Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Doge Race 1.2.2Wow! Such doge! Much loot. Wow. 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. 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. Shadow Race 1.0.1Adds shadow race with bugfix. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! 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. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! 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. 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. Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. Items Vault 1.3.0Donators/Buyers bonus! Mobility-experiment 1.3.1An experiment trying to rework and partially merge field control, mobility, acrobatics, and survival 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): Arcanum Class Pack 1.3.1Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: 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. 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. 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 Archery Fix 1.3.0Addon which fixes ranged weapon/ammo on hit, on crit, on kill effects. Adventurer Plus Addon 1.1.4Simple 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. 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 / 2087% |
Size | huge |
Lifes / Deaths | Killed by Porebeth the sick treant at level 12 on the 20th Dusk 122nd year of Ascendancy at 15:09 0 / 7Killed by exoticco at level 35 on the 5th Decay 122nd year of Ascendancy at 01:40 Killed by Doomed Shade of exoticco at level 50 on the 73rd Dusk 123rd year of Ascendancy at 17:51 Killed by Doomed Shade of exoticco at level 50 on the 73rd Dusk 123rd year of Ascendancy at 19:44 Killed by Doomed Shade of exoticco at level 50 on the 73rd Dusk 123rd year of Ascendancy at 21:48 Killed by Ernas the shalore at level 50 on the 5th Haze 123rd year of Ascendancy at 02:55 Killed by exoticco at level 50 on the 18th Haze 123rd year of Ascendancy at 01:09 |
Primary Stats
Strength | 112 (base 61) |
Dexterity | 77 (base 63) |
Constitution | 73 (base 60) |
Magic | 91 (base 64) |
Willpower | 100 (base 63) |
Cunning | 80 (base 60) |
Resources
Mana | 554/554 |
Psi | 170/170 |
Vim | 321/321 |
Life | 1487/1487 |
Positive | 91/187 |
Stamina | 382/382 |
Paradox | 600 |
Healing Factor | 1.1 |
Regeneration | 0.27499999999992 |
Speed
Mental | +13.73025370344% |
Attack | 0% |
Movement | +30.00000000001% |
Spell | +13.73025370344% |
Global | +156.16921969587% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 6 |
See Invisible | 40 |
ESP Range | 10 |
ESP Kinds | animal/canine, humanoid/orc |
Offense: Mainhand
Damage | 131 |
Accuracy | 71 |
Crit Chance | 80% |
APR | 30 |
Speed | 0.01 |
Offense: Offhand
Damage | 59 |
Accuracy | 71 |
Crit Chance | 81% |
APR | 27 |
Speed | 0.01 |
Offense: Spell
Spellpower | 91.863058339431 |
Crit Chance | 79% |
Speed | 0.87927351556568 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 69.95 |
Crit Chance | 25% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 111.92307323196 (100%) |
Defense | 41.816666666667 |
Ranged Defense | 42.483333333333 |
Fatigue | 0 |
Physical Save | 62.636532831238 |
Spell Save | 64.9 |
Mental Save | 53.583333333333 |
Defense: Resistances
All | + 15%( 70%) |
Defense: Immunities
Silence Resistance | 10% |
Instadeath Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Pinning Resistance | 15% |
Poison Resistance | 21% |
Blind Resistance | 10% |
Inscriptions (6/6)
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 25 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 16 for 8 turns. While Heroism is active, you will only die when reaching -664 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. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 381 damage for 4 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (88% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1034% over 10 turns and instantly restoring 52 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 687% 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 Cunning stat. |
Runes | Effective talent level: 1.0 Rune: EnchantmentUse mode: Activated Range: melee/personal Cooldown: 25 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 35 and adds 57 arcane damage to all your hits. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 25 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 19 for 7 turns. While Heroism is active, you will only die when reaching -884 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 Willpower stat. |
Class Talents
Cunning / Shadow magic | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Stealth | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Bloodthirst | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Magical combat | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Absorption | 1.30 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
Spell / Stone | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Celestial / Combat | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Flux | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Battle tactics | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Generic Talents
Celestial / Light | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Demonic strength | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Vile life | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Staff combat | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Corruption / Hexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Arcane Feed |
talent | Crystalline Focus |
talent | Shadow Feed |
talent | Shadow Combat |
talent | Abyssal Shield |
talent | Second Life |
talent | Arcane Shield |
talent | Charged Shield |
talent | Weapon of Wrath |
talent | Reality Smearing |
talent | Weapon of Light |
talent | Chant of Fortress |
talent | Essence of Speed |
talent | Kinetic Shield |
talent | Shielding |
talent | Arcane Combat |
detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 15% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
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. | active |
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 Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Magic by +2. | done |
You failed to protect the lost sun paladin from death by exoticco. Escort: lost sun paladin (level 4 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 8 of Dreadfell. Escort: lost sun paladin (level 8 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You failed to protect the repented thief from death by Ce'Narin the large white snake. Escort: repented thief (level 2 of Scintillating Caves) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Scintillating Caves. Escort: repented thief (level 3 of Scintillating Caves)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * 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 unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1677. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
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 within2 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | 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 | Awakened Staff of Absorption (60-72 power, 60 apr, physical element) Awakened Staff of Absorption (60-72 power, 60 apr, physical element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff 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 (+8 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 |
On hands | rough leather gloves 'Aruna' (0 def, 1 armour) rough leather gloves 'Aruna' (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 11 mind / 16 darkness Changes stats: +2 Wil Critical mult.: +5.00% Mental save: -13 (-4 eff.) Mindpower: +11 (+2 eff.) 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 |
Light source | Umbraphage UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+3 eff.) Mindpower: +10 (+2 eff.) Light radius: +10 Absorbs all darkness (power 146, based on Willpower and Cunning) within its light radius, increasing in brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 353.82 darkness damage (based on Mindpower and charge), costing 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. Press to compare |
On head | The Black Crown (0 def, 15 armour) The Black Crown (0 def, 15 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +15 Fatigue: +5% Changes stats: +10 Wil / +10 Con Changes resistances: +20% darkness / +20% blight Talent masteries: +0.20 Corruption / Demonic pact +0.20 Corruption / Demon seeds Physical save: +15 (+4 eff.) Spell save: +15 (+4 eff.) Mental save: +15 (+5 eff.) Shadow Power: +5 Increases all saves by your Shadow Power. "For the demon who has everything." Press to compare |
On feet | Glonn the Flashstun (0 def, 3 armour) Glonn the Flashstun (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 4 lightning / 8 light Changes stats: +8 Lck / +5 Dex Changes resistances penetration: +15% lightning Changes damage: +3% light / +3% lightning Stealth bonus: +7 A pair of boots made of leather. Press to compare |
Tool | Prismravage (dig speed 10 turns) Prismravage (dig speed 10 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Effects on melee hit: * 15% chance to blind * 40% chance to daze Damage when hit (Melee): 8 light Changes stats: +2 Str / +2 Dex Changes resistances: +7% darkness / +6% fire Changes damage: +12% light Lowers spell cool-downs by: 10% Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
On fingers | Anelefang AnelefangCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +10 Defense: +9 (+3 eff.) Effects on melee hit: * 13% chance to cause random gloom Damage (Melee): 10 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 13 bleed Damage when hit (Melee): 4 acid Changes stats: +6 Cun / +5 Wil Changes resistances: +6% mind Changes resistances penetration: +10% acid / +5% mind Hate when firing a critical mind attack: +2.00 Maximum hate: +8.00 Mindpower: +9 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.6 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. Press to compare |
On fingers | Polata PolataPowered by arcane forces Infused by nature Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +2 Dex / +5 Mag / +6 Wil / +2 Cun Changes resistances: +8% nature / +9% blight Mental save: +12 (+4 eff.) Poison immunity: +21% Disease immunity: +18% Maximum life: +20.00 Maximum stamina: +10.00 Spellpower: +7 (+1 eff.) Healing mod.: +10% Rings can have magical properties. Press to compare |
Around neck | Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. Press to compare |
In main hand | Falodig the Shaderaptor (30-36 power, 6 apr, temporal element) =crit= Falodig the Shaderaptor (30-36 power, 6 apr, temporal element) =crit=Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: 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: +6 Defense: +2 (+1 eff.) Ranged Defense: +2 (+1 eff.) Damage (Melee): 59 fire Damage when hit (Melee): 8 blight Changes resistances: +6% arcane / +3% fire Changes damage: +3% blight / +30% temporal / +3% darkness Talent granted: +1 Command Staff Critical mult.: +79.00% Mental save: +3 (+1 eff.) Silence immunity: +10% Spellpower on spell critical (stacks up to 3 times): +12 Spellpower: +35 (+6 eff.) Spell crit. chance: +5% See invisible: +40 Staves designed for wielders of magic, by the greats of the art. Press to compare |
Around waist | hardened leather belt 'Emeloba' hardened leather belt 'Emeloba'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +8 (+1 eff.) Changes resistances: +9% fire Spell save: +11 (+3 eff.) Mental save: +9 (+3 eff.) Pinning immunity: +15% Only die when reaching: -60.00 life Size category: +1 A belt that goes around your waist. Press to compare |
In off hand | Kauila's Staff (15-18 power, 3 apr, physical element) =1H= Kauila's Staff (15-18 power, 3 apr, physical element) =1H=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 89.61 cold damage and 51.88 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 | cashmere cloak 'Vorebeth' (2 def, 0 armour) cashmere cloak 'Vorebeth' (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +7 Defense: +2 (+1 eff.) Changes resistances: +6% darkness / +9% lightning Grants telepathy: Humanoid/Orc Critical mult.: +16.00% Stealth bonus: +7 Blindness immunity: +10% Disease immunity: +10% 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 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: +15 (+3 eff.) Armour: +35 Defense: +25 (+8 eff.) Fatigue: +15% Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +20% darkness / +15% blight / +25% fire / +20% cold Talent masteries: +0.20 Corruption / Doom covenant +0.20 Corruption / Infernal combat +0.20 Corruption / Oppression +0.20 Corruption / Wrath Physical save: +15 (+4 eff.) Spell save: +25 (+6 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: 4.5 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 78% 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 |
Inventory
regeneration infusion of the wizard (heal 640 over 5 turns) regeneration infusion of the wizard (heal 640 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: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 640 life over 5 turns. 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. |
