomb (costing 30 power out of 30/30) : Effective talent level: 3.9 Power cost: 30 out of 30/30. Range: 7 Travel Speed: 400% of base Is: a spell Description: Conjures up a chilly circle of death, doing 498.17 cold damage in a radius of 4 and leaving behind 7 spreading cold flames, which deal 141.88 cold damage and have a 25% chance to freeze. The damage will increase with your Spellpower. While typically worn at funerals and by people in mourning, this veil works quite well as a sling. It seems to have picked up some of the atmosphere of cemetaries too. Press to compare |
Void Quiver (0/0, 45-63 power, 30 apr) Void Quiver (0/0, 45-63 power, 30 apr)Requires: - Dexterity 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 45.0 - 63.0 Uses stats: 50% Wil, 10% Mag, 70% Cun Damage type: Temporal darkness Accuracy bonus: +0.2% crit / acc Armour Penetration: +30 Physical crit. chance: +6.0% Capacity: 0 When this weapon hits: Spatial Tether (10% chance level 1). When this weapon hits: Dimensional Anchor (5% chance level 1). An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
quiver of dragonbone arrows 'Morningvein' (21/21, 53-74.2 power, 18 apr) quiver of dragonbone arrows 'Morningvein' (21/21, 53-74.2 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 53.0 - 74.2 Uses stats: 50% Wil, 70% Cun Damage type: Blight Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 21 On weapon hit: * 44% chance to blind * 25% chance to put talents on cooldown * 20% chance to curse the target Damage (Ranged): +4 temporal / +20 darkness / +55 blight / +20 cold Burst (radius 1) on hit: +4 blight Burst (radius 2) on crit: +8 light Arrows are used with bows to pierce your foes to death. |
Aerovea the Fogquill (20/20, 62-74.4 power, 18 apr) Aerovea the Fogquill (20/20, 62-74.4 power, 18 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 5 Base power: 62.0 - 74.4 Uses stat: 120% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +18 Physical crit. chance: +18.0% Capacity: 20 On weapon hit: * 55% chance to inflict damage reduction * 55 arcane resource burn * Slows global speed by 20% * 20% chance to torment the target Travel speed: +200% Damage (Ranged): +8 light / +39 darkness / +20 mind Burst (radius 1) on hit: +4 darkness Damage against: +20% Living Shots are used with slings to pummel your foes to death. |
Drops of Blood (0/0, 50-60 power, 15 apr) Drops of Blood (0/0, 50-60 power, 15 apr)Requires: - Dexterity 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 5 Base power: 50.0 - 60.0 Uses stat: 120% Cun Damage type: Hindering blight Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Capacity: 0 When wielded/worn: Life regen: -1.00 (These shots do blight damage and slow.) You feel a small jolt of magic as you touch this pouch. A small bead of blood forms on your finger where you touched it. It quickly detaches itself and floats into the pouch. |
Tempestbraze the pouch of voratun shots (19/19, 52.5-63 power, 6 apr) Tempestbraze the pouch of voratun shots (19/19, 52.5-63 power, 6 apr)Requires: - Dexterity 48 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 52.5 - 63.0 Uses stat: 120% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +7.0% Capacity: 19 On weapon hit: * 40% chance to blind * 43% chance to daze Damage (Ranged): +47 insidious poison Burst (radius 1) on hit: +8 lightning / +20 light / +4 mind Shots are used with slings to pummel your foes to death. |
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 (+4 eff.) Ranged Defense: +14 (+4 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. Press to compare |
impervious stralite shield of earthen fury (10 def, 23 armour, 230.5 block) impervious stralite shield of earthen fury (10 def, 23 armour, 230.5 block)Requires: - Strength 35 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +23 Armour Hardiness: +9% Defense: +10 (+2 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +14% Changes stats: +7 Con Changes resistances: +18% physical Talent granted: +4 Block Physical save: +9 (+2 eff.) Handheld deflection devices. Press to compare |
Lisidhelaith the Blackbolt (12 def, 3 armour, 197.5 block) Lisidhelaith the Blackbolt (12 def, 3 armour, 197.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature Infused by arcane disrupting forces Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Effects when hit in melee: * 29 arcane resource burn * 34% chance to reduce powers by 20% Damage when hit (Melee): 8 lightning / 18 nature / 8 mind / 16 darkness Changes stats: +6 Con Changes resistances: +50% acid / +40% nature / +20% blight Changes damage: +12% mind Talent granted: +5 Block Critical mult.: +5.00% Mental save: +3 (+1 eff.) Psi when hit: +0.08 Maximum life: +110.00 Handheld deflection devices. Press to compare |
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 (+3 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 (+2 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. Press to compare |
Summertide (17 def, 15 armour, 260 block) Summertide (17 def, 15 armour, 260 block)Requires: - Willpower 28 - Strength 20 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +15 Defense: +17 (+4 eff.) Ranged Defense: +17 (+4 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +12% mind / +10% fire / +20% light / +15% darkness Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent granted: +5 Block Mental save: +18 (+6 eff.) Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 (+2 eff.) Light radius: +3 It can be used to send out a range 7 beam, lighting its path and dealing 99.15 to 123.93 light damage (based on Willpower and Cunning), costing 12 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. Press to compare |
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 (+3 eff.) Ranged Defense: +15 (+4 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." Press to compare |
cosmic voratun shield of patience (12 def, 3 armour, 200.5 block) =!!= cosmic voratun shield of patience (12 def, 3 armour, 200.5 block) =!!=Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Damage when hit (Melee): 14 temporal Changes resistances: +18% temporal / +12% light / +10% darkness Talent granted: +5 Block Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers It can be used to activate talent Time Shield, placing all other charms into a 30 cooldown : Effective talent level: 2.6 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (465) is absorbed, or the time runs out (7 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 45%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. Press to compare |
