Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Glove Stats 1.0.6Shows glove combat stats with all classes. Gnome 1.2.5Let there be Gnomes! Addon-content: 1. New subrace: Gnomes (included: own starter-zone and quest) 2. Additional zones and quests: About Gnomes: Gnomes are distant relatives of Halflings, albeit a tad smaller in stature and much weaker physique. In the world of Maj_Eyal, not much is known about them for simple reasons: they usually don't leave home to go on adventures, much less to take part in heroic endeavours. People commonly mistake Gnomes for extraordinary small and malformed Halflings, even if that is far from being the truth. The existence of Gnomes as a proper subspecies has passed history unnoticed for centuries, while they lived peacefully, silent and hidden within Halfling society, dedicating their lives to the study of the physical, magical and historical dimensions of Maj'Eyal. In theory, however, gnomes make great adventurers. While they lack any of those physical attributes, that are commonly associated with a lifestyle dedicated to performing heroic deeds, they got the ability to gain advanced knowledge about almost anything related to skillful adventuring. They start their career with two instead of just one racial talent trees and are able to learn new talent types not available to their choosen class. As a result, they make for very flexible game play, but they are challenged by a low life-rating. --- Major Revamp as of 20.12.2014 --- ! ! ! ! ! No compatibility with older versions ! ! ! ! ! Gnomes now offer a truly experimental game experience. Gnomes get two racial trees: - one tree allows them to learn just about any talents associated to different meta themes (they can learn one type each of these groups: technique/cunning, spell/celestial/chronomancy, psionic/wild-gifts, cursed/corruption). - the other tree provides general offensive and defensive benefits as well as resource (stamina, mana, psi, equilibrium) regeneration. As a result, playing as a gnome makes it possible to spice up just about any class with new talent combinations normaly only experienced when playing the Adventurer class. Additonaly, gnomes still start with their Gnomish Pocket Encyclopedia - an item, which at level 30 allows them to pick one further talent type from about just any category (excluding stone wardens talents). Specifics - Stats and Racial Talents: Stat modifiers: -4 Strength, +1 Dexterity, -6 Constitution, +1 Magic, +0 Willpower, +6 Cunning, +0 Luck Update (24.01.2015): - added a visual distinction between generic and class trees in the dialogues where you choose which talent-type to learn 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. Infinite500 v2.5b: Revised high level play for ToME 1.3.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. 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:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Stone Disciple 1.2.5Adds Stone Disciple - Stone Warden copypasta usable by any race. Keep in mind that: 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: Pepper Pack 1.2.5Adds classes, races, objects and other stuff into the game. Class: Performer / Bard Jacks of all trades, masters of none, Bards are known for being proficient in a vast array of talents, such as melee and ranged combat, spellcasting and performing capabilities and blend all of these styles into a very versatile mix. Race: Animal / Bunnymorph (& Kruk variant) Bunnymorphs are former humanoids morphed into bunnies by a spooky evil dark wizard. This transformation rendered them more fragile but gave them some special talents. Objects and other additions include rapiers, whips, harps, flutes, lutes, singing swords, a new item type (instrument), a new resource pool (melody), a new damage type (sound), a new escort type, a sizable amount of new egos centered around melody, sound damage, new talents and a handful of new artifacts. Thanks to rexorcorum for all the custom images and to game-icons.net for the custom icons. Auto-use inscriptions when saturated 1.3.0Removes the check from inscription code that causes all inscriptions to only auto-use when a saturation effect is not present. This does not effect the mechanic of saturation, and therefore setting them to auto-use in too many cases can cause high levels of saturation. Use sparingly. Doctornull's Class Pack 1.2.5This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Corner-Only Threat Brackets 1.1.5Changes the threat brackets in shockbolt so they're only the upper left corner and don't hide the healthbars. Mana Surgery 1.2.3This addon attempts to reimagine Spell/Arcane tree to make it "click" together a bit better. Starting prodigy 1.0.4Prodigies have minimal requirements and you can get one at level 1. Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch Hedgeknight Class 1.2.3They say that deep within the forests of The Gloom lies a mysterious hedge maze, expanding as far as the eye can see. --- This addon adds in the Hedgeknight Class, a Two-Handed warrior who uses the power of 'The Hedge' to augment his power with various summons and buffs. --- Talents Ivy All talents in this tree revolve around summoning friendly Ivy, each of which has a different effect, and scales slightly differently. Each Ivy's effect is applied when you land a melee attack on an enemy that is also within melee range of an Ivy. Additionally, all Ivy (and your Bush Guardian) are part of a Plant Network, that allows them to share damage with one another. Poison Ivy Resist All is equal to 50% of your poison resistance. Crippling Ivy Resist All is equal to 50% of your physical save. Razorleaf Ivy Resist All is equal to 50% of your bleeding resistance. Medicinal Ivy Resist All is equal to 50% of your heal mod. Thorns Offers some basic combat moves, a little bit of mobility, and a sustain that greatly increases your damage potential in extended fights. Thorn Whip Attack a nearby enemy within range 4 for Nature weapon damage. Thorn Graze Attack an enemy in melee range for Nature weapon damage. Thorn Rose Grants passive Pin, Poison, and Bleeding resistance. Thorn Body Sustain that grants passive Armor and Strength. Bush Guardian A tree that revolves around a moderate damage pet, that uses him for mobility and damage options. Bushy Beard Passively grant yourself Constitution and Accuracy. Bush Taunt Requires your Bushy Friend to be on the battlefield. Bush to Bush Requires your Bushy Friend to be on the battlefield. Bush Whacker Requires your Bushy Friend to be on the battlefield and within 2 tiles of yourself. Hedgecraft A tree that revolves around using your control over the hedge to do weave 'Impossible' feats. One With the Hedge Link yourself into your Plant Network, sharing and receiving damage though it. Hedgify Empower your weapon with the very power of the Hedge itself, and attack all targets within a range of 3 for half Nature, half Poison damage. Hedge Portal Step 'through' the Hedge to your target location, gaining bonus Armor, Defense, and Resist All for a few turns. Hedge Grasp Pull in a nearby enemy with the power of the hedge, pinning and blinding them. Petals A tree that revolves around low to mid ranged melee combat. Petal Beam Attack an enemy at short range with a Nature Weapon attack. Petal Swarm Attack an enemy at short to medium range with a Nature Weapon attack. Petal Implosion Attack an enemy in melee range with a high damage Nature Weapon attack. Petal Dance Sustain this talent to become one with your Petals. New Gem Types 1.2.5Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! 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. Furrae Race 1.2.0Adds new races to take your game in different directions. Feline: Lucky and agile warriors that prefer keeping their hide in one piece. Have an extra ring slot, but no feet slot due to oddly shaped feet. Escorts Enhanced 1.2.3Various enhancements to escort quest NPCs: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Marson's All-Seeing Eye 1.2.3v1.0.0 I created this so I could experiment with Madness without the need for a crazy amount of scouting. This is an extreme solution to scouting tedium as it also sees through invisibility and stealth as well. I may come up with a middle-ground solution after mucking with this a bit. ZOmnibus Addon Pack 1.3.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: No NPC Aggro 1.0.5Stops npcs going hostile when you accidently hit them with something. 