wild infusion of the psychic (resist 25%; cure physical) wild infusion of the psychic (resist 25%; 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: 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 physical 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 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. |
Infusion of Wild Growth (Rad 5 for 10 turns) Infusion of Wild Growth (Rad 5 for 10 turns)Infused by nature 0.10 Encumbrance. [Plot Item] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place and dealing 96.00 physical damage and 174.55 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. 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. |
heroism infusion of the duelist (+15 for 10 turns, die at -826) heroism infusion of the duelist (+15 for 10 turns, die at -826)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 1.0 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 15 for 10 turns. While Heroism is active, you will only die when reaching -826 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 sneak (+17 for 11 turns, die at -693) heroism infusion of the sneak (+17 for 11 turns, die at -693)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 21 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 17 for 11 turns. While Heroism is active, you will only die when reaching -693 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. 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 warrior (+22 for 10 turns, die at -595) heroism infusion of the warrior (+22 for 10 turns, die at -595)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 29 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 22 for 10 turns. While Heroism is active, you will only die when reaching -595 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 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 duelist (1166% regen over 10 turns; 58 instant mana) manasurge rune of the duelist (1166% regen over 10 turns; 58 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 (88% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1166% over 10 turns and instantly restoring 58 mana. Also when resting your mana will regenerate at 0.5 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. Press to compare |
manasurge rune of the warrior (1649% regen over 10 turns; 82 instant mana) manasurge rune of the warrior (1649% regen over 10 turns; 82 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: 24 Travel Speed: instantaneous Usage Speed: Spell (88% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1649% over 10 turns and instantly restoring 82 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare |
shielding rune of the sneak (absorb 600 for 5 turns) shielding rune of the sneak (absorb 600 for 5 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: 15 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 600 damage for 5 turns. 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. Press to compare |
enchantment rune of the sneak (+28 for 9 turns) enchantment rune of the sneak (+28 for 9 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 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 28 and adds 45 arcane damage to all your hits. 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. Press to compare |
enchantment rune of the warrior (+35 for 9 turns) enchantment rune of the warrior (+35 for 9 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 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 35 and adds 57 arcane damage to all your hits. 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 |
enchantment rune of the wizard (+33 for 10 turns) enchantment rune of the wizard (+33 for 10 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 10 turns. This enchantment increases your accuracy and armour by 33 and adds 53 arcane damage to all your hits. 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 |
controlled phase door rune of the titan (range 14) controlled phase door rune of the titan (range 14)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: 10 Travel Speed: instantaneous Usage Speed: Spell (88% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 14. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
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: 9 Travel Speed: instantaneous Usage Speed: Spell (88% 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. |
Angolwen Academy Training Token Angolwen Academy Training TokenPowered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
Dayswift the copper amulet Dayswift the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 4 blight / 4 light Changes resistances: +13% mind Changes resistances penetration: +10% blight Changes damage: +6% light / +6% blight Confusion immunity: +24% Amulets can have magical properties. Press to compare |
insulating copper amulet of healing insulating copper amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% fire / +10% cold Cut immunity: +50% Healing mod.: +11% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 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 419 life. The life healed will increase with your Mindpower. Amulets can have magical properties. Press to compare |
Fiery Choker Fiery ChokerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +20% fire / -20% cold Changes damage: +10% fire / -5% cold Damage affinity(heal): +30% fire Blindness immunity: +40% Spellpower: +7 (+1 eff.) Spell crit. chance: +8% Talent on hit(spell): Volcano (10% chance level 3). A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. Press to compare |
gold amulet of mastery (0.20 Spell / Golemancy) gold amulet of mastery (0.20 Spell / Golemancy)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Talent mastery: +0.20 Spell / Golemancy Amulets can have magical properties. Press to compare |
Spellblaze Echoes Spellblaze EchoesPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +6 Defense: +6 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +15 Spellpower: +8 (+1 eff.) Spell crit. chance: +6% It can be used to unleash a destructive wail, destroying terrain and dealing 575.30 physical damage (based on Magic) in a radius of 3, costing 60 power out of 60/60. This ancient charm still retains a distant echo of the destruction wrought by the Spellblaze Press to compare |
clarifying stralite amulet of mastery (0.34 Spell / Frost alchemy) clarifying stralite amulet of mastery (0.34 Spell / Frost alchemy)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +16% mind Talent mastery: +0.34 Spell / Frost alchemy Confusion immunity: +37% Amulets can have magical properties. Press to compare |
Isema the voratun amulet Isema the voratun amuletPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +6 Physical crit. chance: +3.0% Changes stats: +6 Mag Changes resistances: +12% acid / +9% physical / +3% temporal / +3% cold Changes damage: +4% darkness / +7% temporal / +5% light / +6% physical Critical mult.: +14.00% Physical save: +16 (+4 eff.) Stamina each turn: +0.70 Spellpower: +4 (+1 eff.) Spell crit. chance: +5% Amulets can have magical properties. Press to compare |
serendipitous voratun amulet serendipitous voratun amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +17 (+4 eff.) Defense: +15 (+5 eff.) Changes stats: +18 Lck Reduce all damage from unseen attackers: 19% Amulets can have magical properties. 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. |
Ring of Insight Ring of InsightPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Cun / +2 Mag Change telepathy range by : +1 Talent mastery: +0.20 Spell / Divination Infravision radius: +1 See stealth: +3 See invisible: +3 This small iron ring seems exceptionally shiny and in focus. Press to compare |
copper ring of darkness (+20%) copper ring of darkness (+20%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% darkness Changes damage: +10% darkness Rings can have magical properties. Press to compare |
Artharak the Duskbait Artharak the DuskbaitCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 12 darkness Changes resistances: +15% darkness Changes damage: +9% mind Disarm immunity: +44% Pinning immunity: +44% Knockback immunity: +44% Maximum life: +33.00 Rings can have magical properties. Press to compare |
Nooncast NooncastCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 8 blight Changes stats: +7 Cun / +8 Dex Changes resistances penetration: +5% blight / +10% light Changes damage: +3% blight Light radius: +1 Rings can have magical properties. Press to compare |
Raventide the stralite ring Raventide the stralite ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Damage when hit (Melee): 12 darkness Changes stats: +7 Dex / +6 Wil / +14 Cun Changes resistances: +15% fire Changes resistances penetration: +5% darkness Changes damage: +3% darkness Mental save: +9 (+3 eff.) Confusion immunity: +31% Mindpower: +13 (+3 eff.) Rings can have magical properties. Press to compare |
Bokavor the Sunoath Bokavor the SunoathPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +16 Mag / +10 Wil / +10 Cun Changes damage: +9% mind Grants telepathy: Dragon Demon/Major Demon/Minor Mental save: +3 (+1 eff.) Stun/Freeze immunity: +40% Life regen: +4.70 Spellpower: +26 (+4 eff.) Mindpower: +16 (+3 eff.) Mental crit. chance: +2% Light radius: +1 Rings can have magical properties. Press to compare |
Exiler ExilerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+2 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to inflict 375.20 temporal damage (based on Spellpower and Paradox, if any) on summons, removing any that survive from time, in a radius 2 ball out to range 5, costing 32 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. 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 / Archery prowess +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Grappling +0.30 Technique / Thuggery +0.30 Technique / Superiority +0.30 Technique / Two-handed weapons +0.30 Technique / Combat techniques +0.30 Technique / Shield offense +0.30 Technique / Combat training +0.30 Technique / Two-handed assault +0.30 Technique / Unarmed training +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Combat veteran +0.30 Technique / Pugilism +0.30 Technique / Shield defense +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. Press to compare |
Void Orb Void OrbPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+2 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 6 power out of 6/6) : Effective talent level: 5.2 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 433.09 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. Press to compare |
wizard's voratun ring of pilfering wizard's voratun ring of pilferingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+4 eff.) Armour penetration: +15 Defense: +15 (+5 eff.) Changes stats: +10 Mag Spell save: +20 (+5 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.6 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. Press to compare |
elm magestaff 'Umbravault' (10-12 power, 2 apr, fire element) =1h= elm magestaff 'Umbravault' (10-12 power, 2 apr, fire element) =1h=Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +5 (+1 eff.) Physical crit. chance: +6.0% Physical power: +7 (+1 eff.) Changes stats: +2 Mag Changes resistances: +6% darkness Changes damage: +10% fire Talent granted: +1 Command Staff Critical mult.: +8.00% Spellpower: +9 (+2 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. Press to compare |
Staff of Destruction (20-24 power, 4 apr, physical element) Staff of Destruction (20-24 power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. 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 |
Afterlife (40-48 power, 12 apr, light element) Afterlife (40-48 power, 12 apr, light element)Requires: - Magic 40 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 40.0 - 48.0 Uses stat: 130% Mag Damage type: Light Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +12 Attack speed: 100% Damage against: +25% Undead When wielded/worn: Changes resistances penetration: +10% lightning / +10% cold Changes damage: +25% lightning / +25% cold / +25% light / +25% darkness Reduced damage from: +25% Undead Talent mastery: +0.20 Spell / Necrosis Spellpower: +30 (+5 eff.) Spell crit. chance: +10% Pure white bone fashioned into a staff. A grinning skull sits on the top, grinning. Press to compare |
Brightshaper (42-50.4 power, 6 apr, physical element) Brightshaper (42-50.4 power, 6 apr, physical element)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: 80% 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: Effects on melee hit: * 10% chance to gain 10% of a turn Changes resistances: +12% cold Changes damage: +42% physical Talent granted: +1 Command Staff Reduces incoming crit damage: 20.00% Physical save: +6 (+2 eff.) Cut immunity: +10% Silence immunity: +10% Spellpower: +20 (+3 eff.) Spell crit. chance: +5% Light radius: +1 Staves designed for wielders of magic, by the greats of the art. Press to compare |
Camotostir the Cystjeer (30-36 power, 6 apr, physical element) Camotostir the Cystjeer (30-36 power, 6 apr, physical element)Requires: - Magic 48 Powered by arcane forces 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: 80% 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 2) on crit: +12 nature When wielded/worn: Physical crit. chance: +10.0% Damage when hit (Melee): 12 mind Changes resistances: +15% physical Changes damage: +30% physical Talent granted: +1 Command Staff Critical mult.: +13.00% Mental save: +3 (+1 eff.) Equilibrium when hit: +0.04 Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +22 (+4 eff.) Spell crit. chance: +5% Mindpower: +4 (+1 eff.) It can be used to conjure elemental energy in a radius 10 cone, dealing 131.46 - 157.75 physical damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. Press to compare |