voratun shield 'Baredur' (12 def, 21 armour, 306.5 block) voratun shield 'Baredur' (12 def, 21 armour, 306.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +21 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Effects when hit in melee: * 34% chance to blind Changes stats: +2 Dex / +5 Mag / +14 Con Changes resistances: +20% light / +29% fire Changes resistances penetration: +5% mind Talent granted: +5 Block Physical save: +24 (+6 eff.) Blindness immunity: +10% Mental crit. chance: +3% Handheld deflection devices. Press to compare |
Glowwasp (5 def, 0 armour) Glowwasp (5 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Damage when hit (Melee): 8 arcane / 8 light Changes stats: +10 Mag Changes resistances: +20% acid / +20% physical / +6% light / +19% temporal / +19% fire / +5% arcane / +20% cold Changes resistances penetration: +13% temporal / +10% physical Changes damage: +15% acid / +35% physical / +3% light / +12% fire / +33% temporal / +15% cold Talent cooldown: Refit Golem (-6 turns) Light radius: +3 Reduces paradox anomalies(equivalent to willpower): +13 A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
Death's Embrace (18 def, 18 armour) =!!= Death's Embrace (18 def, 18 armour) =!!=Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +15% Defense: +18 (+4 eff.) Damage when hit (Melee): 15 darkness / 15 cold Changes stats: +5 Dex / +5 Mag / +5 Cun Changes resistances: +30% temporal / +30% darkness / +30% cold Changes damage: +20% darkness / +20% cold Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Shades +0.10 Cunning / Stealth Critical mult.: +20.00% Stealth bonus: +10 Spellpower: +10 (+2 eff.) Healing mod.: -15% It can be used to turn yourself invisible (power 50, based on Cunning and Magic) for 10 turns, costing 50 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. Press to compare |
drakeskin leather armour 'Dazzlewire' (5 def, 21 armour) drakeskin leather armour 'Dazzlewire' (5 def, 21 armour)Requires: - Strength 20 Powered by arcane forces Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +21 Defense: +5 (+1 eff.) Fatigue: +8% Damage (Melee): 10 fire Damage (Ranged): 10 fire Damage when hit (Melee): 16 light Changes stats: +6 Wil Changes resistances: +30% physical / +50% darkness / +28% blight / +24% fire / +9% mind / +19% light Changes resistances penetration: +20% temporal Reduces incoming crit damage: 15.00% Physical save: +3 (+1 eff.) Silence immunity: +5% Teleport immunity: +10% Light radius: +4 A suit of armour made of leather. Press to compare |
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: Physical power: +10 (+2 eff.) Armour: +35 Defense: +25 (+6 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 / Oppression +0.20 Corruption / Wrath +0.20 Corruption / Infernal combat Physical save: +15 (+4 eff.) Spell save: +25 (+7 eff.) Confusion immunity: +100% Fear immunity: +100% Light radius: -2 Infravision radius: +3 Shadow Power: +10 Grants physical power equal to your Shadow Power. It can be used to activate talent Link of Pain (costing 15 power out of 15/15) : Effective talent level: 3.9 Power cost: 15 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?" Press to compare |
Scabquick ScabquickInfused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +8 Defense: +7 (+2 eff.) Damage when hit (Melee): 4 arcane / 4 nature Changes resistances: +7% acid / +7% fire / +7% cold / +12% nature / +8% lightning Changes resistances penetration: +5% nature Changes damage: +3% nature Physical save: +15 (+4 eff.) Spell save: +7 (+2 eff.) Size category: +1 A belt that goes around your waist. Press to compare |
blurring hardened leather belt of shielding blurring hardened leather belt of shieldingPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +6 Defense: +8 (+2 eff.) Stealth bonus: +7 It can be used to create a temporary shield that absorbs 266 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. Press to compare |
hardened leather belt 'Adyrarin' hardened leather belt 'Adyrarin'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +8 (+1 eff.) Changes stats: +1 Wil Changes damage: +12% blight Spell save: +9 (+3 eff.) Mana when firing critical spell: +2.00 Spell crit. chance: +1% Size category: +1 A belt that goes around your waist. Press to compare |
nightruned hardened leather belt of the giants nightruned hardened leather belt of the giantsPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +2 (+0 eff.) Changes resistances: +5% light / +7% darkness Spell save: +7 (+2 eff.) Size category: +1 A belt that goes around your waist. Press to compare |
Girdle of Transmutation Girdle of TransmutationPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Armour: +8 Armour Hardiness: +10% Changes stats: +8 Mag / +8 Con Talent masteries: +0.20 Spell / Stone alchemy +0.20 Spell / Morph Talent cooldown: Flux (-2 turns) It can be used to transmute some of your life into mana/vim, costing 20 power out of 20/20. This belt changes shape when you put it on, becoming a perfect fit. Press to compare |
Adikira =8mag8wil arcane spd= Adikira =8mag8wil arcane spd=Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Defense: +18 (+4 eff.) Damage when hit (Melee): 4 arcane / 4 acid Changes stats: +8 Mag / +8 Wil Changes resistances penetration: +20% arcane / +5% acid Changes damage: +6% arcane Stealth bonus: +10 Spell crit. chance: +10% A belt that goes around your waist. Press to compare |
Lelevor the cashmere cloak (2 def, 0 armour) Lelevor the cashmere cloak (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +4 (+1 eff.) Defense: +2 (+0 eff.) Fatigue: -4% Changes stats: +1 Str Critical mult.: +5.00% Spellpower on spell critical (stacks up to 3 times): +2 Maximum life: +41.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
Yvidathra the cashmere cloak (2 def, 0 armour) =.30 Combat Training= Yvidathra the cashmere cloak (2 def, 0 armour) =.30 Combat Training=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 40% chance to gain 10% of a turn Damage when hit (Melee): 8 temporal Changes stats: +3 Str / +4 Dex / +3 Con Changes resistances penetration: +10% blight Changes damage: +3% temporal Talent mastery: +0.30 Technique / Combat training Spell save: -19 (-6 eff.) Stamina each turn: +0.80 Mana each turn: -0.31 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
Frozen Shroud (12 def, 0 armour) Frozen Shroud (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Damage when hit (Melee): 60 ice Changes stats: +7 Mag Changes resistances: +25% cold / -15% fire / +8% all It can be used to release a radius 4 blast of frozen vapors that deal 354.16 cold damage (based on Magic) each turn for 10 turns, costing 30 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. Press to compare |