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; Tempus Fugit 1.2.1Time is a mystery to all... Adds a new ChronoRogue class, the Anarchist. Also reduces the paradox costs of Temporal Warden sustains. Current unique categories: Most of these talents will scale with your Paradox, so keep it as high as possible. Living Paradox Temporal Theft Temporal Thuggery Impossible Magic - high level Twisted Fate - high level 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: Elemental Woes 1.2.5This addon changes the Elemental Surge and Endless Woes prodigies to have effects for all damage types. Effects for Elemental Surge are: Effects for Endless Woes are: Arcanum Class Pack 1.3.0Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: 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. Tomes of Knowledge 1.2.4Do you dislike it, when your escortees die on harder difficulties at the zone in, without you being able to help them? Do you sometimes feel as if money was worth little to nothing in Maj'Eyal? If so, this addon might help you. The library of Last Hope now sells seven Tomes with on-use-rewards, that mirror those of seven escort-types. The library of Elvala sells two (very expensive) tomes, that lead to even greater rewards after using them. Fixed: talent types are now known, but not learned NPC Forgiveness 2.4 1.3.0This addon adjusts the way friendly NPC's react to hostile actions by the player. In most cases, the personal reaction of an NPC to the player (friendly/neutral/hostile) will slowly recover (by 10% each turn, minimum 1 point) back to it's default value over time. If the player doesn't further aggravate the NPC, it will eventually become neutral/friendly again. (Though it will still probably have the player targeted, depending on its ai settings which are not addressed in this addon.) The exception is if the player kills another friendly NPC within LOS, which will result in the NPC becoming permanently hostile to the player in most cases. Putting a detrimental status effect on the NPC will create a -25 (negative) reaction to the player (in addition to the penalties from any damage caused). Files affected: Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. Bazaar 1.2.5- This addon introduces a new variant of vault, the bazaar, where you don't fight for items, but rather buy (or steal) them. - A central aspect of this addon is a new questline (consisting of 3 follow-up-quests), which introduces the player to the bazaar-system. The questline starts in the Village of Elvala (look out for a special npc - he will lookout for you as well). - I took the idea to this addon from starsapphire (Idea : Markets in dungeons! - http://forums.te4.org/viewtopic.php?f=39&t=42553) ------ Details: ------ (1) Bazaars can appear in most dungeons and outdoor zones, which happen to also generate vaults; chances for regular vault-generation aren't being limited. Bazaars won't appear in the East however - tradesmen haven't made it there yet. (2) Each bazaar contains a shopkeeper and a limited amount of items, which can't be pickuped by normal means (they are chained to the ground). Instead, you either have to pay to be able to pick up such an item - or you try to unchain it (success chances scale with cunning, dexterity and talent points in Heightened Senses and Stealth). Failure to unchain it will trigger a trap which teleports the player (and his party) to a parallel zone ("Mirrorscape"). --> To escape from the Mirrorscape, a special guardian needs to be killed. Alternatively, there are two hidden exit points. The Power of the Guardian scales extremely with the Base-Level of the Zone (Break-Points: Level 20, 30, 50, 70) and the item-quality the trap is based on (unique items are protected by stronger guardians). Killing the guardian allows the player to pick up the item in question. --> Killing the shopkeeper unchains all item in his shop. Shopkeepers are extremely strong, however. (3) Additionally, each shopkeeper has a rare ingredient for sale, and some of them also sell maps, which point to special treasure areas in a variety of zones. To find out about these special goods, chat with the vendor. (Again, treasuremaps point only to zones in the West.) (4)In Elvala starts a questline, which leads to the discovery of a new zone, The Bazaar. Follow-up quests then introduce more in depth to the bazaar system. (5) Most bazaar-vaults will also be generated inside the Infinite Dungeon - most Treasuremaps also work here. (6) From time to time, a caravan will spawn on the overworld map. Encountering a caravan is similar to an "Ambush", however without meeting hostile npcs - instead, two shopkeepers will offer their items. So, How to start? --> Go to Elvala, talk with a nice dwarf! Notable modifications to the core game: - added a new Faction ("Free Traders") Feedback about bugs, improvements, compatibility issues very welcome. Fixed: 24.11. 27.11 1.12 12.12 20.12. - removed an empty event file from the bazaar main zone, as it would trigger an error with the latest ashes update 01.02. A warning: you are trapped inside the mirrorscape until you defeat its guardian or find the exit Everything is Unique! 1.2.5Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.3.0Donators/Buyers bonus! Interface::boost 1.2.5This addon fixes several UI issues. 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): Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. More Tales 1.2.5More Tales of Maj'Eyal - New quests and zones. New start zone for Shaloren, cos the Scintillating Caves is a bit mean. New zone for Thaloren, extending the Madness of the Ages quest. Doctornull's Tweak Pack 1.2.3A collection of tweaks for existing ToME content. 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 More Taints 1.3.0Power comes at a price, but the price is worth paying... This addon adds more Taints to the game. Taints are Inscriptions powered by corrupt forces. As such, they are arcane so Oozemancers and other Zigur Zealots need not apply. Taintmarks are listed on your character sheet under stats. Current Taints are only a little more rare than normal inscriptions. In v1 they will be much rarer but certain bosses will have a guaranteed Taint drop. List of Taints: Fallen Race 1.1.5The Higher were not the Conclave's first attempt at infusing humans with magic, but rather the result of long years of failed creations. The descendants of those who managed to survive these experiments are today called the Fallen. Although they command intense magical power, their bodies are weak and sickly. Spellsword 1.3.0This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Necromancy+ 1.3.0Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice 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. Draconians 1.1.5Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. Verdant Class Pack 1.3.0Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Superhuman |
Class | Ember of Gerlyk |
Level / Exp | 101 / 58% |
Size | big |
Lifes / Deaths | Killed by Ivarin the cutpurse at level 96 on the 72nd Dusk 122nd year of Ascendancy at 16:20 5 / 2Killed by Silinor the flamehound at level 101 on the 33rd Haze 122nd year of Ascendancy at 10:55 |
Primary Stats
Strength | 216 (base 71) |
Dexterity | 167 (base 77) |
Constitution | 123 (base 10) |
Magic | 113 (base 88) |
Willpower | 77 (base 10) |
Cunning | 163 (base 110) |
Resources
Life | 8406/8344 |
Mana | 663/663 |
Stamina | 498/462 |
Equilibrium | 20 |
Healing Factor | 1.61 |
Regeneration | 34.615 |
Speed
Mental | +20% |
Attack | +30% |
Movement | 0% |
Spell | +30% |
Global | +200% |
Vision
Sight | 12 |
Lite | 12 |
Infravision | 34 |
See Stealth | 27 |
See Invisible | 58 |
ESP Range | 20 |
ESP Kinds | dragon, humanoid/orc |
Offense: Barehand
Damage | 250 |
Accuracy | 115 |
Crit Chance | 119% |
APR | 34 |
Speed | 0.67 |
Offense: Spell
Spellpower | 79.758182092931 |
Crit Chance | 84% |
Speed | 0.76923076923077 |
Cooldown Reduction | 30 |
Offense: Mind
Mindpower | 68.025 |
Crit Chance | 75% |
Speed | 0.76923076923077 |
Offense: Damage Bonus
All | 0% |
Offense: Damage Penetration
All | +7% |
Defense: Base
Armour (hardiness) | 49 (89.384615384615%) |
Defense | 87.216 |
Ranged Defense | 89.216 |
Fatigue | 0 |
Physical Save | 99.52155282792 |
Spell Save | 56.941666666667 |
Mental Save | 90.865 |
Defense: Resistances
All | + 26%( 70%) |
Defense: Immunities
Disarm Resistance | 46% |
Confusion Resistance | 100% |
Silence Resistance | 100% |
Stun Resistance | 50% |
Instadeath Resistance | 100% |
Blind Resistance | 34% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 616 life over 5 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 11 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 250 damage for 25 turns. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (77% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1418% over 10 turns and instantly restoring 71 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 mental or physical effect and reduce all damage taken by 28% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (77% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 270 with a minimum range of 15. Its effects scale with your Strength stat. |
Class Talents
Spell / Meta | 1.30 |
| 6/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Combat techniques | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Pugilism | 1.64 |
| 5/5 |
| 5/5 |
| 2/5 |
| 6/5 |
Technique / Magical combat | 0.80 |
| 5/5 |
| 5/5 |
| 6/5 |
| 9/5 |
Spell / Arcane enchantments | 0.80 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Spell / Spirit embers | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed discipline | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Wildfire | 1.64 |
| 1/5 |
| 1/5 |
| 10/5 |
| 9/5 |
Cunning / Tactical | 1.80 |
| 1/5 |
| 1/5 |
| 1/5 |
| 9/5 |
Spell / Fire | 1.30 |
| 9/5 |
| 1/5 |
| 9/5 |
| 0/5 |
Generic Talents
Technique / Unarmed training | 1.30 |
| 10/5 |
| 10/5 |
| 1/5 |
| 10/5 |
Technique / Combat training | 1.10 |
| 10/5 |
| 1/5 |
| 9/5 |
| 9/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.80 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Stone alchemy | 0.80 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Mobility | 1.10 |
| 1/5 |
| 10/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Arcane Feed |
talent | Arcane Combat |
talent | Quicken Spells |
talent | Chant of Fortress |
talent | Striking Stance |
talent | Burning Wake |
talent | Precise Strikes |
talent | Spellcraft |
talent | Exploit Weakness |
talent | Premonition |
talent | Wildfire |
talent | Elemental Harmony |