Rod of Sarrilon (30-36 power, 4 apr, physical element) Rod of Sarrilon (30-36 power, 4 apr, physical element)Requires: - Magic 48 Powered by unknown forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 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 (+7 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 |
Salyvena the dragonbone vilestaff (30-36 power, 8 apr, acid element) Salyvena the dragonbone vilestaff (30-36 power, 8 apr, acid element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +8 Physical crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +20% When wielded/worn: Changes damage: +30% acid Talents granted: +1 Dual Staff +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +30 (+5 eff.) Spell crit. chance: +11% Healing mod.: +20% It can be used to project a bolt from the staff (to range 10) dealing 131.46 - 157.75 acid damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. Press to compare |
dragonbone magestaff 'Tempesthacker' (38-45.6 power, 6 apr, lightning element) dragonbone magestaff 'Tempesthacker' (38-45.6 power, 6 apr, lightning element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 38.0 - 45.6 Uses stat: 80% 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): +12 nature When wielded/worn: Armour penetration: +2 Physical crit. chance: +2.0% Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 20 lightning Changes damage: +30% lightning Talent granted: +1 Command Staff Stamina each turn: +0.80 Vim when firing critical spell: +5.00 Spellpower on spell critical (stacks up to 3 times): +10 Maximum vim: +37.00 Spellpower: +25 (+4 eff.) Spell crit. chance: +19% It can be used to conjure elemental energy in a radius 10 cone, dealing 142.35 - 170.82 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 |
dragonbone vilestaff 'Runirab' (30-36 power, 8 apr, fire element) dragonbone vilestaff 'Runirab' (30-36 power, 8 apr, fire element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +8 Physical crit. chance: +8.0% Attack speed: 100% Damage Shield penetration (this weapon only): +30% Damage (Melee): +20 draining blight When wielded/worn: Damage when hit (Melee): 8 blight Changes resistances: +2% physical Changes damage: +30% fire Talent granted: +1 Command Staff Mana each turn: +0.20 Spellpower: +37 (+6 eff.) Spell crit. chance: +9% Life leech chance: +9% Life leech: +15% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. Press to compare |
potent dragonbone magestaff of might (37-44.4 power, 6 apr, fire element) potent dragonbone magestaff of might (37-44.4 power, 6 apr, fire element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 37.0 - 44.4 Uses stat: 80% 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: +37% fire Talent granted: +1 Command Staff Spellpower: +19 (+3 eff.) Spell crit. chance: +12% Staves designed for wielders of magic, by the greats of the art. Press to compare |
potent dragonbone starstaff of might (42-50.4 power, 6 apr, temporal element) potent dragonbone starstaff of might (42-50.4 power, 6 apr, temporal element)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: 80% 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: +42% temporal Talent granted: +1 Command Staff Spellpower: +19 (+3 eff.) Spell crit. chance: +19% Staves designed for wielders of magic, by the greats of the art. Press to compare |
Crude Iron Battle Axe of Kroll (68-102 power, 7 apr) Crude Iron Battle Axe of Kroll (68-102 power, 7 apr)Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 68.0 - 102.0 Uses stat: 130% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +10.0% Attack speed: 100% When wielded/worn: Armour: +6 Defense: +6 (+2 eff.) Changes stats: +2 Dex / +2 Con Changes damage: +10% physical Stun/Freeze immunity: +30% Knockback immunity: +30% Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. 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 293.65 fire damage, and flames will be left dealing a further 68.47 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 |
voratun battleaxe 'Eilinurianor' (58-87 power, 4 apr) voratun battleaxe 'Eilinurianor' (58-87 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 58.0 - 87.0 Uses stat: 120% Wil Damage type: Light Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * Random elemental explosion On weapon crit: * cripple the target Damage (Melee): +84 insidious poison / +12 mind When wielded/worn: Physical crit. chance: +21.0% Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Damage when hit (Melee): 8 mind Changes resistances: +3% acid / +6% lightning / +5% arcane / +3% mind Changes resistances penetration: +21% acid / +24% fire / +24% cold / +5% mind / +24% lightning Changes damage: +6% mind Massive two-handed battleaxes. Press to compare |
voratun battleaxe 'Glimmershear' (101.5-152.25 power, 4 apr) voratun battleaxe 'Glimmershear' (101.5-152.25 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 101.5 - 152.3 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 hit: * 25% chance for lightning to arc to a second target Damage (Melee): +14 lightning / +16 light Burst (radius 2) on crit: +8 mind When wielded/worn: Effects on melee hit: * 15% chance to blind Changes resistances: +3% light Massive two-handed battleaxes. Press to compare |
Dream Malleus (56-84 power, 5 apr) Dream Malleus (56-84 power, 5 apr)Requires: - Willpower 25 - Strength 25 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 56.0 - 84.0 Uses stat: 140% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc This weapon will act as a psionic focus. Armour Penetration: +5 Attack speed: 100% On weapon hit: * 7% chance to inflict damage reduction * 23% chance to cause random gloom * 20% chance to curse the target Damage (Melee): +32 mind When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +5 Cun / +2 Wil Changes damage: +10% mind / +10% physical Talent cooldown: Hammer Toss (-2 turns) Talents granted: +3 Dream Smith's Hammer +3 Hammer Toss Maximum encumbrance: +30 Psi each turn: +0.10 Mindpower: +15 (+3 eff.) Mental crit. chance: +8% It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. A large shimmering maul that seems to produce a ringing in your ears. It is both as malleable as thought and as hard as the strongest steel. Press to compare |
Emelorama (68-102 power, 9 apr) Emelorama (68-102 power, 9 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 68.0 - 102.0 Uses stat: 120% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc This weapon will act as a psionic focus. Armour Penetration: +9 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 40% chance to cause random gloom * 14% chance to disease Damage (Melee): +70 insidious poison / +24 blight / +24 mind When wielded/worn: Physical power: +4 (+1 eff.) Changes stats: +6 Cun / +7 Wil Critical mult.: +3.00% Maximum encumbrance: +20 Physical save: +20 (+5 eff.) Disease immunity: +46% Massive two-handed mauls. Press to compare |
Serpentradiance (45.5-72.8 power, 6 apr) Serpentradiance (45.5-72.8 power, 6 apr)Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. Type: weapon / greatspear ; tier 3 It must be held with both hands. Base power: 45.5 - 72.8 Uses stat: 120% Wil Damage type: Light Mastery: Exotic Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +3.5% Attack speed: 83% On weapon hit: * Slows global speed by 20% Thrust Range: 2 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances penetration: +5% nature A heavy spear. Press to compare |
Firecrypt the voratun greatspear (61-97.6 power, 18 apr) Firecrypt the voratun greatspear (61-97.6 power, 18 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatspear ; tier 5 It must be held with both hands. Base power: 61.0 - 97.6 Uses stat: 120% Wil Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +18 Physical crit. chance: +5.0% Attack speed: 83% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 15% chance to disease Damage (Melee): +24 blight / +16 mind / +53 % trip chance Burst (radius 1) on hit: +4 fire Burst (radius 2) on crit: +16 fire Thrust Range: 2 When wielded/worn: Physical power: +8 (+1 eff.) Damage when hit (Melee): 4 temporal Changes damage: +3% temporal / +6% fire Disease immunity: +34% It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. A heavy spear. Press to compare |
long voratun greatspear of phasing (61.5-98.4 power, 28 apr) long voratun greatspear of phasing (61.5-98.4 power, 28 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatspear ; tier 5 It must be held with both hands. Base power: 61.5 - 98.4 Uses stat: 120% Wil Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +28 Physical crit. chance: +5.0% Attack speed: 83% Damage Shield penetration (this weapon only): +51% Thrust Range: 3 A heavy spear. 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 |
Borosk's Hate (60-96 power, 22 apr) Borosk's Hate (60-96 power, 22 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stat: 120% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance to strike the target again. When wielded/worn: Changes stats: +10 Str / +5 Dex / +15 Con Talent mastery: +0.20 Technique / Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. 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 |
orite trident 'Gudakira' (40-64 power, 13 apr) orite trident 'Gudakira' (40-64 power, 13 apr)Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 40.0 - 64.0 Uses stat: 120% Wil Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc This weapon will act as a psionic focus. Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 42% chance to cause random gloom Damage (Melee): +27 mind Burst (radius 1) on hit: +4 mind When wielded/worn: Changes stats: +1 Str / +8 Wil / +12 Cun Changes damage: +3% mind Grants telepathy: Humanoid/Orc Critical mult.: +10.00% Hate when firing a critical mind attack: +3.00 Mindpower: +2 (+0 eff.) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. Press to compare |
orite trident 'Sparkslice' (59.5-95.2 power, 13 apr) orite trident 'Sparkslice' (59.5-95.2 power, 13 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 59.5 - 95.2 Uses stat: 120% Wil Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +4 lightning When wielded/worn: Effects on melee hit: * 40% chance to daze Changes resistances: +3% lightning / +6% fire Changes damage: +6% fire A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. Press to compare |
Eclipsewilder the orichalcum trident (59-94.4 power, 16 apr) Eclipsewilder the orichalcum trident (59-94.4 power, 16 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 59.0 - 94.4 Uses stat: 120% Wil Damage type: Temporal Mastery: Exotic Weapons Mastery Accuracy bonus: +0.8% crit.pwr / acc Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 19% chance to inflict damage reduction * 20% chance to curse the target Damage (Melee): +42 cold Burst (radius 1) on hit: +4 temporal When wielded/worn: Armour: +2 Changes resistances: +3% acid / +1% physical / +6% light / +12% fire / +6% nature / +3% darkness Changes resistances penetration: +15% darkness Blindness immunity: +15% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. Press to compare |
heavy orichalcum trident of massacre (78-124.8 power, 16 apr) heavy orichalcum trident of massacre (78-124.8 power, 16 apr)Requires: - Strength 48 Crafted by a master 4.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 78.0 - 124.8 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% * Grants [Heavy Strike] Talent A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. Press to compare |
plaguebringer's orichalcum trident of corruption (52-83.2 power, 16 apr) plaguebringer's orichalcum trident of corruption (52-83.2 power, 16 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 52.0 - 83.2 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% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 26% chance to inflict damage reduction * 21% chance to disease * 20% chance to curse the target Damage (Melee): +10 blight When wielded/worn: Disease immunity: +41% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. Press to compare |
Anmalice (47-65.8 power, 20 apr) Anmalice (47-65.8 power, 20 apr)Requires: - Willpower 20 - Strength 32 Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stat: 110% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +20 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * torments the target with many mental effects On weapon kill: * reduces mental save penalty When wielded/worn: Changes damage: +8% mind Mental save: -30 (-10 eff.) Mindpower: +9 (+2 eff.) The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. Press to compare |