Heatidol the elven-silk cloak (3 def, 0 armour) Heatidol the elven-silk cloak (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +4 Str / +4 Con Changes resistances penetration: +15% fire Changes damage: +9% blight Mana when firing critical spell: +4.00 Maximum mana: +40.00 Damage Shield penetration: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
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 (+4 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 40 power out of 40/40) : Effective talent level: 3.9 Power cost: 40 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 406 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. Press to compare |
elven-silk cloak 'Harydrathad' (3 def, 0 armour) elven-silk cloak 'Harydrathad' (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 12 physical Changes stats: +2 Dex / +10 Mag / +10 Wil / +2 Con Changes resistances: +1% physical Changes resistances penetration: +15% arcane Changes damage: +15% arcane Critical mult.: +26.00% Reduces incoming crit damage: 15.00% Spell save: +14 (+4 eff.) Maximum mana: +178.00 Maximum stamina: +20.00 Spellpower: +9 (+1 eff.) Spell crit. chance: +6% Healing mod.: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
Flashbringer (0 def, 3 armour) Flashbringer (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 15% chance to daze Damage when hit (Melee): 8 lightning Changes stats: +2 Con / +2 Wil Changes damage: +3% lightning Reduces incoming crit damage: 5.00% Movement speed: +20% A pair of boots made of leather. Press to compare |
pair of hardened leather boots 'Betuldawe' (4 def, 3 armour) pair of hardened leather boots 'Betuldawe' (4 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +4 (+1 eff.) Ranged Defense: +5 (+1 eff.) Fatigue: +3% Changes stats: +4 Str / +2 Mag / +3 Con Changes resistances penetration: +5% blight Changes damage: +9% arcane Critical mult.: +5.00% Spell save: +25 (+7 eff.) Spellpower: +4 (+1 eff.) It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.3 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. A pair of boots made of leather. Press to compare |
Layyda the pair of drakeskin leather boots (8 def, 5 armour) Layyda the pair of drakeskin leather boots (8 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +5% Changes stats: +6 Mag Changes resistances: +6% arcane / +6% blight Physical save: +30 (+8 eff.) Spell save: +8 (+3 eff.) Blindness immunity: +10% Disarm immunity: +5% Knockback immunity: +5% Teleport immunity: +5% Lowers spell cool-downs by: 10% A pair of boots made of leather. Press to compare |
Scumking (0 def, 21 armour) Scumking (0 def, 21 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +21 Fatigue: +5% Damage when hit (Melee): 8 nature / 12 arcane Changes stats: +4 Str / +4 Con Changes resistances: +12% nature / +5% arcane Changes damage: +6% mind / +9% arcane Infravision radius: +6 It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.9 Power cost: 25 out of 25/25. Range: 9 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. A pair of boots made of leather. Press to compare |
Shifting Boots (7 def, 1 armour) Shifting Boots (7 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +1 Defense: +7 (+2 eff.) Fatigue: +2% Changes stats: +8 Cun / +4 Dex Talent mastery: +0.10 Spell / Temporal It can be used to blink to a nearby random location within range 16 (based on Magic), costing 22 power out of 40/40. Those leather boots can make anybody as annoying as their former possessor, Draebor. Press to compare |
Sungore (0 def, 15 armour) Sungore (0 def, 15 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Fatigue: +5% Damage when hit (Melee): 16 acid / 12 temporal Changes resistances penetration: +20% acid Changes damage: +6% fire Silence immunity: +50% Confusion immunity: +45% Stun/Freeze immunity: +48% Infravision radius: +2 Movement speed: +20% A pair of boots made of leather. Press to compare |
pair of iron boots 'Glareorder' (0 def, 3 armour) pair of iron boots 'Glareorder' (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 30% chance to blind Changes stats: +3 Cun / +3 Dex Changes resistances: +3% blight Changes resistances penetration: +10% blight It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 3.9 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 6 grids from your target. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Press to compare |
Gunebar the rough leather gloves (0 def, 1 armour) Gunebar the rough leather gloves (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +1 Changes stats: +3 Dex / +2 Cun / +1 Con When used to modify unarmed attacks: Base power: 6.5 - 7.2 Uses stats: 140% Wil, 80% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +6 Armour Penetration: +1 Physical crit. chance: +6.0% Attack speed: 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
brawler's drakeskin leather gloves of sorrow (0 def, 3 armour) brawler's drakeskin leather gloves of sorrow (0 def, 3 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Effects on melee hit: * 25% chance to cause random gloom Damage (Melee): 36 mind / 40 darkness Changes stats: +5 Str / +3 Dex / +5 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +15 (+4 eff.) Mental save: -5 (-2 eff.) Mindpower: +10 (+2 eff.) When used to modify unarmed attacks: Base power: 27.5 - 30.3 Uses stats: 140% Wil, 80% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +13 Armour Penetration: +5 Physical crit. chance: +19.0% Attack speed: 100% When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Set Up (10% chance level 5). It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
corrosive drakeskin leather gloves of regeneration (0 def, 3 armour) corrosive drakeskin leather gloves of regeneration (0 def, 3 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 13 acid Changes resistances: +9% acid Changes damage: +11% acid Life regen: +4.80 Stamina each turn: +1.30 Psi each turn: +0.30 When used to modify unarmed attacks: Base power: 24.0 - 26.4 Uses stats: 140% Wil, 80% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +5.0% Attack speed: 100% When this weapon hits: Acid Breath (10% chance level 5). When this weapon hits: Second Wind (10% chance level 1). Burst (radius 2) on crit: +11 acid Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