beneficial effect | Countering melee attacks: Has a 32% chance to get an automatic counter attack when avoiding a melee attack. (2.7 counters remaining) Counter Attacking |
beneficial effect | The target is surrounded by a magical shield, absorbing 250/250 damage nil before it crumbles. Damage Shield |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You met an old librarian, who asked you to recover an ancient tome for him. Compile the PastHe promised to reward you plenty and mentioned, that the Mines of Migron might be a good place to start looking. | active |
Mayor Dambascus asked you to deliver some important messages to several free traders. Delivery Services(1) delivered. (2) delivered. (3) delivered. * (4) Deliver an important message to an antiquities dealer. (Location: Dreadfell). (At the end of the list, there is a short notice: Should you have trouble finding all my men, improvise! Our people travel the wilderness from time to time, where you might meet some of them. Recently, some Free Traders also moved to a location hidden inside some ruined dungeon. However, you won't be able to find it without some sort of map. | active |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Scintillating Caves. Escort: lost sun paladin (level 2 of Scintillating Caves)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved Dexterity by +2. | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved Dexterity by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You promised Mayor Dambascus to search the Rhaloren Camp for a hidden section, where they keep a man called Pidro Vales hostage, and rescure him. One Man Rescue TeamYou used the map and discovered the location of an entrance to the hidden section. Pidro Vales is a free man once again. You met again with Pidro Vales at his home, where he expressed his gratitude. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 190. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox, which can be used to permanently increase your dexterity and cunning by three. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed vial of greater demon bile. * You've found the needed vial of wight ectoplasm. Marus of Elvala needs your help making an elixir of mastery, which can be used to grant you four additional stat points. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed pouch of luminous horror dust. Agrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * 'Needed: one honey tree root. Keep a firm grip on it. These things will dig themselves right back into the ground if you drop them.' * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | done |
In Elvala, you met a dwarven veteran called Raimundus, who asked you to escort him on his journey through the Hedge Maze. Through the Hedge MazeYou succesfully found and entered the Hedge Maze. You escorted Raimundus safely through the Hedge Maze and entered the Bazaar at his side. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Earurondur (35 def, 5 armour) Earurondur (35 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Physical power: +2 Armour: +5 Defense: +35 Ranged Defense: +10 Fatigue: -16% Changes stats: +2 Dex / +12 Wil / +6 Cun / +16 Con Changes resistances: +5% arcane Changes resistances penetration: +20% physical Reduces incoming crit damage: 17.00% Maximum encumbrance: +170 Physical save: +43 Mental save: +25 Silence immunity: +41% Confusion immunity: +50% Stun/Freeze immunity: +50% Mindpower: +18 Healing mod.: +5% It can be used to activate talent Blindside, placing all other charms into a 23 cooldown : Effective talent level: 1.0 Power cost: 23 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 35 extra Defense for 1 turn. The Defense boost improves with your Strength. 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 |
On hands | Sparkradiance (0 def, 3 armour) Sparkradiance (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +12 Armour: +3 Damage (Melee): 9 fire Changes stats: +4 Str / +5 Wil / +11 Cun / +4 Con Changes resistances: +12% darkness / +7% fire Changes damage: +9% fire Talent mastery: +0.20 Technique / Grappling Reduces incoming crit damage: 15.00% Disarm immunity: +36% Life regen: +5.10 Stamina each turn: +0.90 Psi each turn: +0.40 Light radius: +2 Infravision radius: +3 See invisible: +9 When used to modify unarmed attacks: Base power: 31.0 - 43.4 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +12 Armour Penetration: +15 Physical crit. chance: +20.0% Attack speed: 83% When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Second Wind (10% chance level 1). When this weapon hits: Fire Breath (10% chance level 5). When this weapon crits: Dominate (10% chance level 5). Damage (Melee): +29 darkness / +4 lightning Burst (radius 2) on crit: +10 fire It can be used to activate talent Track, placing all other charms into a 14 cooldown : Effective talent level: 2.0 Power cost: 14 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 45 for 5 turns. The radius will increase with your Cunning. Attackspeed is 100% for non-Brawlers! Metal gloves protecting the hands up to the middle of the lower arm. Press to compare |
On head | Ulegen the drakeskin leather cap (0 def, 11 armour) Ulegen the drakeskin leather cap (0 def, 11 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Physical power: +6 Armour: +11 Fatigue: +5% Damage when hit (Melee): 10 physical Changes stats: +24 Str / +23 Dex / +8 Cun / +18 Con Changes resistances: +13% lightning / +14% temporal / +21% darkness / +24% cold / +9% acid Changes damage: +9% mind / +18% blight Allows you to breathe in: water Physical save: +38 Mental save: +46 Maximum hate: +6.00 Maximum psi: +10.00 Mindpower: +2 Infravision radius: +12 It can be used to activate talent Battle Cry, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. Press to compare |
On fingers | voratun ring 'Hanugoldil' voratun ring 'Hanugoldil'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 Changes stats: +4 Str / +6 Dex / +6 Mag / +8 Wil / +1 Cun Changes resistances penetration: +15% arcane Grants telepathy: Dragon Humanoid/Orc Reduces incoming crit damage: 10.00% Silence immunity: +96% Mana each turn: +0.55 Spellpower: +10 Infravision radius: +1 Rings can have magical properties. Press to compare |
On fingers | steel ring 'Breezefury' steel ring 'Breezefury'Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes stats: +3 Dex / +4 Mag / +2 Con Changes damage: +9% fire Light radius: +2 See invisible: +9 Rings can have magical properties. Press to compare |
Around neck | Umbrawalker UmbrawalkerInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to inflict damage reduction Changes stats: +9 Str / +21 Dex / +23 Wil / +2 Con Changes resistances: +25% sound Talent masteries: +0.34 Spell / Wildfire +0.34 Technique / Pugilism Mental save: +13 Blindness immunity: +34% Silence immunity: +40% Confusion immunity: +19% Melody when hit: +2.20 Mindpower: +13 Infravision radius: +12 Sight radius: +2 See invisible: +13 Amulets can have magical properties. Press to compare |
Main armor | Brightward (26 def, 20 armour) Brightward (26 def, 20 armour)Requires: - Strength 18 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +20 Defense: +26 Fatigue: +8% Effects on melee hit: * 48% chance to corrode armour Damage when hit (Melee): 12 mind Changes stats: +18 Str / +9 Dex / +5 Cun Changes resistances: +46% acid / +8% physical / +28% darkness / +3% light / +12% lightning / +13% cold / +21% mind / +9% sound Changes resistances penetration: +10% mind Changes damage: +9% light / +9% mind Allows you to breathe in: water Physical save: +26 Spell save: +9 Mental save: +30 Life regen: +9.70 Stamina each turn: +2.10 Maximum life: +88.00 Light radius: +2 Combat speed: +30% Casting speed: +30% Mental speed: +30% Healing mod.: +26% It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 45 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. Press to compare |
Light source | Relgintir the Taintward Relgintir the TaintwardPowered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +4 Armour penetration: +7 Physical crit. chance: +2.0% Defense: +7 Effects on melee hit: * Slows global speed by 47% Damage when hit (Melee): 16 physical / 4 nature / 14 fire Changes resistances: +7% darkness / +6% fire Changes resistances penetration: +10% nature / +7% all Changes damage: +7% light / +3% physical Damage affinity(heal): +5% light Physical save: +12 Spell save: +12 Mental save: +33 Light radius: +6 See stealth: +27 See invisible: +27 It can be used to activate talent Sun Flare, placing all other charms into a 27 cooldown : Effective talent level: 3.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 69.75 light damage within radius 3. The damage done will increase with your Spellpower. 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 |
Cloak | Tuludin the linen cloak (1 def, 0 armour) Tuludin the linen cloak (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +5 Mag / +3 Wil Changes resistances: +14% darkness / +22% temporal Changes damage: +6% lightning / +6% sound Physical save: +20 Silence immunity: +35% Disarm immunity: +10% Confusion immunity: +5% Maximum melody: +14.00 Spellpower: +4 Spell crit. chance: +9% Defense after a teleport: +12 Resist all after a teleport: +11% New effects duration reduction after a teleport: +11% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 9 turns. 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 |