Blade of Distorted Time (40-56 power, 10 apr) Blade of Distorted Time (40-56 power, 10 apr)Requires: - Strength 44 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stats: 90% Wil, 20% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * inflicts bonus temporal damage and slows target Damage conversion: 20% temporal When wielded/worn: Changes damage: +12% temporal / +10% physical It can be used to activate talent Rethread (costing 8 power out of 8/8) : Effective talent level: 2.6 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Rethread the timeline, dealing 346.91 temporal damage to the target before moving on to a second target. Rethread can hit up to 3 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. The remnants of a damaged timeline, this blade shifts and fades at random. Press to compare |
Twilight's Edge (47-65.8 power, 7 apr) Twilight's Edge (47-65.8 power, 7 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stat: 100% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Physical crit. chance: +12.0% Attack speed: 100% On weapon crit: * release a burst of light and dark damage (scales with Magic) When wielded/worn: Changes stats: +4 Str / +4 Mag / +4 Cun Changes damage: +18% darkness / +18% light Spellpower: +12 (+2 eff.) Spell crit. chance: +4% Light radius: +1 The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness. Press to compare |
Berydunafast the voratun longsword (41-57.4 power, 6 apr) =poisin= Berydunafast the voratun longsword (41-57.4 power, 6 apr) =poisin=Requires: - Strength 48 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 41.0 - 57.4 Uses stat: 100% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 35% chance to daze Damage (Melee): +118 insidious poison / +12 blight When wielded/worn: Effects on melee hit: * 30% chance to disease Damage when hit (Melee): 16 blight Changes stats: +4 Str / +7 Dex / +3 Mag / +4 Wil / +4 Cun / +3 Con Changes resistances penetration: +12% lightning Changes damage: +6% mind See invisible: +6 Sharp, long, and deadly. Press to compare |
Blood-Edge (46-64.4 power, 7 apr) Blood-Edge (46-64.4 power, 7 apr)Requires: - Magic 20 - Strength 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 46.0 - 64.4 Uses stats: 100% Wil, 10% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon hit: * 15% chance to animate a bleeding foe's blood Lifesteal (this weapon only): +5% Damage conversion: 50% blight When wielded/worn: Changes damage: +15% blight / +15% physical Grants telepathy: Undead/Blood Maximum vim: +25.00 Spellpower: +21 (+4 eff.) Spell crit. chance: +8% It can be used to activate talent Bleeding Edge (costing 20 power out of 20/20) : Effective talent level: 5.2 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 171% weapon damage. If the attack hits, the target will bleed for 322% weapon damage over 7 turns, and all healing will be reduced by 51%. This deep red sword weeps blood continuously. It was born in the labs of the orcish corrupter Hurik, who sought to make a crystal that would house his soul after death. But his plans were disrupted by a band of sun paladins, and though most died purging his keep of dread minions, their leader Raasul fought through to Hurik's lab, sword in hand. There the two did battle, blade against blood magic, till both fell to the floor with weeping wounds. The orc with his last strength crawled towards his fashioned phylactery, hoping to save himself, but Raasul saw his plans and struck the crystal with his light-bathed sword. It shattered, and in the sudden impulse of energies the steel, crystal and blood were fused into one. Now the broken fragments of Raasul's soul are trapped in this terrible artifact, his mind warped beyond all sanity by decades of imprisonment. Only the taste of blood calls him forth, his soul stealing the lifeblood of others to take on physical form again, that he may thrash and wail against the living. Press to compare |
Spellblade (50-70 power, 2 apr) Spellblade (50-70 power, 2 apr)Requires: - Dexterity 28 - Magic 28 - Strength 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 50.0 - 70.0 Uses stat: 100% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +4 Mag Changes damage: +18% physical / +18% light / +18% fire Spellpower: +20 (+3 eff.) Spell crit. chance: +9% Light radius: +1 Mages sometimes have funny ideas. Archmage Varil once learned how to handle a sword and found he preferred wielding it instead of his staff. 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% all Changes damage: +25% darkness Shadow Power: +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world." Press to compare |
voratun longsword 'Xerisetira' (44-61.6 power, 6 apr) voratun longsword 'Xerisetira' (44-61.6 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 44.0 - 61.6 Uses stat: 100% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20 arcane resource burn * 25% chance to put talents on cooldown Burst (radius 2) on crit: +18 fire When wielded/worn: Armour penetration: +15 Changes resistances: +6% arcane / +6% darkness Changes resistances penetration: +15% physical / +15% fire Changes damage: +15% physical Physical save: +6 (+2 eff.) Blindness immunity: +5% Disarm immunity: +10% Stun/Freeze immunity: +10% Global speed: +6% Sharp, long, and deadly. Press to compare |
Xeruna (42-54.6 power, 6 apr) Xeruna (42-54.6 power, 6 apr)Requires: - Strength 38 - Dexterity 38 Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / rapier ; tier 5 Base power: 42.0 - 54.6 Uses stats: 40% Wil, 80% Cun Damage type: Temporal Accuracy bonus: +0.4% crit.pwr / acc Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 40% chance to gain 10% of a turn Damage (Melee): +30 cold Burst (radius 1) on hit: +37 arcane / +16 fire When wielded/worn: Changes damage: +12% blight Mental save: +30 (+9 eff.) Silence immunity: +50% Mana each turn: +0.52 Spellpower on spell critical (stacks up to 3 times): +6 Hate when firing a critical mind attack: +2.00 Combat speed: +15% Heals friendly targets nearby when you use a nature summon: +40 When carried: Stealth bonus: -50 Taunts Nearby Enemies: Every turn each enemy within 6 spaces has a 30% chance of being taunted. (Both range and chance stack.) A light sword. Press to compare |
Aerylathasta the Voidrebel (34-47.6 power, 5 apr) Aerylathasta the Voidrebel (34-47.6 power, 5 apr)Requires: - Magic 28 - Constitution 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / sceptre ; tier 4 Base power: 34.0 - 47.6 Uses stats: 50% Mag, 50% Con Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% When this weapon hits: Nova (10% chance level 4). When this weapon hits: Synaptic Static (10% chance level 4). Damage conversion: 18% dreamforge / 16% dazing lightning When wielded/worn: Effects on melee hit: * 40% chance to inflict damage reduction Damage when hit (Melee): 8 darkness Changes resistances: +6% blight Changes resistances penetration: +15% lightning / +15% mind / +5% darkness Changes damage: +3% blight Mana each turn: +0.16 Spellpower: +12 (+2 eff.) Light radius: +4 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.3 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 146.97 light damage. Blunt and deadly. Press to compare |
Boltvault (32.5-45.5 power, 5 apr) Boltvault (32.5-45.5 power, 5 apr)Requires: - Magic 28 - Constitution 28 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / sceptre ; tier 4 Base power: 32.5 - 45.5 Uses stats: 50% Mag, 50% Con Damage type: Lightning Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% When this weapon hits: Arcane Vortex (10% chance level 3). Burst (radius 1) on hit: +21 cold Damage conversion: 17% arcane silence When wielded/worn: Effects on melee hit: * 40% chance to daze Damage when hit (Melee): 4 lightning / 8 darkness Changes stats: +4 Str / +5 Con Changes resistances penetration: +13% arcane / +10% lightning Changes damage: +9% lightning / +15% cold Physical save: +9 (+2 eff.) Spellpower: +12 (+2 eff.) Blunt and deadly. Press to compare |
Breacher (40-56 power, 10 apr) Breacher (40-56 power, 10 apr)Requires: - Magic 38 - Constitution 38 Powered by arcane forces Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / sceptre ; tier 5 Base power: 40.0 - 56.0 Uses stats: 50% Mag, 50% Con Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Arcane Vortex (10% chance level 5). When this weapon hits: Destroy Magic (10% chance level 5). Damage Shield penetration (this weapon only): +30% Burst (radius 1) on hit: +50 manaburn arcane Damage conversion: 50% corrosive acid When wielded/worn: Changes resistances penetration: +20% arcane / +20% acid Changes damage: +30% arcane / +30% acid Spellpower: +20 (+3 eff.) It can be used to activate talent Disperse Magic (costing 50 power out of 50/50) : Effective talent level: 6.5 Power cost: 50 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 5 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Powerful enchantments have been laid on this sceptre to make it able to break the most formidible of defenses, both physical and magical. Press to compare |
Galerazor (37.5-52.5 power, 8 apr) Galerazor (37.5-52.5 power, 8 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / spear ; tier 4 Base power: 37.5 - 52.5 Uses stat: 100% Wil Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.8% crit.pwr / acc Accuracy bonus: +0.5% APR / acc Armour Penetration: +8 Physical crit. chance: +6.5% Attack speed: 91% Damage (Melee): +8 lightning Burst (radius 2) on crit: +14 lightning / +10 light / +8 acid Damage conversion: 27% light / 38% lightning Thrust Range: 2 When wielded/worn: Accuracy: +13 (+3 eff.) Changes stats: +5 Dex Changes resistances: +6% acid / +6% lightning Changes resistances penetration: +11% lightning / +10% light / +5% acid Changes damage: +13% light / +9% lightning A spear. Press to compare |
Glitterbringer (47-65.8 power, 8 apr) Glitterbringer (47-65.8 power, 8 apr)Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / spear ; tier 4 Base power: 47.0 - 65.8 Uses stat: 100% Wil Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.8% crit.pwr / acc Accuracy bonus: +0.5% APR / acc Armour Penetration: +8 Physical crit. chance: +7.5% Attack speed: 83% On weapon hit: * 40% chance to blind Damage (Melee): +8 darkness Damage against: +5% Living Thrust Range: 2 When wielded/worn: Mindpower: +8 (+2 eff.) A spear. Press to compare |
stralite spear 'Hettavon' (45-63 power, 8 apr) stralite spear 'Hettavon' (45-63 power, 8 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / spear ; tier 4 Base power: 45.0 - 63.0 Uses stat: 100% Wil Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +8 Physical crit. chance: +4.5% Attack speed: 83% Burst (radius 1) on hit: +15 lightning Damage conversion: 36% lightning Thrust Range: 3 When wielded/worn: Changes stats: +2 Wil Changes resistances penetration: +8% lightning / +10% arcane Changes damage: +12% lightning Grants telepathy: Demon/Minor Demon/Major Mental save: +3 (+1 eff.) Maximum psi: +30.00 Spellpower: +2 (+0 eff.) It can be used to activate talent Lightning, placing all other charms into a 14 cooldown : Effective talent level: 1.3 Power cost: 14 out of 14/14. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful beam of lightning, doing 122.08 to 366.24 damage The damage will increase with your Spellpower. A spear. Press to compare |
Cuthuruidan the voratun spear (45-63 power, 10 apr) Cuthuruidan the voratun spear (45-63 power, 10 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / spear ; tier 5 Base power: 45.0 - 63.0 Uses stat: 100% Wil Damage type: Nature Mastery: Exotic Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +5.0% Attack speed: 83% On weapon hit: * Random elemental explosion * 25% chance for lightning to arc to a second target On weapon crit: * cripple the target Damage (Melee): +20 lightning Burst (radius 2) on crit: +4 mind Thrust Range: 2 When wielded/worn: Physical crit. chance: +12.0% Damage when hit (Melee): 16 mind Changes stats: +3 Str / +2 Con Changes resistances penetration: +17% acid / +15% fire / +16% lightning / +16% cold Changes damage: +3% mind Critical mult.: +5.00% Mental save: +3 (+1 eff.) A spear. Press to compare |
Belarekira the voratun waraxe (41-57.4 power, 6 apr) Belarekira the voratun waraxe (41-57.4 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 41.0 - 57.4 Uses stat: 100% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target On weapon crit: * splashes the target with acid Damage (Melee): +23 acid / +17 light / +4 blight Damage against: +14% Undead When wielded/worn: Physical crit. chance: +1.0% Changes resistances penetration: +14% mind / +14% darkness Maximum encumbrance: +40 Spell save: +20 (+5 eff.) Vim when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +6 Spell crit. chance: +4% One-handed war axes. Press to compare |
Brenyrath the voratun waraxe (41.5-58.1 power, 6 apr) Brenyrath the voratun waraxe (41.5-58.1 power, 6 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 41.5 - 58.1 Uses stat: 100% Wil Damage type: Mind Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom * 25% chance to put talents on cooldown On weapon crit: * wounds the target reducing their healing Damage Shield penetration (this weapon only): +10% When wielded/worn: Armour penetration: +14 Physical crit. chance: +24.0% Physical power: +13 (+2 eff.) Changes stats: +1 Wil Critical mult.: +14.00% Mana each turn: +0.04 Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% One-handed war axes. 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 brilliant aurastone clear 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: 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 |