psychic's drakeskin leather gloves of magic (+4) (0 def, 3 armour) psychic's drakeskin leather gloves of magic (+4) (0 def, 3 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 14 mind Changes stats: +4 Mag Changes resistances: +8% mind Changes damage: +7% arcane / +7% mind When used to modify unarmed attacks: Base power: 24.5 - 27.0 Uses stats: 140% Wil, 80% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +5.0% Attack speed: 100% When this weapon hits: Psychic Lobotomy (20% chance level 5). Damage (Melee): +19 arcane Burst (radius 2) on crit: +11 arcane / +9 mind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
restful dwarven-steel gauntlets of dispersion (0 def, 2 armour) restful dwarven-steel gauntlets of dispersion (0 def, 2 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 6 arcane Changes stats: +6 Mag / +7 Wil Changes resistances: +7% arcane Life regen: +2.20 Stamina each turn: +0.90 Maximum stamina: +13.00 When used to modify unarmed attacks: Base power: 19.0 - 26.6 Uses stats: 140% Wil, 80% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 83% When this weapon hits: Slumber (10% chance level 3). When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +9 arcane It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.9 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 4 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. Press to compare |
Korukalthodan the voratun gauntlets (0 def, 12 armour) Korukalthodan the voratun gauntlets (0 def, 12 armour)Requires: - Talent Armour Training Infused by nature Infused by arcane disrupting forces Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +11 (+3 eff.) Armour penetration: +2 Armour: +12 Damage (Melee): 14 physical Effects when hit in melee: * 35% chance to reduce powers by 20% * 31 arcane resource burn Changes stats: +6 Cun / +2 Dex Changes resistances: +14% darkness Changes damage: +9% mind / +11% physical Grants telepathy: Dragon Physical save: +6 (+2 eff.) Spell save: +22 (+6 eff.) Infravision radius: +3 When used to modify unarmed attacks: Base power: 33.5 - 46.9 Uses stats: 140% Wil, 80% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +10 Armour Penetration: +15 Physical crit. chance: +19.0% Attack speed: 83% When this weapon hits: Sand Breath (10% chance level 5). When this weapon crits: Dominate (10% chance level 5). On weapon hit: * 35% chance to reduce powers by 20% * 33 arcane resource burn Damage (Melee): +29 darkness Burst (radius 1) on hit: +14 physical Burst (radius 2) on crit: +10 physical It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.6 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 43 for 6 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. Press to compare |
polar voratun gauntlets of strength (+6) (0 def, 3 armour) polar voratun gauntlets of strength (+6) (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical power: +17 (+3 eff.) Armour: +3 Damage (Melee): 14 cold Changes stats: +6 Str Changes resistances: +10% cold Changes damage: +10% cold When used to modify unarmed attacks: Base power: 41.0 - 57.4 Uses stats: 140% Wil, 80% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 83% When this weapon hits: Ice Breath (10% chance level 5). Burst (radius 2) on crit: +15 ice Metal gloves protecting the hands up to the middle of the lower arm. Press to compare |
elven-silk wizard hat of earthrunes (3 def, 5 armour) elven-silk wizard hat of earthrunes (3 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Defense: +3 (+1 eff.) Changes stats: +4 Con It can be used to activate talent Stone Wall, placing all other charms into a 80 cooldown : Effective talent level: 1.3 Power cost: 80 out of 80/80. Range: 7 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 9 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 335.33 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... Press to compare |
elven-silk wizard hat of the sentry (3 def, 0 armour) elven-silk wizard hat of the sentry (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Infravision radius: +9 See stealth: +25 See invisible: +25 It can be used to activate talent Circle of Warding, placing all other charms into a 40 cooldown : Effective talent level: 3.9 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle slows incoming projectiles by 97%, and attempts to push all creatures other then yourself out of its radius, inflicting 27.70 light damage and 26.93 darkness damage per turn as it does so. The circle lasts 7 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... Press to compare |
stabilizing elven-silk wizard hat of fire (+30%) (3 def, 0 armour) =+20%fire= stabilizing elven-silk wizard hat of fire (+30%) (3 def, 0 armour) =+20%fire=Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +6 Wil Changes resistances: +30% fire Changes damage: +20% fire Physical save: +11 (+3 eff.) A pointy cloth hat, very wizardly... Press to compare |
Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% light / +10% lightning Changes damage: +10% light / +10% lightning It can be used to activate talent Call Lightning (costing 20 power out of 30/30) : Effective talent level: 1.0 Power cost: 20 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 121.07 to 363.22 damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. Press to compare |
Flashblur (1 def, 0 armour) Flashblur (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 15% chance to blind * 30% chance to daze Damage when hit (Melee): 4 lightning Changes damage: +3% lightning Infravision radius: +4 See stealth: +7 See invisible: +6 It can be used to activate talent Circle of Warding, placing all other charms into a 40 cooldown : Effective talent level: 3.9 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle slows incoming projectiles by 97%, and attempts to push all creatures other then yourself out of its radius, inflicting 27.70 light damage and 26.93 darkness damage per turn as it does so. The circle lasts 7 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... Press to compare |
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 It can be used to activate talent Circle of Shifting Shadows (costing 50 power out of 50/50) : Effective talent level: 2.6 Power cost: 50 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 25, and deals 34.15 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. Press to compare |