Around waist | Charkarma the drakeskin leather belt Charkarma the drakeskin leather beltInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +2 Armour penetration: +4 Physical crit. chance: +9.0% Physical power: +12 Damage when hit (Melee): 8 fire Changes stats: +12 Dex / +6 Wil / +12 Cun / +9 Lck Changes resistances: +14% lightning / +13% temporal Reduces incoming crit damage: 15.00% Trap disarming bonus: +30 Stealth bonus: +13 Spell save: +13 Mental save: +13 Life regen: +1.70 Maximum life: +152.00 Mental crit. chance: +10% Infravision radius: +6 Healing mod.: +30% Size category: +1 A belt that goes around your waist. Press to compare |
Inventory
taint of the reaper (10 extra physical power for 5 turns) taint of the reaper (10 extra physical power for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / taint ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Charge yourself with death for 5 turns. Everytime a creature dies you draw energy from it and regain 10 stamina/mana/vim/psi/hate (spread to whichever are not at maximum). This increases your physical power by 10 but decreases your spell save by 10. Scales with Taintmarks, which will increase when you inscribe a Taint. It can be used to inscribe your skin with the taint.. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
Earendil EarendilPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +4 Defense: +5 Changes stats: +2 Mag Changes resistances: +12% nature / +3% temporal / +3% light / +14% mind Changes resistances cap: +3% all Changes damage: +14% acid / +5% fire / +5% cold / +5% lightning Physical save: +48 Spell save: +32 Mental save: +12 Confusion immunity: +22% Spellpower: +4 Spell crit. chance: +4% Amulets can have magical properties. Press to compare |
copper amulet 'Hellpain' copper amulet 'Hellpain'Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +22 Armour penetration: +12 Physical crit. chance: +10.0% Armour: +4 Defense: +5 Fatigue: -10% Changes stats: +5 Dex / +4 Mag / +5 Cun / +8 Con Changes resistances: +3% fire / +7% physical / +13% mind / +14% sound Changes resistances cap: +3% all Changes damage: +9% fire Talent masteries: +0.16 Spell / Spirit embers +0.16 Cunning / Tactical Critical mult.: +24.00% Physical save: +19 Silence immunity: +26% Confusion immunity: +26% Teleport immunity: +50% Life regen: +1.70 Stamina each turn: +1.00 Melody when hit: +1.10 Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +40.00 Spellpower: +2 Spell crit. chance: +2% Movement speed: +10% It can be used to teleport you randomly (rad 36), putting all charms on cooldown for 14 turns. Amulets can have magical properties. Press to compare |
warrior's copper amulet of cunning (+2) warrior's copper amulet of cunning (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Cun Changes resistances: +6% physical Stamina each turn: +0.20 Amulets can have magical properties. Press to compare |
Strange Symbol Strange SymbolInfused by nature 0.10 Encumbrance. [Plot Item] Type: jewelry / amulet ; tier 2 When carried: Talent granted: +1 Teleport: Oyze A symbol with an engraved maze. When you touch it, the world around you starts fading away. This seems to be a teleporting device of some kind. (A gut feeling tells you not to use it, before you hit level 35 at least.) Press to compare |
Velossra VelossraInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +1 Str / +3 Wil / +2 Con Amulets can have magical properties. Press to compare |
copper ring of the mountain (+11%) copper ring of the mountain (+11%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +11% physical Changes damage: +11% physical Rings can have magical properties. Press to compare |
titan's copper ring titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +4 Rings can have magical properties. Press to compare |
Gileradil the Dourbane (113% power, 2 apr, arcane element) Gileradil the Dourbane (113% power, 2 apr, arcane element)Requires: - Magic 11 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 16.0 - 19.2 Uses stat: 80% Mag Damage type: Physical Mastery: Magic Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +8 physical Burst (radius 2) on crit: +8 physical When wielded/worn: Physical crit. chance: +20.0% Armour: +8 Defense: +21 Damage (Melee): 21 arcane / 6 % chance of confusion Damage when hit (Melee): 8 arcane Changes stats: +3 Str Changes resistances: +7% darkness / +7% temporal Maximum wards: +3 arcane / +3 darkness Changes resistances penetration: +8% arcane / +4% darkness Changes damage: +16% arcane / +9% darkness Talents granted: +2 Ward +1 Command Staff Critical mult.: +26.00% Spell save: +6 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +40.00 Maximum neg.energy: +26.00 Spellpower: +19 Spell crit. chance: +15% Light radius: -1 Damage Shield penetration: +18% Defense after a teleport: +11 Resist all after a teleport: +9% New effects duration reduction after a teleport: +17% It can be used to conjure elemental energy in a radius 2 cone, dealing 129.73 - 155.67 arcane damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
Glarewake the elm vilestaff (130% power, 2 apr, fire element) Glarewake the elm vilestaff (130% power, 2 apr, fire element)Requires: - Magic 11 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 26.0 - 31.2 Uses stat: 80% Mag Damage type: Physical Mastery: Magic Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +12 nature / +8 physical Burst (radius 1) on hit: +12 darkness Burst (radius 2) on crit: +4 darkness / +16 light When wielded/worn: Accuracy: +8 Physical crit. chance: +14.0% Defense: +7 Effects on melee hit: * 8% chance to blind Damage (Melee): 10 nature Damage when hit (Melee): 12 light Changes stats: +3 Mag / +3 Cun / +3 Con Changes resistances: +6% nature Changes resistances penetration: +10% light Changes damage: +18% blight / +26% fire / +18% darkness / +18% acid Talent granted: +1 Command Staff Critical mult.: +26.00% Physical save: +7 Spell save: +7 Mental save: +7 Vim when firing critical spell: +4.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum vim: +26.00 Maximum neg.energy: +26.00 Spellpower: +19 Spell crit. chance: +5% Light radius: +7 Heals friendly targets nearby when you use a nature summon: +9 It can be used to conjure elemental energy in a radius 2 cone, dealing 150.49 - 180.59 fire damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
Camythad the ash vilestaff (127% power, 4 apr, darkness element) Camythad the ash vilestaff (127% power, 4 apr, darkness element)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 24.0 - 28.8 Uses stat: 80% Mag Damage type: Physical Mastery: Magic Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +11 draining blight / +11 physical When wielded/worn: Accuracy: +10 Physical crit. chance: +9.0% Effects on melee hit: * 11% chance to disease Damage (Melee): 23 fire Changes stats: +8 Mag / +3 Wil / +5 Cun / +5 Con Changes resistances: +9% acid Changes resistances penetration: +8% darkness Changes damage: +15% darkness Talent granted: +1 Command Staff Critical mult.: +46.00% Physical save: +18 Spell save: +18 Mental save: +21 Blindness immunity: +15% Disarm immunity: +10% Knockback immunity: +15% Mana each turn: +0.44 Vim when firing critical spell: +8.00 Only die when reaching: -112.00 life Maximum mana: +166.00 Maximum stamina: +15.00 Maximum vim: +52.00 Maximum neg.energy: +28.00 Spellpower: +18 Spell crit. chance: +12% See invisible: +11 Healing mod.: +5% Life leech chance: +8% Life leech: +9% Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +30% Staves designed for wielders of magic, by the greats of the art. |
Gariwen the Voidrock (142% power, 4 apr, darkness element) Gariwen the Voidrock (142% power, 4 apr, darkness element)Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 Base power: 34.0 - 40.8 Uses stat: 80% Mag Damage type: Physical Mastery: Magic Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Burst (radius 1) on hit: +8 physical / +12 darkness / +12 mind Burst (radius 2) on crit: +12 physical When wielded/worn: Accuracy: +11 Physical crit. chance: +8.0% Physical power: +11 Changes stats: +7 Mag / +14 Cun / +6 Con Changes resistances: +11% temporal / +17% darkness / +1% physical Changes resistances penetration: +15% mind / +17% darkness Changes damage: +34% darkness Talent granted: +1 Command Staff Critical mult.: +34.00% Stamina each turn: +0.20 Mana each turn: +0.21 Vim when firing critical spell: +6.00 Spellpower on spell critical (stacks up to 3 times): +8 Maximum mana: +72.00 Maximum vim: +38.00 Maximum pos.energy: +37.00 Maximum neg.energy: +36.00 Spellpower: +29 Spell crit. chance: +7% Defense after a teleport: +23 Resist all after a teleport: +14% New effects duration reduction after a teleport: +31% It can be used to conjure elemental energy in a radius 6 cone, dealing 164.38 - 197.26 darkness damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
Nerubeth the Galespitter (133% power, 4 apr, blight element) Nerubeth the Galespitter (133% power, 4 apr, blight element)Requires: - Magic 24 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 28.0 - 33.6 Uses stat: 80% Mag Damage type: Physical Mastery: Magic Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Burst (radius 1) on hit: +8 lightning When wielded/worn: Physical crit. chance: +11.0% Armour: +18 Armour Hardiness: +7% Defense: +31 Effects on melee hit: * 21% chance to disease * 14% chance to blind Damage (Melee): 31 arcane / 54 fire Damage when hit (Melee): 4 lightning Changes stats: +4 Str / +1 Con Maximum wards: +3 blight / +3 lightning Changes resistances penetration: +14% blight / +14% lightning Changes damage: +28% blight / +3% lightning Grants telepathy: Demon/Minor Demon/Major Talents granted: +4 Ward +1 Command Staff Critical mult.: +56.00% Reduces incoming crit damage: 5.00% Physical save: +11 Vim when firing critical spell: +11.00 Maximum mana: +68.00 Maximum vim: +54.00 Spellpower: +39 Spell crit. chance: +4% Light radius: +4 See invisible: +27 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 105.11 light damage. Staves designed for wielders of magic, by the greats of the art. |