freezing brilliant aurastone freezing 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: 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 |
shocking brilliant aurastone shocking 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: 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 brilliant aurastone transparent 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: 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 |
Icy Kill (35-45.5 power, 10 apr) Icy Kill (35-45.5 power, 10 apr)Requires: - Dexterity 42 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 45% Wil, 45% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +15.0% Attack speed: 100% On weapon crit: * freezes the target On weapon kill: * explodes a frozen creature (damage scales with willpower) Damage (Melee): +30 cold When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes damage: +25% cold Hate per kill: +4.00 Ice block penetration: +50% As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. Press to compare |
Mandible of Ungolmor (40-52 power, 12 apr) Mandible of Ungolmor (40-52 power, 12 apr)Requires: - Cunning 38 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 40.0 - 52.0 Uses stats: 35% Wil, 65% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +12 Physical crit. chance: +22.0% Attack speed: 100% On weapon crit: * inflicts pinning spydric poison upon the target Damage conversion: 30% darkness When wielded/worn: Armour: +5 Armour Hardiness: +5% Changes stats: +8 Cun / +4 Dex Changes damage: +30% nature / +20% darkness Light radius: -2 It can be used to activate talent Creeping Darkness (costing 25 power out of 40/40) : Effective talent level: 3.9 Power cost: 25 out of 40/40. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Creeping dark slowly spreads from 5 spots in a radius of 3 around the targeted location. The dark deals 43 damage, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +12% damage to anything that has entered your creeping dark. This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. Press to compare |
Orc Feller (45-58.5 power, 11 apr) Orc Feller (45-58.5 power, 11 apr)Requires: - Dexterity 44 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 45.0 - 58.5 Uses stats: 35% Wil, 55% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Physical crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun / +5 Dex Changes damage: +8% light / +10% physical Grants telepathy: Humanoid/Orc Pinning immunity: +50% Light radius: +1 During the invasion of Eldoral the Halfling Rogue Herah is said to have slain over one hundred orcs while defending a group of refugees. Press to compare |
voratun dagger 'Darklace' (50-65 power, 9 apr) voratun dagger 'Darklace' (50-65 power, 9 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 50.0 - 65.0 Uses stats: 45% Wil, 45% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% Damage (Melee): +13 mind When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +6 Con Changes resistances penetration: +11% physical Changes damage: +9% darkness Spell save: +29 (+7 eff.) Blindness immunity: +20% Silence immunity: +10% Disarm immunity: +22% Stun/Freeze immunity: +15% Teleport immunity: +10% It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Sharp, short and deadly. Press to compare |
Nexus of the Way (22-24.2 power, 40 apr, mind damage) Nexus of the Way (22-24.2 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 60% Wil, 20% Cun Damage type: Mind 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: +3 Cun / +6 Wil Changes resistances: +20% mind Changes resistances penetration: +20% mind Changes damage: +20% mind Confusion immunity: +30% Mindpower: +18 (+4 eff.) Mental crit. chance: +9% It can be used to activate talent Wayist (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: 4 Travel Speed: instantaneous Is: a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. Press to compare |
dwarven-steel ritual blade of channeling (16-20.8 power, 7 apr) dwarven-steel ritual blade of channeling (16-20.8 power, 7 apr)Requires: - Magic 20 - Dexterity 20 Powered by arcane forces 1.00 Encumbrance. Type: weapon / ritual blade ; tier 3 Base power: 16.0 - 20.8 Uses stats: 45% Cun, 45% Mag Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% When wielded/worn: Mana each turn: +0.18 Spellpower: +12 (+2 eff.) Spell crit. chance: +6% It can be used to channel mana (increasing mana regen by 500% for ten turns), putting all charms on cooldown for 30 turns. Sharp, short and deadly. Press to compare |
Eroded Blade (23-29.9 power, 9 apr) Eroded Blade (23-29.9 power, 9 apr)Requires: - Magic 28 - Dexterity 28 Powered by arcane forces Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / ritual blade ; tier 4 Base power: 23.0 - 29.9 Uses stats: 45% Cun, 45% Mag Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% When wielded/worn: Changes resistances: +10% acid / +10% temporal / +10% nature Changes resistances penetration: +10% acid / +10% temporal / +10% nature Changes damage: +25% acid / +25% temporal / +25% nature Spell crit. chance: +12% Mental crit. chance: +12% Ashes to ashes, dust to dust. That which came from the earth, shall return to it. Press to compare |
Mana Rift (24.5-31.85 power, 9 apr) Mana Rift (24.5-31.85 power, 9 apr)Requires: - Magic 38 - Dexterity 38 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / ritual blade ; tier 5 Base power: 24.5 - 31.9 Uses stats: 45% Cun, 45% Mag Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% When wielded/worn: Changes resistances penetration: +15% arcane / +15% lightning Changes damage: +30% arcane / +30% lightning Talent cooldown: Arc Rift (-6 turns) Critical mult.: +50.00% Mana each turn: +5.00 Spellpower: +15 (+3 eff.) Spell crit. chance: +15% More of a rift to the aether than a physical blade. You fear the power that pours through might overwhelm you. Press to compare |
Shadow Defender (10-13 power, 5 apr) Shadow Defender (10-13 power, 5 apr)Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / swordbreaker ; tier 3 Base power: 10.0 - 13.0 Uses stat: Damage type: Physical Accuracy bonus: +2.5% disarm chance / acc Armour Penetration: +5 Physical crit. chance: +10.0% Attack speed: 100% Damage (Melee): +30 darkness / +30 % blind chance When wielded/worn: Changes damage: +10% darkness Talent cooldown: Shadow Leash (-8 turns) This swordbreaker has enchanted to call upon the wielder's own shadow to help protect it. Press to compare |
Relgudochik the stralite swordbreaker (18.5-24.05 power, 5 apr) Relgudochik the stralite swordbreaker (18.5-24.05 power, 5 apr)Requires: - Dexterity 35 Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / swordbreaker ; tier 4 Base power: 18.5 - 24.1 Uses stats: 40% Wil, 40% Cun Damage type: Physical Accuracy bonus: +1.0% disarm chance / acc Accuracy bonus: +1.0% acc reduction chance / acc (5 acc 35 max 3 dur) Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * Slows global speed by 42% Damage (Melee): +12 temporal / +10 nature When wielded/worn: Armour Hardiness: +10% Defense: +11 (+4 eff.) Changes stats: +1 Cun / +3 Dex Changes resistances: +19% lightning / +10% physical / +6% light / +3% cold / +6% temporal / +3% acid Physical save: +18 (+4 eff.) A small blade with many notches along its edge. Press to compare |
Gloroyanor the hardened leather whip (18-19.8 power, 2 apr) Gloroyanor the hardened leather whip (18-19.8 power, 2 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 3 Base power: 18.0 - 19.8 Uses stat: 100% Cun Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.5% turn loss / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 125% On weapon hit: * 16% chance to corrode armour Damage (Melee): +34 insidious poison When wielded/worn: Physical power: +8 (+1 eff.) Effects on melee hit: * 15% chance to corrode armour Damage when hit (Melee): 4 acid Changes stats: +3 Str / +2 Mag / +1 Wil / +4 Con Changes resistances: +3% acid Changes resistances penetration: +17% acid / +11% physical Disarm immunity: +20% Life regen: +1.30 A long, leather whip. Press to compare |
Scorpion's Tail (28-30.8 power, 8 apr) Scorpion's Tail (28-30.8 power, 8 apr)Requires: - Dexterity 28 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 3 Base power: 28.0 - 30.8 Uses stat: 100% Cun Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.5% turn loss / acc Armour Penetration: +8 Physical crit. chance: +5.0% Attack speed: 125% When this weapon hits: Disarm (10% chance level 3). Damage (Melee): +22 poison / +22 bleed When wielded/worn: Accuracy: +10 (+2 eff.) See stealth: +9 See invisible: +9 A long whip of linked metal joints finished with a viciously sharp barb leaking terrible venom. Press to compare |
Blackvalor (27-29.7 power, 3 apr) Blackvalor (27-29.7 power, 3 apr)Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 4 Base power: 27.0 - 29.7 Uses stat: 100% Cun Damage type: Light Mastery: Exotic Weapons Mastery Accuracy bonus: +1.0% APR / acc Accuracy bonus: +0.5% turn loss / acc Armour Penetration: +3 Physical crit. chance: +12.0% Attack speed: 125% On weapon crit: * cripple the target When wielded/worn: Armour penetration: +11 Physical crit. chance: +19.0% Changes resistances: +12% darkness / +3% light Changes damage: +12% light / +6% darkness Critical mult.: +16.00% A long, leather whip. Press to compare |
blazebringer's reinforced leather whip of nature (27-29.7 power, 3 apr) blazebringer's reinforced leather whip of nature (27-29.7 power, 3 apr)Requires: - Dexterity 35 Infused by nature 3.00 Encumbrance. Type: weapon / whip ; tier 4 Base power: 27.0 - 29.7 Uses stat: 100% Cun Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.5% turn loss / acc Armour Penetration: +3 Physical crit. chance: +7.0% Attack speed: 125% Burst (radius 2) on crit: +10 fire When wielded/worn: Changes resistances: +6% all Changes resistances penetration: +9% nature / +11% fire Global speed: +5% A long, leather whip. Press to compare |
Drodan (53-58.3 power, 4 apr) Drodan (53-58.3 power, 4 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 5 Base power: 53.0 - 58.3 Uses stat: 100% Cun Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.5% turn loss / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 125% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +20 lightning When wielded/worn: Physical power: +14 (+2 eff.) Armour: +2 Fatigue: -2% Changes stats: +7 Con Changes resistances penetration: +13% physical Physical save: +27 (+7 eff.) Silence immunity: +35% Disarm immunity: +29% Stun/Freeze immunity: +10% A long, leather whip. Press to compare |
Skeletal Claw (55-60.5 power, 8 apr) Skeletal Claw (55-60.5 power, 8 apr)Requires: - Dexterity 14 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 5 It is part of a set of items. Base power: 55.0 - 60.5 Uses stat: 100% Cun Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.5% turn loss / acc Armour Penetration: +8 Physical crit. chance: +9.0% Attack speed: 125% When this weapon hits: Bone Grab (10% chance level 3). When this weapon hits: Bone Spear (20% chance level 4). Damage (Melee): +30 bleed Burst (radius 2) on crit: +50 bleed When wielded/worn: Defense: +12 (+4 eff.) Talent mastery: +0.25 Corruption / Bone Spellpower: +4 (+1 eff.) Combat speed: +10% Talent on hit(spell): Bone Spear (10% chance level 4). It can be used to activate talent Bone Nova (costing 20 power out of 20/20) : Effective talent level: 5.2 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Fire bone spears in all directions, hitting all foes within radius 5 for 228.81 physical damage. The damage will increase with your Spellpower. This whip appears to have been made from a human spine. A handle sits on one end, a sharply honed claw on the other. Press to compare |
drakeskin leather whip of amnesia (39.5-43.45 power, 4 apr) drakeskin leather whip of amnesia (39.5-43.45 power, 4 apr)Requires: - Dexterity 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / whip ; tier 5 Base power: 39.5 - 43.5 Uses stat: 100% Cun Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.5% turn loss / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 125% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: A long, leather whip. Press to compare |
thought-forged drakeskin leather whip of corruption (37.5-41.25 power, 4 apr) thought-forged drakeskin leather whip of corruption (37.5-41.25 power, 4 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / whip ; tier 5 Base power: 37.5 - 41.3 Uses stat: 100% Cun Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.5% turn loss / acc This weapon will act as a psionic focus. Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 125% On weapon hit: * 19% chance to inflict damage reduction * 30% chance to cause random gloom * 20% chance to curse the target Damage (Melee): +20 mind When wielded/worn: Changes stats: +7 Cun / +7 Wil A long, leather whip. Press to compare |
warbringer's drakeskin leather whip of ruin (37.5-41.25 power, 4 apr) warbringer's drakeskin leather whip of ruin (37.5-41.25 power, 4 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: weapon / whip ; tier 5 Base power: 37.5 - 41.3 Uses stat: 100% Cun Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.5% turn loss / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 125% When wielded/worn: Armour penetration: +12 Physical crit. chance: +9.0% Physical power: +12 (+2 eff.) Changes stats: +5 Con Changes resistances penetration: +10% physical Critical mult.: +17.00% Disarm immunity: +15% A long, leather whip. Press to compare |