Aerantir the Dawnpiercer (14 def, 3 armour) Aerantir the Dawnpiercer (14 def, 3 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +13 (+3 eff.) Physical power: +9 (+1 eff.) Armour: +3 Defense: +14 (+4 eff.) Fatigue: +3% Effects when hit in melee: * 26% chance to gain 10% of a turn Changes stats: +4 Str / +5 Wil / +11 Cun Changes resistances: +9% light / +9% physical Changes resistances penetration: +5% light Changes damage: +3% blight Physical save: +7 (+2 eff.) Maximum hate: +2.00 Light radius: +3 A cap made of leather. Press to compare |
Olasta the Growspawner (0 def, 3 armour) Olasta the Growspawner (0 def, 3 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +8 (+1 eff.) Armour: +3 Fatigue: +3% Effects on melee hit: * Slows global speed by 30% * 30% chance to corrode armour Damage when hit (Melee): 4 acid Changes stats: +4 Str / +5 Wil / +11 Lck Changes resistances: +9% lightning / +9% temporal / +3% acid / +7% physical Changes damage: +6% acid Physical save: +10 (+2 eff.) Spell crit. chance: +4% Mental crit. chance: +4% A cap made of leather. Press to compare |
The Face of Fear (8 def, 0 armour) The Face of Fear (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 (+3 eff.) It can be used to activate talent Instill Fear (costing 18 power out of 45/45) : Effective talent level: 2.6 Power cost: 18 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your target, causing one of several possible fears that lasts for 8 turns. There is also a 25% chance of instilling fear in any foe in a radius of 2. The target can save versus Mindpower to resist the effect, and can be affected by multiple fears. You gain 2 new fears: The Paranoid effect gives the target an 32% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. The Despair effect reduces the target's resistance to all damage by 24%. Fear effects improve with your Mindpower. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and it's hollow eye sockets seem to stare back into you. Press to compare |
Un'fezan's Cap (1 def, 0 armour) Un'fezan's Cap (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Needs something equally stylish and cool to go with it. When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +8 Cun / +4 Wil Changes resistances: +10% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Spellpower: +8 (+1 eff.) Mindpower: +8 (+2 eff.) Reduces paradox anomalies(equivalent to willpower): +5 It can be used to activate talent Wormhole (costing 15 power out of 15/15) : Effective talent level: 1.3 Power cost: 15 out of 15/15. Range: 10 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 4 accuracy). The wormholes will last 8 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. Press to compare |
hardened leather cap 'Xeremira' (0 def, 3 armour) =using= hardened leather cap 'Xeremira' (0 def, 3 armour) =using=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +9% lightning / +9% temporal Changes damage: +9% arcane Spell save: +20 (+6 eff.) Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +8 A cap made of leather. Press to compare |
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 (+8 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+4 eff.) Mental crit. chance: +9% Infravision radius: +5 It can be used to reveal the surrounding area (range 20), costing 30 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." Press to compare |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+3 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. Press to compare |
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 25 power out of 50/50) : Effective talent level: 2.0 Power cost: 25 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 344.11 fire and 403.78 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. Press to compare |
Crown of Command (3 def, 6 armour) Crown of Command (3 def, 6 armour)Requires: - Cunning 25 - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +4% Changes stats: +3 Con / +10 Wil Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Technique / Field control Mindpower: +5 (+1 eff.) It can be used to activate talent Indomitable (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This talent takes no time to use. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. Press to compare |
prismatic dwarven-steel helm of the depths (0 def, 4 armour) =water= prismatic dwarven-steel helm of the depths (0 def, 4 armour) =water=Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +7% cold / +12% light / +12% darkness Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
Corrupted Gaze (4 def, 8 armour) Corrupted Gaze (4 def, 8 armour)Requires: - Magic 16 - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +8 Defense: +4 (+1 eff.) Fatigue: +6% Changes stats: +5 Mag / +3 Wil / +4 Cun Changes resistances: +10% blight Changes resistances penetration: +10% blight Changes damage: +20% blight Talent mastery: +0.10 Corruption / Vim Disease immunity: +40% See stealth: +12 See invisible: +12 It can be used to activate talent Vimsense (costing 25 power out of 32/32) : Effective talent level: 4.5 Power cost: 25 out of 32/32. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 7 turns, in a radius of 10. The evil touch will reduce their blight resistance by 48%, but also make them aware of you. The resistance reduction will improve with your Spellpower. This helmet radiates a dark power. Its visor seems to twist and corrupt the vision of its wearer. You feel worried that if you were to lower it for long, the visions may affect your mind. Press to compare |
Blastwarden the voratun helm (7 def, 14 armour) Blastwarden the voratun helm (7 def, 14 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Armour: +14 Defense: +7 (+2 eff.) Fatigue: +5% Damage when hit (Melee): 8 physical Changes stats: +11 Str / +3 Mag / +7 Wil Changes resistances: +7% all / +14% physical Changes damage: +6% lightning Critical mult.: +10.00% Physical save: +26 (+6 eff.) Spell save: +30 (+8 eff.) Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +60.00 Spell crit. chance: +3% Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +30% It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.9 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1366.8 Physical damage. If the attack hits, the target is confused (44% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
Chargetrial (18 def, 14 armour) Chargetrial (18 def, 14 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Armour: +14 Defense: +18 (+4 eff.) Fatigue: +5% Effects on melee hit: * 20% chance to disease Effects when hit in melee: * 20% chance to gain 10% of a turn Damage when hit (Melee): 16 blight / 20 mind Changes stats: +5 Str / +5 Dex / +15 Cun / +5 Con Changes resistances: +3% blight / +15% lightning / -39% light / +7% all Changes damage: +9% blight / +6% lightning Physical save: +15 (+4 eff.) Life regen: +6.50 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