Dimsting (157% power, 6 apr, physical element) Dimsting (157% power, 6 apr, physical element)Requires: - Magic 48 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Base power: 46.0 - 55.2 Uses stat: 80% Mag Damage type: Physical Mastery: Magic Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to inflict damage reduction * 20% chance to disease Damage (Melee): +18 physical Burst (radius 1) on hit: +8 darkness Burst (radius 2) on crit: +20 blight When wielded/worn: Accuracy: +59 Physical crit. chance: +32.0% Physical power: +30 Defense: +51 Fatigue: -9% Effects on melee hit: * 38% chance to blind * 37% chance to disease Damage when hit (Melee): 8 light Changes damage: +30% physical / +3% light / +6% darkness Talent granted: +1 Command Staff Critical mult.: +28.00% Physical save: +10 Mana each turn: +0.36 Vim when firing critical spell: +5.00 Maximum mana: +99.00 Maximum vim: +40.00 Spellpower: +34 Spell crit. chance: +13% Light radius: +10 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 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 141.55 light damage. Staves designed for wielders of magic, by the greats of the art. |
Layygavena the Deepsdash (136% power, 6 apr, cold element) Layygavena the Deepsdash (136% power, 6 apr, cold 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: Magic Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 50% chance to inflict damage reduction Damage (Melee): +20 temporal / +8 darkness When wielded/worn: Physical crit. chance: +28.0% Defense: +19 Effects on melee hit: * 15% chance to inflict damage reduction Damage (Melee): 97 fire / 43 arcane / 12 % chance of confusion Changes stats: +2 Str / +3 Mag / +1 Wil / +1 Con Changes resistances: +3% darkness Changes resistances penetration: +10% temporal Changes damage: +30% cold Talent granted: +1 Command Staff Critical mult.: +132.00% Reduces incoming crit damage: 5.00% Mana each turn: +0.38 Spellpower on spell critical (stacks up to 3 times): +9 Maximum mana: +183.00 Spellpower: +71 Spell crit. chance: +19% Light radius: +1 See invisible: +56 Casting speed: +18% Damage Shield penetration: +50% Reduces paradox failures(equivalent to willpower): +29 Paradox regeneration: -5.00 It can be used to conjure elemental energy in a radius 10 cone, dealing 157.66 - 189.19 cold damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
Xyrin (136% power, 6 apr, light element) Xyrin (136% power, 6 apr, light 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: Magic Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +67% Damage (Melee): +20 mind When wielded/worn: Armour penetration: +3 Physical crit. chance: +15.0% Physical power: +6 Fatigue: -6% Damage (Melee): 70 fire Changes stats: +17 Mag / +19 Cun / +19 Con Changes resistances: +15% physical / +15% light / +15% temporal / +3% mind / +15% darkness Changes damage: +30% physical / +30% light / +30% darkness / +6% mind / +30% temporal Talent granted: +1 Command Staff Critical mult.: +150.00% Physical save: +3 Stamina each turn: +0.40 Mana each turn: +0.40 Vim when firing critical spell: +16.00 Maximum mana: +100.00 Maximum stamina: +15.00 Maximum vim: +95.00 Maximum neg.energy: +99.00 Spellpower: +50 Spell crit. chance: +29% See invisible: +40 It can be used to unleash an elemental blastwave, dealing 157.66 - 189.19 light damage in a radius 6 around the user, putting all charms on cooldown for 9 turns. Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff 'Demonspire' (173% power, 6 apr, lightning element) dragonbone magestaff 'Demonspire' (173% power, 6 apr, lightning element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Base power: 61.0 - 73.2 Uses stat: 80% Mag Damage type: Physical Mastery: Magic Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to inflict damage reduction * 40% chance to cause random gloom Damage (Melee): +20 physical / +12 darkness Burst (radius 2) on crit: +8 arcane When wielded/worn: Accuracy: +19 Physical crit. chance: +39.0% Defense: +23 Effects on melee hit: * 30% chance to inflict damage reduction Damage (Melee): 45 arcane / 12 % chance of confusion Changes resistances penetration: +5% darkness Changes damage: +61% lightning / +9% darkness / +6% mind Talent granted: +1 Command Staff Critical mult.: +19.00% Mana each turn: +0.71 Maximum mana: +120.00 Spellpower: +70 Spell crit. chance: +5% Damage Shield penetration: +49% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 27 turns. Staves designed for wielders of magic, by the greats of the art. |
Ce'Noreth the Skyhacker (141% power, 2 apr) Ce'Noreth the Skyhacker (141% power, 2 apr)Requires: - Strength 24 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 33.5 - 50.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.8% crit.pwr / acc Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +11.5% Attack speed: 111% On weapon hit: * 20% chance to daze On weapon crit: * wounds the target reducing their healing * cripple the target Damage (Melee): +16 blight / +40 mind Burst (radius 1) on hit: +16 darkness When wielded/worn: Accuracy: +48 Physical crit. chance: +46.0% Physical power: +16 Defense: +16 Damage when hit (Melee): 12 lightning Changes stats: +7 Str / +6 Dex / +2 Wil Changes resistances: +10% all Changes resistances penetration: +16% nature / +10% blight Changes damage: +9% blight / +16% physical / +6% arcane Spell save: +6 Disarm immunity: +53% Stamina when hit: +3.00 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 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. Massive two-handed battleaxes. |
Scaldtitan (134% power, 1 apr) Scaldtitan (134% power, 1 apr)Requires: - Strength 11 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatclub ; tier 1 It must be held with both hands. Base power: 28.5 - 42.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit / acc Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +3.5% Attack speed: 111% On weapon hit: * 10% chance to inflict damage reduction * 14% chance to daze * Random elemental explosion * 20% chance to curse the target Damage (Melee): +10 darkness / +8 blight / +12 cold / +16 fire Damage against: +10% Living When wielded/worn: Accuracy: +18 Armour penetration: +9 Physical crit. chance: +9.0% Physical power: +9 Changes stats: +7 Str / +8 Dex / +3 Mag / +5 Wil / +3 Cun / +7 Con Changes resistances penetration: +20% lightning / +9% physical / +11% cold / +11% fire / +5% arcane / +11% acid Changes damage: +9% blight / +9% fire / +9% physical Critical mult.: +15.00% Disarm immunity: +18% Stamina when hit: +1.08 Maximum mana: +60.00 Spellpower: +4 Infravision radius: +1 Massive two-handed clubs. |
Anyvon the Shockspike (142% power, 1 apr) Anyvon the Shockspike (142% power, 1 apr)Requires: - Strength 11 Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 34.0 - 51.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.8% crit.pwr / acc Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 40% chance to disease On weapon crit: * wounds the target reducing their healing * cripple the target Damage Shield penetration (this weapon only): +10% Damage (Melee): +26 insidious poison Burst (radius 2) on crit: +12 lightning / +12 fire When wielded/worn: Armour penetration: +10 Physical crit. chance: +20.0% Physical power: +30 Effects on melee hit: * 30% chance to daze Changes stats: +10 Con Changes resistances: +6% arcane / +5% all Changes resistances penetration: +10% fire / +10% nature / +30% physical Changes damage: +10% physical Spell save: +9 Disarm immunity: +41% Mana each turn: +0.04 Vim when firing critical spell: +1.00 Maximum vim: +20.00 Global speed: +3% Massive two-handed mauls. |
dwarven-steel greatmaul 'Dimoath' (150% power, 2 apr) dwarven-steel greatmaul 'Dimoath' (150% power, 2 apr)Requires: - Strength 24 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 40.5 - 60.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy bonus: +1.0% APR / acc Armour Penetration: +2 Physical crit. chance: +8.5% Attack speed: 100% On weapon hit: * 20% chance to gain 10% of a turn * 27% chance to daze On weapon crit: * wounds the target reducing their healing * cripple the target Damage (Melee): +8 darkness / +21 cold / +20 mind Burst (radius 1) on hit: +20 temporal Burst (radius 2) on crit: +24 ice When wielded/worn: Accuracy: +16 Armour penetration: +16 Physical crit. chance: +60.0% Physical power: +16 Armour: +16 Effects on melee hit: * 15% chance to inflict damage reduction * 10% chance to gain 10% of a turn Damage when hit (Melee): 12 temporal Changes stats: +12 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +10% all Changes resistances penetration: +16% lightning / +16% cold / +16% nature / +5% arcane Changes damage: +16% physical Critical mult.: +21.00% Stamina when hit: +3.00 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. Massive two-handed mauls. |