Aircutter AircutterRequires: - Dexterity 48 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 On weapon hit: * 20% chance to blind On weapon crit: * silences the target Damage (Ranged): +25 nature Burst (radius 2) on crit: +6 lightning When wielded/worn: Accuracy: +12 (+3 eff.) Physical crit. chance: +14.0% Changes resistances: +6% lightning Changes resistances penetration: +20% physical / +15% nature / +5% light Changes damage: +22% physical Mental save: +3 (+1 eff.) Maximum hate: +6.00 Maximum psi: +10.00 Longbows are used to shoot arrows at your foes. Press to compare |
runic dragonbone longbow of true flight runic dragonbone longbow of true flightRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When this weapon hits: Arcane Vortex (10% chance level 3). When wielded/worn: Accuracy: +11 (+3 eff.) Physical crit. chance: +11.0% Changes stats: +5 Mag Changes damage: +12% arcane Spellpower: +10 (+2 eff.) Longbows are used to shoot arrows at your foes. Press to compare |
drakeskin leather sling 'Mardohir' drakeskin leather sling 'Mardohir'Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 On weapon hit: * 54% chance to cause random gloom * 20% chance to corrode armour Burst (radius 1) on hit: +6 acid Burst (radius 2) on crit: +2 acid When wielded/worn: Changes resistances: +12% mind Changes resistances penetration: +5% temporal Changes damage: +3% acid Slings are used to hurl stones or metal shots at your foes. Press to compare |
Quiver of Domination (20/20, 24-33.6 power, 8 apr) Quiver of Domination (20/20, 24-33.6 power, 8 apr)Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 24.0 - 33.6 Uses stats: 70% Wil, 60% Cun Damage type: Mind Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Physical crit. chance: +2.0% Capacity: 20 On weapon crit: * dominate the target Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain. |
Chargewitch (19/19, 50-70 power, 18 apr) Chargewitch (19/19, 50-70 power, 18 apr)Requires: - Dexterity 48 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 50.0 - 70.0 Uses stats: 50% Wil, 70% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 19 On weapon hit: * 20% chance to daze * 40 arcane resource burn * 25% chance to put talents on cooldown * 10% chance to stun, blind, pin, or confuse the target On weapon crit: * burns latent spell energy Damage (Ranged): +8 lightning / +19 temporal / +4 fire / +25 manaburn arcane / +18 physical Burst (radius 1) on hit: +4 lightning / +8 fire Burst (radius 2) on crit: +4 lightning Arrows are used with bows to pierce your foes to death. |
Glowhunt (23/23, 53.5-74.9 power, 18 apr) Glowhunt (23/23, 53.5-74.9 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 53.5 - 74.9 Uses stats: 50% Wil, 70% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 23 On weapon hit: * 20% chance to blind Damage (Ranged): +12 arcane / +27 light Burst (radius 1) on hit: +8 light / +12 arcane Burst (radius 2) on crit: +4 light Damage against: +23% Undead Arrows are used with bows to pierce your foes to death. |
Isyyalaith the Darkcut (21/21, 50.5-60.6 power, 6 apr) Isyyalaith the Darkcut (21/21, 50.5-60.6 power, 6 apr)Requires: - Dexterity 48 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 50.5 - 60.6 Uses stat: 120% Cun Damage type: Lightning Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +7.0% Capacity: 21 Damage (Ranged): +4 lightning / +20 temporal / +12 darkness / +4 blight / +20 nature / +8 arcane Burst (radius 1) on hit: +8 darkness Burst (radius 2) on crit: +24 darkness Shots are used with slings to pummel your foes to death. |
Blackfire Aegis (8 def, 18 armour, 235 block) Blackfire Aegis (8 def, 18 armour, 235 block)Requires: - Strength 28 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +18 Defense: +8 (+3 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +25% Damage when hit (Melee): 24 darkness / 24 fire Changes resistances: +20% darkness / +35% fire Talent granted: +5 Block Spellpower: +8 (+1 eff.) This rugged stone shield flickers with bursts of pitch black flame. Press to compare |
Mossy Shell Section (-80 def, 40 armour, 310 block) Mossy Shell Section (-80 def, 40 armour, 310 block)Requires: - Willpower 35 - Strength 35 - Constitution 35 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +40 Defense: -80 (-42 eff.) Fatigue: +12% Changes resistances: +35% acid / +45% nature Talent granted: +4 Block Maximum air capacity: +125.00 Special effect on block: A large wave of slowing slime will fire out from the shield. Slamming this thing into your opponent's face may feel wrong, but you don't ever want to be right. The vines appear ready to latch onto anything that comes in contact with the opposite side. Press to compare |
stralite shield 'Poluwe' (10 def, 10 armour, 213.5 block) stralite shield 'Poluwe' (10 def, 10 armour, 213.5 block)Requires: - Strength 35 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When wielded/worn: Physical crit. chance: +5.0% Physical power: +9 (+2 eff.) Armour: +10 Defense: +10 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Effects on melee hit: * 40% chance to corrode armour Damage when hit (Melee): 4 blight Maximum wards: +4 lightning / +4 temporal / +3 blight / +4 fire / +5 cold Changes damage: +9% blight Talents granted: +1 Ward +4 Block Handheld deflection devices. Press to compare |
Duvuzor (12 def, 20 armour, 360.5 block) Duvuzor (12 def, 20 armour, 360.5 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: +20 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Damage when hit (Melee): 27 fire Changes stats: +4 Str / +1 Wil / +6 Con Changes resistances: +16% fire Talent granted: +5 Block Physical save: +12 (+3 eff.) Mana each turn: +0.12 Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Handheld deflection devices. Press to compare |
Elimira (12 def, 3 armour, 205 block) Elimira (12 def, 3 armour, 205 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: +3 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Damage when hit (Melee): 4 arcane / 8 temporal Changes resistances: +23% cold / +12% light / +12% darkness Maximum wards: +4 lightning / +5 temporal / +5 blight / +5 fire / +6 cold Talents granted: +1 Ward +5 Block Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers 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 (+4 eff.) Ranged Defense: +5 (+2 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 |
Woeglamour (12 def, 15 armour, 204.5 block) Woeglamour (12 def, 15 armour, 204.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature Infused by psionic forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +15 Armour Hardiness: +10% Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Damage when hit (Melee): 8 darkness Changes resistances: +12% acid / +17% physical / +13% lightning / +12% fire / +15% mind / +11% cold Talent granted: +5 Block Critical mult.: +5.00% Mana each turn: +0.04 Spell crit. chance: +4% Damage Shield penetration: +40% Handheld deflection devices. Press to compare |
cosmic voratun shield of radiance (12 def, 3 armour, 207 block) cosmic voratun shield of radiance (12 def, 3 armour, 207 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 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Effects when hit in melee: * 26% chance to blind Changes stats: +4 Mag / +6 Con Changes resistances: +32% light / +11% darkness Talent granted: +5 Block Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Handheld deflection devices. Press to compare |
Bindings of Eternal Night (12 def, 12 armour) Bindings of Eternal Night (12 def, 12 armour)Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 3 It is part of a set of items. A complementing item would be your crowning glory. When wielded/worn: Armour: +12 Defense: +12 (+4 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. Press to compare |
Robe of Force (12 def, 8 armour) Robe of Force (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+4 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+2 eff.) Mindpower: +8 (+2 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 66.00 to 82.50 physical damage (based on Willpower and Cunning) with knockback, costing 10 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. Press to compare |
Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+3 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature Changes damage: +10% acid / +10% nature / +10% mind Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. Press to compare |
Black Robe (6 def, 0 armour) Black Robe (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Defense: +6 (+2 eff.) Changes stats: +5 Mag / +4 Wil / +3 Cun Spell save: +25 (+6 eff.) Blindness immunity: +50% Spellpower: +30 (+5 eff.) See invisible: +10 Talent on hit(spell): Blood Grasp (5% chance level 3). Talent on hit(spell): Soul Rot (5% chance level 3). Talent on hit(spell): Bone Spear (5% chance level 3). A silk robe, darker than the darkest night sky, it radiates power. Press to compare |
elven-silk robe 'Arochik' (5 def, 0 armour) elven-silk robe 'Arochik' (5 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Damage when hit (Melee): 4 blight Changes stats: +4 Cun Changes resistances: +8% lightning / +36% darkness / +11% cold / +20% blight / +12% fire / +29% mind / +10% light Changes damage: +21% blight / +6% mind / +13% light / +16% darkness Physical save: +38 (+10 eff.) Spell save: +57 (+14 eff.) Mental save: +60 (+17 eff.) Spellpower: +10 (+2 eff.) Spell crit. chance: +10% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
Zubawen the Brightkill (18 def, 12 armour) Zubawen the Brightkill (18 def, 12 armour)Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +12 Defense: +18 (+6 eff.) Ranged Defense: +14 (+5 eff.) Fatigue: +8% Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 12 nature Changes stats: +5 Dex / +1 Con Changes resistances: +10% acid / +13% cold / +9% light Grants telepathy: Demon/Minor Demon/Major Allows you to breathe in: water Light radius: +2 Infravision radius: +2 See invisible: +9 Movement speed: +20% Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. Press to compare |
Masochism (0 def, 0 armour) Masochism (0 def, 0 armour)Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 It is part of a set of items. With a better grip it would be the destroyer of your enemies. When wielded/worn: Damage (Melee): 25 vim draining blight Damage when hit (Melee): 25 vim draining blight Changes stats: +3 Cun / +9 Mag Talent masteries: +0.20 Corruption / Sanguisuge +0.20 Corruption / Blood Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Disease immunity: +100% Maximum vim: +25.00 Spellpower: +10 (+2 eff.) Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 22 It can be used to activate talent Blood Grasp (costing 12 power out of 12/12) : Effective talent level: 6.5 Power cost: 12 out of 12/12. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 391.43 blight damage and healing you for half the damage done. The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. Press to compare |
Chromatic Harness (10 def, 14 armour) Chromatic Harness (10 def, 14 armour)Requires: - Talent Armour Training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+3 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% fire / +20% cold / +20% acid Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Fire Breath (-3 turns) Corrosive Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. Press to compare |
Scale Mail of Kroltar (10 def, 18 armour) Scale Mail of Kroltar (10 def, 18 armour)Requires: - Strength 38 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+3 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 It can be used to activate talent Inferno (costing 50 power out of 80/80) : Effective talent level: 3.9 Power cost: 50 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a spell Description: Raging flames burn foes and allies alike, doing 125.91 fire damage in a radius of 5 each turn for 9 turns. The damage will increase with your Spellpower. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. Press to compare |
Ancient Golem Suit (20 def, 30 armour) Ancient Golem Suit (20 def, 30 armour)Requires: - Strength 44 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +30 Defense: +20 (+7 eff.) Fatigue: +20% Changes stats: +4 Str / +4 Mag / +4 Con Changes resistances: +20% physical Changes damage: +20% arcane Talent masteries: +0.20 Golem / Fighting +0.20 Golem / Arcane Physical save: +20 (+5 eff.) Spell save: +20 (+5 eff.) Maximum mana: +40.00 Maximum stamina: +40.00 Size category: +1 It can be used to activate talent Arcane Pull (costing 30 power out of 40/40) : Effective talent level: 4.0 Power cost: 30 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Your golem pulls all foes within radius 5 toward itself while dealing 121.12 arcane damage. Its either a disassembled golem or fancy suit of massive plate armour. Whatever it is, it's very old. Press to compare |
Jaw of Rogroth Jaw of RogrothPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Vim per kill: +4.00 Maximum souls: +3.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +5% It can be used to deal darkness damage equal to your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium), costing 24 power out of 24/24. Rogroth's mouth happened to be about the same size as your waist. Interesting. Press to compare |