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 (+3 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+4 eff.) Traces of a dragon's power still remain in this bleached and cracked skull. Press to compare |
Fogworth the sandstone wardstone Fogworth the sandstone wardstoneRequires: - Magic 10 Infused by psionic forces 1.00 Encumbrance. Type: armor / wardstone ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Damage when hit (Melee): 4 mind / 8 darkness Changes resistances: +11% mind / +6% darkness Reduce damage by fixed amount: +1 all Maximum wards: +2 mind Changes damage: +10% mind Talent granted: +2 Ward Slows Projectiles: +10% Handheld warding devices Press to compare |
Sparkstone SparkstoneRequires: - Magic 10 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / wardstone ; tier 1 When wielded/worn: Defense: +2 (+0 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 (+3 eff.) Stun/Freeze immunity: +10% Slows Projectiles: +10% 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. Press to compare |
nature's sandstone wardstone of fire warding nature's sandstone wardstone of fire wardingRequires: - Magic 10 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / wardstone ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +11% fire Reduce damage by fixed amount: +1 all Maximum wards: +1 fire Changes damage: +11% fire Talent granted: +2 Ward Physical save: +11 (+3 eff.) Slows Projectiles: +10% Handheld warding devices Press to compare |
Nablek =!!!= Nablek =!!!=Requires: - Magic 20 Powered by arcane forces 1.00 Encumbrance. Type: armor / wardstone ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Damage when hit (Melee): 22 lightning / 3 blindness Changes resistances: +18% lightning / +17% temporal / +7% arcane Reduce damage by fixed amount: +3 all Maximum wards: +4 lightning / +3 temporal / +3 arcane Changes damage: +9% blight Grants telepathy: Dragon Talent granted: +3 Ward Maximum vim: +10.00 Infravision radius: +1 See invisible: +6 Slows Projectiles: +20% Randomly fires a lightning bolt at a nearby enemy for 50 Handheld warding devices Press to compare |
Aerunor the obsidian wardstone Aerunor the obsidian wardstoneRequires: - Magic 25 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / wardstone ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +1 Cun / +5 Wil Changes resistances: +21% temporal / +16% darkness / +14% fire / +11% arcane / +13% light Reduce damage by fixed amount: +4 all Maximum wards: +2 temporal / +4 darkness / +2 fire / +4 arcane / +3 light Changes damage: +14% fire Talent granted: +5 Ward Spell save: +14 (+4 eff.) Mental save: +10 (+3 eff.) Slows Projectiles: +25% Handheld warding devices Press to compare |
Demonnaught DemonnaughtRequires: - Magic 25 Infused by psionic forces 1.00 Encumbrance. Type: armor / wardstone ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Effects on melee hit: * 30% chance to inflict damage reduction Changes resistances: +15% acid / +5% mind / +18% light / +32% darkness Reduce damage by fixed amount: +4 all Maximum wards: +4 acid / +4 mind / +4 light / +4 darkness Changes resistances penetration: +25% darkness Changes damage: +6% fire Reduced damage from: +16% Horror Talent granted: +4 Ward Slows Projectiles: +25% Handheld warding devices Press to compare |
Stormpulse StormpulseRequires: - Magic 25 - Willpower 25 Infused by nature 1.00 Encumbrance. [Unique] Type: armor / wardstone ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Changes resistances: +25% lightning / +25% cold / +25% mind Reduce damage by fixed amount: +4 all Maximum wards: +4 lightning / +4 cold / +4 mind Changes damage: +25% lightning / +25% cold / +25% mind Talent granted: +4 Ward Mindpower: +8 (+2 eff.) Mental crit. chance: +8% Slows Projectiles: +25% It looks like this wardstone was made from a mindstar. Deep in the crystal swirls a thunderstorm. Press to compare |
Glintsweeper the marble wardstone Glintsweeper the marble wardstoneRequires: - Magic 30 Powered by arcane forces Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / wardstone ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 8 acid / 4 light Changes resistances: +38% acid / +14% physical / +15% light / +13% darkness / +16% mind / +13% fire / +25% nature / +24% cold Reduce damage by fixed amount: +5 all Maximum wards: +3 acid / +3 physical / +4 light / +2 darkness / +4 mind / +3 fire / +1 nature / +3 cold Changes damage: +16% mind / +3% light Reduced damage from: +19% Animal / +13% Vermin / +13% Insect / +21% Spiderkin Talent granted: +10 Ward Light radius: +4 Infravision radius: +3 Slows Projectiles: +30% Handheld warding devices Press to compare |
hating marble wardstone of the guard hating marble wardstone of the guardRequires: - Magic 30 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / wardstone ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +3 Wil Changes resistances: +15% nature / +15% physical Reduce damage by fixed amount: +5 all Maximum wards: +3 nature / +2 physical Talent granted: +4 Ward Hate each turn: +0.40 Maximum hate: +25.00 See stealth: +12 Slows Projectiles: +30% Handheld warding devices Press to compare |
2 opal 2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 onyx 3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 emerald 2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 garnet 4 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 quartz 2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 sapphire 5 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
15 jade 15 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
11 turquoise 11 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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ruby 3 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
11 amber 11 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 bloodstone 10 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% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
13 fire opal 13 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% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
11 diamond 11 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 Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 moonstone 8 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 pearl 9 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When wielded/worn: Defense: +10 (+2 eff.) Changes resistances: +30% darkness Changes damage: +30% light Light radius: +3 When carried: Light radius: +1 It can be used to map surroundings, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