Goremistress (197% power, 3 apr) Goremistress (197% power, 3 apr)Requires: - Strength 35 Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 86.5 - 129.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.8% crit.pwr / acc Accuracy bonus: +0.4% crit / acc Accuracy bonus: +0.3% dam / acc Armour Penetration: +3 Physical crit. chance: +14.5% Attack speed: 111% On weapon crit: * wounds the target reducing their healing * cripple the target Burst (radius 2) on crit: +35 ice When wielded/worn: Accuracy: +19 Armour penetration: +57 Physical crit. chance: +57.0% Physical power: +36 Armour: +19 Damage when hit (Melee): 8 blight Changes stats: +1 Str / +7 Dex / +11 Con Changes resistances penetration: +10% arcane / +67% physical / +5% nature / +19% cold Changes damage: +38% physical Critical mult.: +26.00% Disarm immunity: +42% Only die when reaching: -60.00 life Maximum stamina: +5.00 Massive two-handed mauls. |
Cracklewrecker (190% power, 4 apr) Cracklewrecker (190% power, 4 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 79.5 - 119.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 49% chance to daze * 20% chance to torment the target * 25% chance for lightning to arc to a second target On weapon crit: * splashes the target with acid * cripple the target Damage (Melee): +56 lightning / +28 mind / +21 acid Burst (radius 1) on hit: +4 light Burst (radius 2) on crit: +4 arcane When wielded/worn: Armour penetration: +32 Physical crit. chance: +38.0% Effects on melee hit: * 30% chance to blind * 10% chance to disease Damage when hit (Melee): 4 arcane Changes stats: +6 Str / +6 Dex / +6 Mag / +6 Wil / +6 Cun / +5 Con Changes resistances: +3% lightning / +3% blight Changes resistances penetration: +24% lightning / +19% physical / +21% mind / +21% darkness Changes damage: +6% blight / +20% physical / +12% light / +12% lightning Critical mult.: +28.00% 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. Massive two-handed mauls. |
Eriromigund the voratun greatmaul (194% power, 4 apr) Eriromigund the voratun greatmaul (194% power, 4 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 84.0 - 126.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.8% crit.pwr / acc Accuracy bonus: +0.4% crit / acc Accuracy bonus: +0.1% dam / acc Accuracy bonus: +0.5% turn loss / acc Armour Penetration: +4 Physical crit. chance: +15.0% Attack speed: 100% On weapon hit: * 28% chance to inflict damage reduction * 25% chance to put talents on cooldown * 20% chance to curse the target On weapon crit: * wounds the target reducing their healing * cripple the target Burst (radius 1) on hit: +21 fire When wielded/worn: Armour penetration: +29 Physical crit. chance: +84.0% Physical power: +17 Effects on melee hit: * 30% chance to gain 10% of a turn Damage when hit (Melee): 21 nature Changes stats: +2 Wil Changes resistances: +6% nature / +9% cold Critical mult.: +55.00% Spell save: +3 Mental save: +30 Disease immunity: +5% Mental crit. chance: +1% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Massive two-handed mauls. |
Aerymas (111% power, 4 apr) Aerymas (111% power, 4 apr)Requires: - Strength 11 Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatspear ; tier 1 It must be held with both hands. Base power: 15.0 - 24.0 Uses stat: 120% Str Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc Accuracy bonus: +1.0% turn loss / acc Armour Penetration: +4 Physical crit. chance: +2.5% Attack speed: 91% On weapon crit: * cripple the target Damage (Melee): +23 insidious poison / +10 darkness Burst (radius 2) on crit: +10 shocking sound Damage against: +10% Living Thrust Range: 2 When wielded/worn: Accuracy: +9 Armour penetration: +9 Physical crit. chance: +27.0% Defense: +9 Damage when hit (Melee): 18 nature / 8 mind Changes stats: +1 Str / +4 Wil / +1 Cun Changes resistances: +6% mind / +12% acid Changes resistances penetration: +9% physical / +8% sound Changes damage: +9% physical Reduces incoming crit damage: 15.00% Disarm immunity: +30% Light radius: +3 Infravision radius: +2 See invisible: +3 A heavy spear. |
Velolle the Flashknave (180% power, 8 apr) Velolle the Flashknave (180% power, 8 apr)Requires: - Strength 35 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatspear ; tier 4 It must be held with both hands. Base power: 68.5 - 109.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit / acc Accuracy bonus: +0.5% APR / acc Armour Penetration: +8 Physical crit. chance: +9.5% Attack speed: 83% On weapon hit: * 20% chance to daze * 25% chance for lightning to arc to a second target Damage (Melee): +17 lightning / +39 mind Burst (radius 1) on hit: +42 fire Burst (radius 2) on crit: +21 fire Thrust Range: 2 When wielded/worn: Accuracy: +16 Armour penetration: +16 Physical power: +16 Armour: +8 Defense: +24 Ranged Defense: +8 Changes stats: +1 Mag / +8 Con Changes resistances: +6% lightning / +3% fire Changes resistances penetration: +32% physical / +14% fire Changes damage: +16% physical Spell save: +10 Mental save: +6 Blindness immunity: +5% Disease immunity: +5% Disarm immunity: +89% Stun/Freeze immunity: +5% Equilibrium when hit: +0.08 Global speed: +6% 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. |
Glitterwedge (127% power, 1 apr) Glitterwedge (127% power, 1 apr)Requires: - Strength 11 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 24.0 - 38.4 Uses stat: 120% Str Damage type: Arcane Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 13% chance to corrode armour * 20% chance to torment the target * 25% chance to put talents on cooldown Damage Shield penetration (this weapon only): +50% Damage (Melee): +27 insidious poison / +12 mind / +16 light Burst (radius 1) on hit: +12 light Burst (radius 2) on crit: +14 ice When wielded/worn: Armour penetration: +10 Armour: +10 Changes resistances: +12% all Changes resistances penetration: +10% acid / +10% physical / +10% darkness / +10% light / +10% cold / +10% mind / +20% nature Changes damage: +6% light / +10% physical Life regen: +1.26 Mana each turn: +0.04 Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 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. Massive two-handed swords. |
flaming iron greatsword of rage (116% power, 1 apr) flaming iron greatsword of rage (116% power, 1 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 17.5 - 28.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Burst (radius 1) on hit: +12 fire When wielded/worn: Accuracy: +10 Changes stats: +3 Str Changes damage: +10% physical Stamina when hit: +1.26 Massive two-handed swords. |
iron greatsword 'Cuthiyazilagrim' (122% power, 1 apr) iron greatsword 'Cuthiyazilagrim' (122% power, 1 apr)Requires: - Strength 11 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 21.0 - 33.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +1.2% crit.pwr / acc Accuracy bonus: +1.0% APR / acc Armour Penetration: +1 Physical crit. chance: +11.5% Attack speed: 111% On weapon hit: * 14% chance to disease * 14% chance to corrode armour On weapon crit: * cripple the target Damage (Melee): +14 blight / +8 arcane Burst (radius 1) on hit: +4 arcane / +12 fire Burst (radius 2) on crit: +28 ice When wielded/worn: Accuracy: +10 Armour penetration: +9 Physical crit. chance: +10.0% Armour: +20 Changes stats: +5 Dex / +2 Mag / +2 Cun Changes resistances: +6% mind / +5% arcane Changes resistances penetration: +10% acid / +10% physical / +20% cold Changes damage: +6% mind / +10% physical Grants telepathy: Dragon Reduces incoming crit damage: 10.00% Life regen: +1.26 See invisible: +3 Massive two-handed swords. |
iron greatsword 'Strikebright' (130% power, 1 apr) iron greatsword 'Strikebright' (130% power, 1 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 26.0 - 41.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 20% chance to daze * Random elemental explosion On weapon crit: * wounds the target reducing their healing * splashes the target with acid Damage (Melee): +12 acid / +14 cold / +8 blight Burst (radius 1) on hit: +8 lightning / +12 blight Burst (radius 2) on crit: +4 fire When wielded/worn: Armour penetration: +20 Physical crit. chance: +59.0% Physical power: +40 Effects on melee hit: * 40% chance to disease Changes resistances: +3% blight Changes resistances penetration: +13% acid / +5% blight / +13% fire / +13% cold / +13% lightning Changes damage: +3% blight / +12% fire / +3% lightning Critical mult.: +34.00% Massive two-handed swords. |
Cloudshine (173% power, 2 apr) Cloudshine (173% power, 2 apr)Requires: - Strength 24 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 61.0 - 97.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy bonus: +0.2% dam / acc Accuracy bonus: +1.0% APR / acc Armour Penetration: +2 Physical crit. chance: +10.5% Attack speed: 100% On weapon hit: * Random elemental explosion On weapon crit: * cripple the target Burst (radius 2) on crit: +8 temporal When wielded/worn: Accuracy: +29 Armour penetration: +16 Physical crit. chance: +16.0% Physical power: +16 Armour: +4 Defense: +16 Changes stats: +7 Str / +2 Wil / +7 Con Changes resistances: +3% temporal / +10% all Changes resistances penetration: +19% acid / +30% physical / +19% lightning / +16% fire / +19% cold / +16% nature / +10% temporal Changes damage: +6% lightning / +32% physical Spell save: +3 Cut immunity: +15% Disarm immunity: +89% Confusion immunity: +5% Stamina when hit: +3.00 Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Massive two-handed swords. |