hardened leather belt 'Tempestsweep' hardened leather belt 'Tempestsweep'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +11 (+4 eff.) Effects on melee hit: * 30% chance to daze Changes resistances: +9% lightning Changes resistances penetration: +5% nature Changes damage: +6% lightning Stealth bonus: +8 A belt that goes around your waist. Press to compare |
Girdle of Preservation Girdle of PreservationInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+4 eff.) Spell save: +15 (+4 eff.) Mental save: +15 (+5 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. Press to compare |
nightruned drakeskin leather belt of shielding nightruned drakeskin leather belt of shieldingPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour: +10 Changes resistances: +11% light / +11% darkness It can be used to create a temporary shield that absorbs 224 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. Press to compare |
Curewrecker the cashmere cloak (2 def, 0 armour) Curewrecker the cashmere cloak (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 arcane Changes resistances: +14% blight / +5% arcane / +11% nature / +18% darkness Changes resistances penetration: +11% darkness Changes damage: +17% darkness / +3% arcane Stealth bonus: +11 Physical save: +7 (+2 eff.) Mental save: +7 (+2 eff.) Life regen: +1.70 Only die when reaching: -50.00 life Healing mod.: +17% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
Kilnstrider (2 def, 8 armour) Kilnstrider (2 def, 8 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +2 (+1 eff.) Damage when hit (Melee): 8 blight Changes stats: +4 Mag / +5 Wil Changes resistances: +3% blight / +22% cold / +12% fire Changes resistances penetration: +20% blight / +5% fire Changes damage: +6% blight Maximum life: +44.00 Spell crit. chance: +7% 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 (+4 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 220.40 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 |
Guise of the Hated (14 def, 0 armour) Guise of the Hated (14 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Defense: +14 (+5 eff.) Damage when hit (Melee): 30 mind Changes stats: +4 Dex / +8 Wil / +6 Cun Changes resistances: +10% darkness / +10% mind Changes damage: +4% all Talent masteries: +0.20 Cursed / Gloom +0.20 Cursed / Darkness Stealth bonus: +12 Mental save: +10 (+3 eff.) Hate per kill: +5.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% It can be used to activate talent Creeping Darkness (costing 18 power out of 18/18) : Effective talent level: 5.2 Power cost: 18 out of 18/18. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Creeping dark slowly spreads from 6 spots in a radius of 3 around the targeted location. The dark deals 50 damage, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +15% damage to anything that has entered your creeping dark. Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. Press to compare |
Threads of Fate (10 def, 0 armour) Threads of Fate (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +6 Mag / +6 Wil / +10 Lck Changes resistances: +20% temporal Changes resistances cap: +10% temporal Changes damage: +10% temporal Talent masteries: +0.10 Chronomancy / Timeline Threading +0.10 Chronomancy / Chronomancy +0.10 Spell / Divination Physical save: +20 (+5 eff.) Spell save: +20 (+5 eff.) Mental save: +20 (+7 eff.) Confusion immunity: +40% Spellpower: +8 (+1 eff.) It can be used to activate talent See the Threads (costing 50 power out of 50/50) : Effective talent level: 1.3 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: You peer into three possible futures, allowing you to explore each for 7 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. Press to compare |
Ureslak's Molted Scales (0 def, 0 armour) Ureslak's Molted Scales (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Changes resistances: +20% lightning / +20% darkness / +20% fire / +20% cold / +20% nature / -30% arcane Changes resistances cap: +5% lightning / +5% darkness / +5% fire / +5% cold / +5% nature / -30% arcane This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. Press to compare |
Urthechak the Pitchwasp (3 def, 13 armour) Urthechak the Pitchwasp (3 def, 13 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +13 Defense: +3 (+1 eff.) Damage when hit (Melee): 12 darkness Changes resistances: +30% cold / +6% mind / +6% darkness Changes resistances penetration: +10% darkness / +5% mind Changes damage: +9% nature / +6% darkness 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 |
Xewen (3 def, 0 armour) Xewen (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +19 (+5 eff.) Defense: +3 (+1 eff.) Fatigue: -8% Changes stats: +5 Str / +1 Wil / +2 Cun / +4 Con Changes resistances: +18% darkness Changes resistances penetration: +15% darkness Changes damage: +25% darkness Stealth bonus: +25 Physical save: +11 (+3 eff.) Equilibrium when hit: +0.12 Maximum life: +143.00 Maximum stamina: +31.00 Maximum psi: +30.00 Mental crit. chance: +4% 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 |
Aetherwalk (6 def, 0 armour) Aetherwalk (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +12% arcane Changes resistances cap: +5% arcane Spellpower: +5 (+1 eff.) It can be used to phase door in range 6, radius 2, costing 24 power out of 24/24. A wispy purple aura surrounds these translucent black boots. Press to compare |
Olidar the pair of drakeskin leather boots (9 def, 12 armour) Olidar the pair of drakeskin leather boots (9 def, 12 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +12 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +5% Damage when hit (Melee): 8 temporal Changes stats: +1 Str / +7 Mag / +2 Wil / +2 Con Changes resistances: +14% acid / +6% temporal / +14% cold / +14% fire / +11% lightning Spell save: +7 (+2 eff.) Lowers spell cool-downs by: 10% 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 14 (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 |
Cinderfeet (3 def, 5 armour) Cinderfeet (3 def, 5 armour)Requires: - Dexterity 10 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +5 Defense: +3 (+1 eff.) Fatigue: +6% Changes stats: +4 Cun / +4 Mag Changes resistances: +20% cold Changes damage: +18% fire Light radius: +2 Trails fire behind you, dealing damage based on spellpower. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. Press to compare |
Aladur (10 def, 5 armour) Aladur (10 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +12 Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +5 Defense: +10 (+3 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: -3% Changes stats: +4 Str / +1 Cun / +2 Con Stamina each turn: +0.70 Maximum life: +45.00 Movement speed: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Press to compare |
Prismwrither the pair of voratun boots (0 def, 15 armour) Prismwrither the pair of voratun boots (0 def, 15 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +5 (+1 eff.) Armour: +15 Fatigue: -5% Changes resistances penetration: +25% arcane Stamina each turn: +0.90 Maximum life: +54.00 Light radius: +3 Infravision radius: +3 Movement speed: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Press to compare |
Glowhunt (0 def, 3 armour) Glowhunt (0 def, 3 armour)Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 19 arcane / 20 darkness Changes stats: +4 Dex / +10 Mag / +10 Wil Changes resistances: +9% light / +8% arcane / +11% darkness Changes resistances penetration: +5% arcane Changes damage: +8% darkness Mana each turn: +0.40 Spellpower: +16 (+3 eff.) Spell crit. chance: +8% See invisible: +3 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. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
stone warden's drakeskin leather gloves of dispersion (0 def, 23 armour) stone warden's drakeskin leather gloves of dispersion (0 def, 23 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +23 Armour Hardiness: +13% Damage (Melee): 10 arcane Changes stats: +10 Mag / +9 Wil / +14 Con Changes resistances: +8% arcane / +12% physical 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. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Press to compare |
Mayulle the dwarven-steel gauntlets (0 def, 2 armour) Mayulle the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * 15% chance to corrode armour Damage (Melee): 11 mind Damage when hit (Melee): 8 arcane / 12 acid Changes stats: +4 Con Changes resistances: +8% mind Changes resistances penetration: +20% acid / +10% arcane Changes damage: +8% mind Physical save: +19 (+5 eff.) Spell save: +7 (+2 eff.) Mental save: +8 (+3 eff.) Disarm immunity: +32% Life regen: +4.20 Stamina each turn: +0.90 Psi each turn: +0.28 It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 2.6 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 25% and provides a 13% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. Press to compare |
stone warden's voratun gauntlets of sorrow (0 def, 18 armour) stone warden's voratun gauntlets of sorrow (0 def, 18 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +5% Effects on melee hit: * 16% chance to cause random gloom Damage (Melee): 19 mind / 40 darkness Changes stats: +10 Con Changes resistances: +10% physical Mental save: -9 (-3 eff.) Mindpower: +7 (+1 eff.) 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% Metal gloves protecting the hands up to the middle of the lower arm. Press to compare |
psion's elven-silk wizard hat of the Brotherhood (3 def, 0 armour) psion's elven-silk wizard hat of the Brotherhood (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +10 Mag / +9 Con Changes resistances: +10% mind Changes damage: +20% mind / +15% arcane Physical save: +13 (+3 eff.) Mental save: +17 (+6 eff.) Maximum psi: +31.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 6.5 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... Press to compare |
shimmering elven-silk wizard hat of earthrunes (3 def, 3 armour) shimmering elven-silk wizard hat of earthrunes (3 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +3 Defense: +3 (+1 eff.) Changes stats: +4 Con Changes damage: +17% arcane Maximum mana: +50.00 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 174.18 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... Press to compare |
Crown of Eternal Night (0 def, 3 armour) Crown of Eternal Night (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. You need to find something to bind its powers. When wielded/worn: Armour: +3 Fatigue: +3% Reduce damage by fixed amount: +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. Press to compare |
Arysevena (10 def, 5 armour) Arysevena (10 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +5 Defense: +10 (+3 eff.) Fatigue: +5% Effects on melee hit: * 10% chance to gain 10% of a turn * 40% chance to corrode armour Effects when hit in melee: * 20% chance to gain 10% of a turn Changes stats: +9 Cun Changes resistances: +9% lightning / +11% temporal / +6% acid Changes resistances penetration: +5% acid / +10% temporal Physical save: +23 (+6 eff.) A cap made of leather. Press to compare |
Betenor the Furnaceumbra (0 def, 5 armour) Betenor the Furnaceumbra (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 8 blight Changes stats: +7 Str / +9 Dex Changes resistances: +6% fire / +18% light / +19% darkness Changes resistances penetration: +10% blight / +5% fire Changes damage: +15% blight A cap made of leather. Press to compare |
stabilizing dwarven-steel helm of the depths (0 def, 4 armour) =water= stabilizing dwarven-steel helm of the depths (0 def, 4 armour) =water=Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +7% cold Allows you to breathe in: water Physical save: +15 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
Yaldan Baoth (0 def, 6 armour) Yaldan Baoth (0 def, 6 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +10 Wil / +7 Con Changes resistances: +10% light / +15% darkness Changes resistances cap: +10% darkness Changes damage: +10% light Sight radius: -2 Reduce all damage from unseen attackers: 25% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. 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 (+3 eff.) Mental save: +12 (+4 eff.) Traces of a dragon's power still remain in this bleached and cracked skull. Press to compare |
2 aquamarine 2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 onyx 5 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. |
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. |
5 sapphire 5 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 jade 8 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. |
8 turquoise 8 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. |
7 ruby 7 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. |
7 bloodstone 7 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. |
5 fire opal 5 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. |
6 diamond 6 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. |
5 moonstone 5 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 pearl 6 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. |