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. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
1031 alchemist agate 1031 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
71 alchemist bloodstone 71 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
Elita the Glimmervengeance Elita the GlimmervengeancePowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 10 fire Changes resistances: +6% fire Changes resistances penetration: +5% light Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. Press to compare |
alchemist's lamp 'Yaryroddalar' =track= alchemist's lamp 'Yaryroddalar' =track=Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +6% mind / +6% light / +5% arcane Blindness immunity: +34% Confusion immunity: +17% Light radius: +8 See stealth: +11 See invisible: +13 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 3.9 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 52 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. Press to compare |
Planar Beacon Planar BeaconPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.6 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 355.18 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 355.18 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. Press to compare |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
woodsman's iron pickaxe (dig speed 36 turns) woodsman's iron pickaxe (dig speed 36 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
Gunorokan the Shinetaint (dig speed 9 turns) Gunorokan the Shinetaint (dig speed 9 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +2 Physical crit. chance: +9.0% Fatigue: -8% Changes stats: +8 Str / +2 Dex / +5 Wil Changes damage: +6% light Maximum life: +55.00 Maximum stamina: +21.00 Mental crit. chance: +8% Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
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 (+2 eff.) Spell save: +7 (+2 eff.) Mental save: +7 (+2 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. Press to compare |
Demonic Orb of Many Ways Demonic Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 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. |
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. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
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 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. |
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. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 257/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 800.04 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Glarehunger the steel torque of clear mind [power 1] (6 cooldown) Glarehunger the steel torque of clear mind [power 1] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +2 Wil / +2 Con Changes damage: +3% light It can be used to absorb and nullify at most 1 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 1 psi. Torques are made by powerful psionics to store psionic powers. Press to compare |
Heatstinger the steel torque of psychoportation [power 28] (30 cooldown) Heatstinger the steel torque of psychoportation [power 28] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Damage when hit (Melee): 12 fire Changes resistances: +3% mind Maximum wards: +2 physical / +2 mind / +2 darkness Changes resistances penetration: +5% fire Talent granted: +1 Ward It can be used to teleport randomly (rad 28), putting all charms on cooldown for 30 turns. When used: 200% chance to regenerate 3 hate. Torques are made by powerful psionics to store psionic powers. Press to compare |
Eramabar the stralite torque of kinetic psionic shield [power 185] (29 cooldown) =2dex2cun silence= Eramabar the stralite torque of kinetic psionic shield [power 185] (29 cooldown) =2dex2cun silence=Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 4 When wielded/worn: Accuracy: +2 (+0 eff.) Changes stats: +2 Cun / +2 Dex Changes damage: +3% mind Talent cooldown: Silence (+10 turn) Talent granted: +6 Silence Maximum stamina: +10.00 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 185 for 7 turns, putting all charms on cooldown for 29 turns. Torques are made by powerful psionics to store psionic powers. Press to compare |
ash totem of thorny skin 'Delyblek' [power 30] (20 cooldown) ash totem of thorny skin 'Delyblek' [power 30] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +1 Str / +1 Mag / +1 Cun / +2 Con Changes resistances: +3% acid Maximum wards: +3 acid / +2 nature / +3 light Changes damage: +6% acid Talent granted: +1 Ward It can be used to harden the skin for 7 turns increasing armour by 30 and armour hardiness by 40%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. Press to compare |
Emeluselle the yew totem of cure ailments [power 2] (10 cooldown) Emeluselle the yew totem of cure ailments [power 2] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +5% arcane It can be used to remove up to 2 poisons or diseases from a target within range 9 (Willpower), putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 8 equilibrium. Natural totems are made by powerful wilders to store nature power. Press to compare |
Wildwing the dragonbone totem of healing [power 320] (30 cooldown) Wildwing the dragonbone totem of healing [power 320] (30 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Changes resistances: +6% darkness / +6% temporal Changes damage: +3% nature Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle Spell save: +3 (+1 eff.) Poison immunity: +10% Teleport immunity: +10% It can be used to heal a target within range 9 (Willpower) for 320, putting all charms on cooldown for 30 turns. When used: 100% chance to regenerate 18 stamina. Natural totems are made by powerful wilders to store nature power. Press to compare |
Xama [power 5] (10 cooldown) Xama [power 5] (10 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 4 arcane Changes stats: +1 Wil Maximum wards: +5 acid / +5 nature / +5 light Changes resistances penetration: +10% mind / +15% temporal Talent cooldown: Invoke Tentacle (+5 turn) Talents granted: +1 Invoke Tentacle +5 Rushing Claws +1 Ward Equilibrium when hit: +0.20 Hate when firing a critical mind attack: +2.00 Maximum hate: +4.00 Maximum psi: +20.00 Mindpower: +4 (+1 eff.) It can be used to remove up to 5 poisons or diseases from a target within range 9 (Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. Press to compare |