dwarven-steel greatsword 'Erelidan' (145% power, 4 apr) dwarven-steel greatsword 'Erelidan' (145% power, 4 apr)Requires: - Strength 24 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 36.5 - 58.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy bonus: +1.0% APR / acc Armour Penetration: +4 Physical crit. chance: +12.5% Attack speed: 111% On weapon hit: * 33% chance to daze * 20% chance to torment the target On weapon crit: * cripple the target Damage (Melee): +20 temporal / +4 arcane / +28 cold / +20 nature Burst (radius 1) on hit: +8 physical Burst (radius 2) on crit: +20 shocking sound When wielded/worn: Accuracy: +16 Physical crit. chance: +16.0% Physical power: +32 Damage when hit (Melee): 16 physical Changes stats: +12 Str / +7 Dex / +5 Mag / +5 Wil / +5 Cun / +21 Con Changes resistances: +1% physical Changes resistances penetration: +16% lightning / +30% physical / +16% darkness / +16% mind / +16% sound Changes damage: +16% physical Physical save: +9 Disarm immunity: +60% Life regen: +0.40 Stamina when hit: +3.00 Only die when reaching: -60.00 life Massive two-handed swords. |
Cloudwaker (186% power, 4 apr) Cloudwaker (186% power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 74.5 - 119.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy bonus: +0.2% dam / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Melee): +23 darkness / +84 insidious poison Burst (radius 1) on hit: +4 mind Damage against: +28% Living When wielded/worn: Armour penetration: +19 Physical crit. chance: +62.0% Physical power: +21 Effects on melee hit: * 10% chance to gain 10% of a turn Changes stats: +1 Cun / +10 Con Changes resistances: +18% temporal / +28% all Changes resistances penetration: +42% nature / +19% physical Changes damage: +3% lightning Grants telepathy: Dragon Critical mult.: +28.00% Disarm immunity: +49% Equilibrium when hit: +0.04 Mental crit. chance: +1% Massive two-handed swords. |
Chargeoath the iron longsword (103% power, 2 apr) Chargeoath the iron longsword (103% power, 2 apr)Requires: - Strength 11 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Lightning Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 22% chance to corrode armour * 22% chance to daze * 20% chance to torment the target On weapon crit: * cripple the target Damage (Melee): +8 mind / +8 light Burst (radius 1) on hit: +12 darkness / +16 mind Burst (radius 2) on crit: +4 mind Damage against: +10% Undead When wielded/worn: Accuracy: +7 Physical crit. chance: +7.0% Defense: +7 Effects on melee hit: * 15% chance to daze Damage when hit (Melee): 8 lightning Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances: +3% lightning / +4% all Changes resistances penetration: +14% lightning / +7% darkness / +14% acid / +7% mind / +7% nature Mental save: +10 Disarm immunity: +25% Life regen: +1.70 Equilibrium when hit: +0.04 Maximum hate: +4.00 Maximum psi: +40.00 Mental crit. chance: +1% 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, long, and deadly. |
Dimkill (113% power, 2 apr) Dimkill (113% power, 2 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 1 Base power: 16.0 - 22.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy bonus: +0.2% dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 16% chance to inflict damage reduction * Random elemental explosion * 20% chance to curse the target * 20% chance to torment the target On weapon crit: * cripple the target Damage (Melee): +16 temporal / +4 arcane Burst (radius 1) on hit: +7 fire When wielded/worn: Armour penetration: +7 Physical crit. chance: +14.0% Damage when hit (Melee): 8 darkness / 15 temporal Changes resistances: +16% temporal Changes resistances penetration: +9% acid / +7% darkness / +9% lightning / +9% cold / +7% mind / +9% fire Critical mult.: +32.00% Spellpower: +4 Mental crit. chance: +3% Heals friendly targets nearby when you use a nature summon: +10 Damage Shield penetration: +20% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Sharp, long, and deadly. |
iron longsword 'Airworth' (107% power, 2 apr) iron longsword 'Airworth' (107% power, 2 apr)Requires: - Strength 11 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 1 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +1.2% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +5.5% Attack speed: 100% On weapon hit: * Random elemental explosion On weapon crit: * wounds the target reducing their healing * cripple the target Damage (Melee): +8 lightning / +8 temporal / +8 nature Burst (radius 2) on crit: +4 lightning When wielded/worn: Accuracy: +7 Armour penetration: +7 Physical crit. chance: +20.0% Physical power: +14 Defense: +7 Fatigue: -2% Changes stats: +6 Dex / +4 Con Changes resistances: +4% all Changes resistances penetration: +9% acid / +14% physical / +19% lightning / +9% fire / +7% nature / +8% cold Changes damage: +7% physical Critical mult.: +3.00% Maximum encumbrance: +40 Disarm immunity: +41% Sharp, long, and deadly. |
Duveharabar the Duathelrebel (111% power, 2 apr) Duveharabar the Duathelrebel (111% power, 2 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 1 Base power: 15.0 - 21.0 Uses stat: 100% Str Damage type: Mind Mastery: Weapons Mastery Accuracy bonus: +0.3% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% On weapon hit: * 16% chance to inflict damage reduction * Random elemental explosion * 25% chance to put talents on cooldown * 20% chance to curse the target Damage (Melee): +10 cold / +16 temporal When wielded/worn: Physical power: +7 Damage when hit (Melee): 16 temporal / 8 darkness / 16 arcane Changes stats: +5 Mag / +3 Con Changes resistances: +3% mind / +16% temporal Changes resistances penetration: +18% acid / +7% physical / +5% darkness / +18% cold / +18% lightning / +18% fire Disarm immunity: +15% Mana when firing critical spell: +1.00 Vim when firing critical spell: +1.00 Maximum mana: +20.00 Maximum vim: +10.00 Spellpower: +8 Blunt and deadly. |
steel mace 'Drugadil' (126% power, 3 apr) steel mace 'Drugadil' (126% power, 3 apr)Requires: - Strength 16 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Base power: 23.5 - 32.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 125% On weapon hit: * Random elemental explosion On weapon crit: * wounds the target reducing their healing Damage (Melee): +11 nature / +11 temporal Burst (radius 2) on crit: +11 shocking sound When wielded/worn: Accuracy: +25 Physical crit. chance: +9.0% Physical power: +8 Defense: +9 Fatigue: -6% Changes stats: +6 Str / +4 Dex Changes resistances penetration: +11% acid / +10% physical / +11% lightning / +11% fire / +11% cold / +9% sound Changes damage: +3% mind / +9% physical Physical save: +6 Disarm immunity: +32% Stamina each turn: +0.40 Stamina when hit: +1.20 Equilibrium when hit: +0.12 Maximum psi: +20.00 Healing mod.: +10% Heals friendly targets nearby when you use a nature summon: +10 Blunt and deadly. |
Firestrike (104% power, 3 apr) Firestrike (104% power, 3 apr)Requires: - Cunning 11 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / rapier ; tier 1 Base power: 12.0 - 16.8 Uses stats: 40% Dex, 60% Cun Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc This is a bardic weapon. Armour Penetration: +3 Physical crit. chance: +1.5% Attack speed: 111% On weapon hit: * 40% chance to inflict damage reduction * 25% chance to put talents on cooldown Damage (Melee): +8 mind / +16 darkness Burst (radius 2) on crit: +8 fire Damage against: +16% Living When wielded/worn: Accuracy: +21 Armour penetration: +7 Damage when hit (Melee): 4 fire Changes stats: +6 Str / +3 Dex / +1 Wil / +5 Cun Changes resistances: +6% fire / +6% arcane / +4% all Changes resistances penetration: +7% physical / +7% nature / +7% fire Changes damage: +21% physical Mental save: +30 Stamina when hit: +1.80 Hate when firing a critical mind attack: +2.00 Mental crit. chance: +2% Global speed: +2% 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. Pointy, thin and deadly. Rapiers are made for people of great Cunning and nimble hands and as such they require dagger mastery to be used correctly. |
iron rapier 'Radiancemight' (116% power, 2 apr) iron rapier 'Radiancemight' (116% power, 2 apr)Requires: - Strength 10 - Dexterity 10 Infused by nature Crafted by a master Infused by psionic forces 2.50 Encumbrance. [Unique] Type: weapon / rapier ; tier 1 Base power: 17.5 - 22.8 Uses stats: 40% Dex, 40% Cun, 40% Str Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +1.2% crit.pwr / acc Accuracy bonus: +0.2% dam / acc This is a bardic weapon. Armour Penetration: +2 Physical crit. chance: +6.0% Attack speed: 100% On weapon hit: * 50% chance to blind * 11% chance to corrode armour On weapon crit: * cripple the target Damage (Melee): +7 darkness Damage against: +8% Living When wielded/worn: Accuracy: +14 Armour penetration: +7 Physical crit. chance: +35.0% Defense: +14 Damage when hit (Melee): 4 arcane Changes resistances: +3% light Changes resistances penetration: +27% acid Changes damage: +6% light Critical mult.: +12.00% Spell save: +20 Disarm immunity: +51% Life regen: +0.70 Spellpower: +2 Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +30% A light sword. |
Cracklewilter (113% power, 2 apr) Cracklewilter (113% power, 2 apr)Requires: - Magic 10 - Constitution 10 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / sceptre ; tier 1 Base power: 16.0 - 22.4 Uses stats: 68% Mag, 50% Con Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 111% When this weapon hits: Corrosive Mist (10% chance level 2). When this weapon hits: Echoes From The Past (10% chance level 2). When this weapon hits: Nova (10% chance level 2). When this weapon hits: Sun Flare (10% chance level 2). Damage conversion: 13% temporal slow / 13% corrosive acid / 13% dazing lightning / 13% blinding light Damage against: +10% Animal / +10% Aquatic When wielded/worn: Accuracy: +7 Armour: +4 Armour Hardiness: +4% Effects on melee hit: * 15% chance to daze Changes stats: +3 Dex Changes resistances: +7% physical Changes resistances penetration: +11% acid / +12% temporal / +12% light / +20% arcane / +12% lightning Changes damage: +6% blight / +6% arcane Spell save: +20 Mana each turn: +0.16 Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +2 Maximum vim: +20.00 Spellpower: +12 Light radius: +3 Infravision radius: +3 It can be used to project an attack as arcane damage doing 100% weapon damage, putting all charms on cooldown for 6 turns. Blunt and deadly. |