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. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% A piece of the scorched wood taken from the remains of Snaproot. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Air currents swirl around this bright blue jewel. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When wielded/worn: Defense: +10 (+3 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. |
742 alchemist agate 742 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. |
50 alchemist bloodstone 50 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. |
Daimuharasin the brass lantern Daimuharasin the brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 10 fire Changes resistances: +3% temporal / +6% fire / +9% cold Light radius: +2 Damage Shield penetration: +10% 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 |
brass lantern of corpselight brass lantern of corpselightPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +6% blight / +6% darkness Spellpower: +4 (+1 eff.) Spell crit. chance: +3% Light radius: +2 Infravision radius: +4 See invisible: +5 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 34 blight damage or heals 49 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. Press to compare |
alchemist's lamp 'Duathelnaught' alchemist's lamp 'Duathelnaught'Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to inflict damage reduction Grants telepathy: Dragon Physical save: +8 (+2 eff.) Light radius: +3 Healing mod.: +16% A normal brass lantern, enhanced by alchemy to make it brighter. Press to compare |
alchemist's lamp 'Emariara' alchemist's lamp 'Emariara'Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+1 eff.) Damage when hit (Melee): 8 acid Changes stats: +1 Mag / +6 Wil / +1 Con Changes resistances: +6% nature Changes resistances penetration: +10% acid Critical mult.: +16.00% Confusion immunity: +5% Knockback immunity: +20% Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. Press to compare |
Isysema the dwarven lantern Isysema the dwarven lanternCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 45% chance to corrode armour Damage when hit (Melee): 8 acid Changes resistances: +3% acid / +9% temporal Changes resistances penetration: +15% blight / +5% temporal / +5% acid Blindness immunity: +46% Confusion immunity: +30% Light radius: +10 See stealth: +22 See invisible: +20 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 2.6 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 37 for 6 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. Press to compare |
dwarven lantern 'Nimbusworm' dwarven lantern 'Nimbusworm'Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Defense: +15 (+5 eff.) Changes resistances: +9% lightning Critical mult.: +15.00% Physical save: +19 (+5 eff.) Spell save: +20 (+5 eff.) Mental save: +20 (+7 eff.) Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum vim: +20.00 Light radius: +4 Damage Shield penetration: +10% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. 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. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
woodsman's iron pickaxe (dig speed 39 turns) woodsman's iron pickaxe (dig speed 39 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
Zanorim (dig speed 23 turns) Zanorim (dig speed 23 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +11 Physical crit. chance: +2.0% Physical power: +2 (+0 eff.) Fatigue: -6% Changes stats: +10 Str / +3 Con Changes damage: +9% physical Life regen: +0.60 Stamina each turn: +0.20 Light radius: +1 When carried: Talent granted: +1 Dig It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 3.9 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +85 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. Press to compare |
dwarven-steel pickaxe 'Dairugrim' (dig speed 25 turns) dwarven-steel pickaxe 'Dairugrim' (dig speed 25 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -7% Changes stats: +3 Str Changes resistances: +11% nature Changes damage: +6% nature Life regen: +0.60 Maximum stamina: +10.00 Maximum vim: +20.00 Infravision radius: +3 Damage Shield penetration: +30% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
voratun pickaxe 'Heatdream' (dig speed 16 turns) voratun pickaxe 'Heatdream' (dig speed 16 turns)Powered by arcane forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Effects on melee hit: * 15% chance to corrode armour * 30% chance to gain 10% of a turn Damage when hit (Melee): 20 acid Changes stats: +3 Str / +11 Mag Changes resistances: +9% fire Changes resistances penetration: +10% acid Changes damage: +6% temporal / +6% fire Maximum mana: +120.00 Spell crit. chance: +17% Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. 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 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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 564.00 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. |
Eilinobreta the Scorpionwarden [power 133] (6 cooldown) Eilinobreta the Scorpionwarden [power 133] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes stats: +3 Str / +1 Mag It can be used to fire a blast of psionic energies in a range 10 beam (dam 66-133), putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 3 psi. Torques are made by powerful psionics to store psionic powers. Press to compare |
Honeywood Chalice Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+2 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. Press to compare |
Tree of Life Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+1 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health, armor, and armor hardiness but rooting you in place, costing 10 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. Press to compare |
Dawnwar the dragonbone totem of healing [power 405] (33 cooldown) Dawnwar the dragonbone totem of healing [power 405] (33 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +3 Con / +2 Mag Changes damage: +3% blight Light radius: +2 See invisible: +3 It can be used to heal a target within range 10 (Willpower) for 405, putting all charms on cooldown for 33 turns. Natural totems are made by powerful wilders to store nature power. Press to compare |
ash wand of clairvoyance 'Nimbusserpent' [power 11] (8 cooldown) ash wand of clairvoyance 'Nimbusserpent' [power 11] (8 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to daze Changes resistances: +3% lightning Changes resistances penetration: +10% lightning / +10% acid Changes damage: +3% lightning It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 11), putting all charms on cooldown for 8 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. Press to compare |
elven-wood wand of firewall 'Blackbreeze' [power 281] (6 cooldown) elven-wood wand of firewall 'Blackbreeze' [power 281] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Fatigue: -2% Effects on melee hit: * 30% chance to inflict damage reduction Changes resistances: +3% acid Maximum wards: +5 lightning / +5 temporal / +5 blight / +3 fire / +5 cold Changes resistances penetration: +15% acid / +5% darkness Talent granted: +1 Ward Critical mult.: +3.00% Maximum encumbrance: +20 It can be used to creates a wall of flames lasting for 4 turns (dam 281 overall), putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. 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.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on 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.
While you were in the Far East, the Grand Corruptor was busy in Maj'Eyal.
With the fall of Zigur he was able to attack and take control of Elvala, the Shaloren capital city.
His plans however do not stop there.
Achievements
By exoticco the Ogre Adventurer level 35
4th Decay 122nd year of Ascendancy at 11:55 see stats
By exoticco the Ogre Adventurer level 50
44th Dusk 123rd year of Ascendancy at 22:35 see stats
By exoticco the Ogre Adventurer level 34
2nd Decay 122nd year of Ascendancy at 06:30 see stats
By exoticco the Ogre Adventurer level 35
8th Decay 122nd year of Ascendancy at 14:49 see stats
By exoticco the Ogre Adventurer level 39
1st Regrowth 123rd year of Ascendancy at 16:15 see stats
By exoticco the Ogre Adventurer level 43
18th Regrowth 123rd year of Ascendancy at 22:39 see stats
By exoticco the Ogre Adventurer level 50
21st Dusk 123rd year of Ascendancy at 11:22 see stats
By exoticco the Ogre Adventurer level 38
9th Allure 123rd year of Ascendancy at 08:01 see stats
By exoticco the Ogre Adventurer level 28
60th Haze 122nd year of Ascendancy at 23:39 see stats
By exoticco the Ogre Adventurer level 5
5th Mirth 122nd year of Ascendancy at 10:06 see stats
By exoticco the Ogre Adventurer level 37
6th Allure 123rd year of Ascendancy at 00:45 see stats
By exoticco the Ogre Adventurer level 38
6th Allure 123rd year of Ascendancy at 15:50 see stats
By exoticco the Ogre Adventurer level 29
62nd Haze 122nd year of Ascendancy at 10:41 see stats
By exoticco the Ogre Adventurer level 50
9th Haze 123rd year of Ascendancy at 06:40 see stats
By exoticco the Ogre Adventurer level 21
68th Dusk 122nd year of Ascendancy at 14:33 see stats
By exoticco the Ogre Adventurer level 31
76th Haze 122nd year of Ascendancy at 21:06 see stats
By exoticco the Ogre Adventurer level 50
1st Haze 123rd year of Ascendancy at 18:25 see stats
By exoticco the Ogre Adventurer level 22
71st Dusk 122nd year of Ascendancy at 15:13 see stats
By exoticco the Ogre Adventurer level 44
19th Regrowth 123rd year of Ascendancy at 04:51 see stats
By exoticco the Ogre Adventurer level 50
43rd Dusk 123rd year of Ascendancy at 09:40 see stats
By exoticco the Ogre Adventurer level 10
15th Dusk 122nd year of Ascendancy at 16:36 see stats
By exoticco the Ogre Adventurer level 20
67th Dusk 122nd year of Ascendancy at 03:12 see stats
By exoticco the Ogre Adventurer level 30
62nd Haze 122nd year of Ascendancy at 10:41 see stats
By exoticco the Ogre Adventurer level 40
7th Regrowth 123rd year of Ascendancy at 06:33 see stats
By exoticco the Ogre Adventurer level 50
16th Dusk 123rd year of Ascendancy at 12:32 see stats
By exoticco the Ogre Adventurer level 50
55th Dusk 123rd year of Ascendancy at 23:30 see stats
By exoticco the Ogre Adventurer level 36
3rd Allure 123rd year of Ascendancy at 15:30 see stats
By exoticco the Ogre Adventurer level 50
64th Dusk 123rd year of Ascendancy at 19:02 see stats
By exoticco the Ogre Adventurer level 26
5th Haze 122nd year of Ascendancy at 13:55 see stats
By exoticco the Ogre Adventurer level 25
4th Haze 122nd year of Ascendancy at 16:01 see stats
By exoticco the Ogre Adventurer level 15
32nd Dusk 122nd year of Ascendancy at 02:41 see stats
By exoticco the Ogre Adventurer level 37
6th Allure 123rd year of Ascendancy at 01:08 see stats
By exoticco the Ogre Adventurer level 22
71st Dusk 122nd year of Ascendancy at 19:20 see stats
By exoticco the Ogre Adventurer level 50
9th Haze 123rd year of Ascendancy at 06:40 see stats
By exoticco the Ogre Adventurer level 50
73rd Dusk 123rd year of Ascendancy at 19:20 see stats
By exoticco the Ogre Adventurer level 50
29th Dusk 123rd year of Ascendancy at 13:23 see stats
By exoticco the Ogre Adventurer level 36
3rd Allure 123rd year of Ascendancy at 15:30 see stats
By exoticco the Ogre Adventurer level 17
42nd Dusk 122nd year of Ascendancy at 06:14 see stats
By exoticco the Ogre Adventurer level 45
72nd Regrowth 123rd year of Ascendancy at 02:18 see stats
By exoticco the Ogre Adventurer level 25
4th Haze 122nd year of Ascendancy at 14:18 see stats
By exoticco the Ogre Adventurer level 17
38th Dusk 122nd year of Ascendancy at 04:06 see stats
By exoticco the Ogre Adventurer level 33
1st Decay 122nd year of Ascendancy at 04:09 see stats
Log
Today is the 23rd Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 05:05.
There is a Teleportation portal to the Sher'Tul Fortress here (press '' or right click to use).
You gain 0.60 gold from the transmogrification of grounding drakeskin leather belt.
You gain 13.26 gold from the transmogrification of impenetrable voratun plate armour of the dragon (9 def, 29 armour).
You gain 6.69 gold from the transmogrification of glacial voratun spear of erosion (41.5-58.1 power, 10 apr).
You gain 7.97 gold from the transmogrification of glacial voratun mace of nature (44.5-62.3 power, 6 apr).
You gain 2.88 gold from the transmogrification of tangling orichalcum trident (52.5-84 power, 16 apr).
You gain 6.75 gold from the transmogrification of surging dragonbone starstaff of might (30-36 power, 6 apr, physical element).
You gain 5.79 gold from the transmogrification of cruel dragonbone magestaff (30-36 power, 6 apr, fire element).
You gain 12.80 gold from the transmogrification of Vorysewe.
There is a teleportation circle to the surface here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Exoticco deactivates Weapon of Light.
Exoticco deactivates Charged Shield.
Exoticco deactivates Kinetic Shield.
Exoticco deactivates Weapon of Wrath.
Exoticco deactivates Shadow Combat.
Exoticco deactivates Shielding.
Exoticco deactivates Chant of Fortress.
Exoticco deactivates Arcane Feed.
Exoticco deactivates Second Life.
Exoticco deactivates Reality Smearing.
Exoticco deactivates Arcane Combat.
Exoticco deactivates Arcane Shield.
Exoticco deactivates Essence of Speed.
Exoticco deactivates Shadow Feed.
Exoticco deactivates Abyssal Shield.
Exoticco deactivates Crystalline Focus.