Eilinywyn the dragonbone wand of conjuration [power 973] (23 cooldown) Eilinywyn the dragonbone wand of conjuration [power 973] (23 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn Damage when hit (Melee): 8 mind Changes stats: +2 Mag Talent granted: +5 Strike Critical mult.: +10.00% Vim when firing critical spell: +2.00 Maximum mana: +20.00 Heals friendly targets nearby when you use a nature summon: +20 It can be used to fire a bolt of a random element (dam 486-973), putting all charms on cooldown for 23 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. Press to compare |
Voidblight the dragonbone wand of conjuration [power 829] (17 cooldown) Voidblight the dragonbone wand of conjuration [power 829] (17 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 4 darkness Changes stats: +2 Str / +3 Dex Changes resistances: +12% blight Changes damage: +6% darkness Talent cooldown: Void Blast (+6 turn) Talent granted: +5 Void Blast Reduces incoming crit damage: 10.00% It can be used to fire a bolt of a random element (dam 414-829), putting all charms on cooldown for 17 turns. When used: 100% chance to regenerate 17 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. Press to compare |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
In a selfless act, High Sun Paladin Aeryn sacrificed herself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By littleBertha the Ogre Adventurer level 35
14th Regrowth 123rd year of Ascendancy at 17:09 see stats
By littleBertha the Ogre Adventurer level 49
13rd Dusk 123rd year of Ascendancy at 04:45 see stats
By littleBertha the Ogre Adventurer level 34
13rd Regrowth 123rd year of Ascendancy at 03:49 see stats
By littleBertha the Ogre Adventurer level 39
35th Regrowth 123rd year of Ascendancy at 19:43 see stats
By littleBertha the Ogre Adventurer level 40
47th Regrowth 123rd year of Ascendancy at 13:03 see stats
By littleBertha the Ogre Adventurer level 48
7th Dusk 123rd year of Ascendancy at 18:09 see stats
By littleBertha the Ogre Adventurer level 37
32nd Regrowth 123rd year of Ascendancy at 00:17 see stats
By littleBertha the Ogre Adventurer level 5
4th Mirth 122nd year of Ascendancy at 00:03 see stats
By littleBertha the Ogre Adventurer level 50
43rd Dusk 123rd year of Ascendancy at 14:20 see stats
By littleBertha the Ogre Adventurer level 36
26th Regrowth 123rd year of Ascendancy at 14:36 see stats
By littleBertha the Ogre Adventurer level 39
35th Regrowth 123rd year of Ascendancy at 08:32 see stats
By littleBertha the Ogre Adventurer level 23
66th Dusk 122nd year of Ascendancy at 14:35 see stats
By littleBertha the Ogre Adventurer level 25
69th Dusk 122nd year of Ascendancy at 00:48 see stats
By littleBertha the Ogre Adventurer level 50
59th Dusk 123rd year of Ascendancy at 06:04 see stats
By littleBertha the Ogre Adventurer level 42
61st Regrowth 123rd year of Ascendancy at 17:27 see stats
By littleBertha the Ogre Adventurer level 28
16th Haze 122nd year of Ascendancy at 03:02 see stats
By littleBertha the Ogre Adventurer level 50
41st Dusk 123rd year of Ascendancy at 03:34 see stats
By littleBertha the Ogre Adventurer level 10
11st Dusk 122nd year of Ascendancy at 00:01 see stats
By littleBertha the Ogre Adventurer level 20
46th Dusk 122nd year of Ascendancy at 22:56 see stats
By littleBertha the Ogre Adventurer level 30
52nd Haze 122nd year of Ascendancy at 15:37 see stats
By littleBertha the Ogre Adventurer level 40
46th Regrowth 123rd year of Ascendancy at 12:07 see stats
By littleBertha the Ogre Adventurer level 50
23rd Dusk 123rd year of Ascendancy at 15:45 see stats
By littleBertha the Ogre Adventurer level 50
43rd Dusk 123rd year of Ascendancy at 00:58 see stats
By littleBertha the Ogre Adventurer level 45
53rd Pyre 123rd year of Ascendancy at 10:30 see stats
By littleBertha the Ogre Adventurer level 28
79th Dusk 122nd year of Ascendancy at 08:14 see stats
By littleBertha the Ogre Adventurer level 36
26th Regrowth 123rd year of Ascendancy at 11:03 see stats
By littleBertha the Ogre Adventurer level 29
51st Haze 122nd year of Ascendancy at 22:07 see stats
By littleBertha the Ogre Adventurer level 7
7th Dusk 122nd year of Ascendancy at 01:53 see stats
By littleBertha the Ogre Adventurer level 37
26th Regrowth 123rd year of Ascendancy at 20:23 see stats
By littleBertha the Ogre Adventurer level 50
72nd Dusk 123rd year of Ascendancy at 18:26 see stats
By littleBertha the Ogre Adventurer level 41
47th Regrowth 123rd year of Ascendancy at 18:25 see stats
By littleBertha the Ogre Adventurer level 50
72nd Dusk 123rd year of Ascendancy at 18:29 see stats
By littleBertha the Ogre Adventurer level 50
25th Dusk 123rd year of Ascendancy at 16:40 see stats
By littleBertha the Ogre Adventurer level 33
11st Regrowth 123rd year of Ascendancy at 00:04 see stats
By littleBertha the Ogre Adventurer level 17
40th Dusk 122nd year of Ascendancy at 17:35 see stats
By littleBertha the Ogre Adventurer level 24
67th Dusk 122nd year of Ascendancy at 02:03 see stats
By littleBertha the Ogre Adventurer level 43
5th Pyre 123rd year of Ascendancy at 05:45 see stats
By littleBertha the Ogre Adventurer level 26
77th Dusk 122nd year of Ascendancy at 14:05 see stats
By littleBertha the Ogre Adventurer level 17
35th Dusk 122nd year of Ascendancy at 06:05 see stats
By littleBertha the Ogre Adventurer level 34
12nd Regrowth 123rd year of Ascendancy at 04:27 see stats
Log
Saving done.
Saving game...
Saving done.
Error while transfering Aerovea the Fogquill (20/20, 62-74.4 power, 18 apr) to the online item's vault, please retry later.
Server said: unknown reason
Saving done.
LittleBertha deactivates Arcane Shield.
LittleBertha deactivates Beyond the Flesh.
LittleBertha deactivates Quicken Spells.
LittleBertha deactivates Thunderstorm.
The furious lightning storm around littleBertha calms down and disappears.
LittleBertha deactivates Shielding.
LittleBertha deactivates Skate.
LittleBertha deactivates Corona.
LittleBertha deactivates Energy Decomposition.
LittleBertha deactivates Stealth.
LittleBertha deactivates Kinetic Shield.
LittleBertha deactivates Tempest.
LittleBertha deactivates Arcane Combat.
LittleBertha deactivates Charged Shield.
LittleBertha deactivates Arcane Feed.
LittleBertha deactivates Weapon of Wrath.
LittleBertha deactivates Hurricane.
LittleBertha deactivates Reality Smearing.
LittleBertha deactivates Weapon of Light.
LittleBertha deactivates Feather Wind.
LittleBertha deactivates Defensive Posture.
LittleBertha deactivates Second Life.
LittleBertha deactivates Abyssal Shield.