Skymark (127% power, 2 apr) Skymark (127% power, 2 apr)Requires: - Strength 11 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 24.0 - 33.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy bonus: +0.2% dam / acc Accuracy bonus: +1.0% APR / acc Armour Penetration: +2 Physical crit. chance: +7.5% Attack speed: 125% Damage Shield penetration (this weapon only): +30% Damage (Melee): +4 blight Burst (radius 1) on hit: +8 fire Burst (radius 2) on crit: +16 shocking sound When wielded/worn: Accuracy: +14 Armour penetration: +7 Physical crit. chance: +7.0% Damage when hit (Melee): 4 lightning Changes stats: +6 Str Changes resistances: +3% temporal / +4% all Changes resistances penetration: +10% temporal / +7% nature / +14% sound Changes damage: +14% physical Critical mult.: +12.00% Stamina when hit: +1.80 Mana when firing critical spell: +5.00 Vim when firing critical spell: +2.00 Maximum vim: +10.00 Spellpower: +2 Defense after a teleport: +18 Resist all after a teleport: +8% New effects duration reduction after a teleport: +30% One-handed war axes. |
Yvudhetta the Shinethorn (115% power, 3 apr) Yvudhetta the Shinethorn (115% power, 3 apr)Requires: - Strength 16 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 2 Base power: 17.0 - 23.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.6% crit / acc Accuracy bonus: +0.5% turn loss / acc Armour Penetration: +3 Physical crit. chance: +7.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 2). On weapon hit: * 17% chance to daze * 11% chance to disease * 20% chance to torment the target On weapon crit: * wounds the target reducing their healing Damage (Melee): +30 insidious poison / +10 light / +11 blight / +8 temporal Burst (radius 1) on hit: +16 acid Damage against: +15% Undead When wielded/worn: Accuracy: +9 Armour penetration: +9 Physical crit. chance: +9.0% Physical power: +9 Effects on melee hit: * 30% chance to gain 10% of a turn Damage when hit (Melee): 7 nature Changes stats: +7 Str / +3 Dex / +2 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances: +9% light Changes resistances penetration: +9% lightning / +9% physical / +9% darkness / +9% mind / +10% light Changes damage: +9% acid / +18% physical Disease immunity: +19% Stamina when hit: +1.20 Light radius: +3 One-handed war axes. |
Cystborn (124% power, 12 apr) Cystborn (124% power, 12 apr)Requires: - Strength 24 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 3 Base power: 22.0 - 30.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.8% crit.pwr / acc Accuracy bonus: +0.2% crit / acc Armour Penetration: +12 Physical crit. chance: +7.5% Attack speed: 100% On weapon hit: * 20% chance to torment the target On weapon crit: * cripple the target Damage (Melee): +14 temporal / +4 mind / +17 cold / +14 nature / +11 sound Burst (radius 1) on hit: +16 mind Burst (radius 2) on crit: +12 lightning When wielded/worn: Physical crit. chance: +33.0% Damage when hit (Melee): 16 mind / 4 nature Changes resistances: +3% nature / +11% sound Changes resistances penetration: +10% mind / +11% darkness Mindpower: +4 One-handed war axes. |
Emelana (117% power, 4 apr) Emelana (117% power, 4 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 18.0 - 25.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage Shield penetration (this weapon only): +30% Damage (Melee): +14 acid When wielded/worn: Changes stats: +1 Str / +1 Mag / +3 Wil Changes damage: +9% blight Critical mult.: +10.00% Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +10 See invisible: +6 One-handed war axes. |
stralite waraxe 'Searjam' (136% power, 18 apr) stralite waraxe 'Searjam' (136% power, 18 apr)Requires: - Strength 35 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 4 Base power: 30.0 - 42.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy bonus: +2.0% APR / acc Armour Penetration: +18 Physical crit. chance: +18.5% Attack speed: 100% On weapon hit: * 40% chance to corrode armour * 25% chance to put talents on cooldown On weapon crit: * wounds the target reducing their healing * cripple the target Damage (Melee): +17 sound Burst (radius 2) on crit: +20 ice When wielded/worn: Physical crit. chance: +39.0% Physical power: +12 Armour: +13 Changes stats: +3 Cun Changes resistances: +13% sound Changes resistances penetration: +15% fire / +12% cold Grants telepathy: Dragon Mental save: +21 Mental crit. chance: +4% One-handed war axes. |
Blindwoe (104% power, 17 apr) Blindwoe (104% power, 17 apr)Requires: - Dexterity 11 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 12.0 - 15.6 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.8% crit.pwr / acc Accuracy bonus: +2.5% APR / acc This weapon will act as a psionic focus. This is a bardic weapon. Armour Penetration: +17 Physical crit. chance: +14.0% Attack speed: 111% On weapon hit: * 53% chance to gain 10% of a turn * 12% chance to cause random gloom Damage Shield penetration (this weapon only): +16% Damage (Melee): +8 mind / +7 sound Burst (radius 1) on hit: +12 lightning Burst (radius 2) on crit: +8 ice / +7 fire / +8 light When wielded/worn: Accuracy: +6 Armour penetration: +6 Physical crit. chance: +6.0% Armour: +6 Effects on melee hit: * 30% chance to gain 10% of a turn Damage when hit (Melee): 12 darkness Changes stats: +3 Dex / +3 Wil / +3 Cun Changes resistances: +3% lightning / +6% sound Changes resistances penetration: +5% temporal / +6% fire / +10% light / +6% cold Critical mult.: +10.00% Light radius: +3 Global speed: +2% Sharp, short and deadly. |
Burnbloom the iron dagger (101% power, 11 apr) Burnbloom the iron dagger (101% power, 11 apr)Requires: - Dexterity 11 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc This is a bardic weapon. Armour Penetration: +11 Physical crit. chance: +4.0% Attack speed: 125% On weapon hit: * Random elemental explosion On weapon crit: * wounds the target reducing their healing Damage (Melee): +7 temporal / +7 mind / +7 sound Burst (radius 1) on hit: +12 acid / +7 fire Burst (radius 2) on crit: +14 shocking sound When wielded/worn: Armour penetration: +6 Physical crit. chance: +6.0% Physical power: +6 Effects on melee hit: * 15% chance to corrode armour Damage when hit (Melee): 16 acid / 7 temporal Changes stats: +3 Str / +2 Mag / +1 Wil Changes resistances: +12% acid / +7% temporal / +6% sound Changes resistances penetration: +16% acid / +6% physical / +16% lightning / +21% fire / +16% cold / +12% sound Changes damage: +6% physical Infravision radius: +1 See invisible: +3 It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Sharp, short and deadly. |
Ulfurokan (103% power, 17 apr) Ulfurokan (103% power, 17 apr)Requires: - Dexterity 11 Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 11.5 - 15.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.8% crit.pwr / acc Accuracy bonus: +0.5% APR / acc This is a bardic weapon. Armour Penetration: +17 Physical crit. chance: +6.0% Attack speed: 125% On weapon hit: * 9% chance to daze Damage (Melee): +12 acid / +14 mind / +14 sound Burst (radius 2) on crit: +8 ice When wielded/worn: Accuracy: +12 Armour: +6 Effects on melee hit: * 15% chance to corrode armour Changes stats: +2 Str / +7 Dex / +2 Mag / +2 Wil / +5 Cun / +2 Con Changes resistances: +8% all / +12% sound Changes resistances penetration: +6% lightning / +6% cold / +12% nature / +15% temporal Mental save: +18 Maximum hate: +6.00 Mindpower: +6 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. |
Spellblaze Shard (120% power, 10 apr) Spellblaze Shard (120% power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc This is a bardic weapon. Armour Penetration: +10 Physical crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +10 blight / +10 fire burn Burst (radius 2) on crit: +20 infective blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Cracklevagrant the dwarven-steel dagger (132% power, 7 apr) Cracklevagrant the dwarven-steel dagger (132% power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 27.5 - 35.8 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc This weapon will act as a psionic focus. This is a bardic weapon. Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 111% When this weapon hits: Epidemic (10% chance level 3). On weapon hit: * 12% chance to disease * 20% chance to daze * 20% 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): +30% Damage (Melee): +8 light / +11 blight / +12 mind Burst (radius 1) on hit: +4 lightning When wielded/worn: Accuracy: +17 Armour penetration: +9 Physical crit. chance: +18.0% Physical power: +16 Defense: +9 Damage when hit (Melee): 4 blight Changes stats: +4 Dex / +4 Mag / +9 Wil / +4 Cun / +4 Con Changes resistances penetration: +15% blight / +9% physical / +10% light Critical mult.: +23.00% Disease immunity: +18% Disarm immunity: +48% Vim when firing critical spell: +2.00 Maximum mana: +40.00 Spellpower: +9 Sharp, short and deadly. |
Rainraven the stralite dagger (163% power, 12 apr) Rainraven the stralite dagger (163% power, 12 apr)Requires: - Dexterity 35 Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 51.5 - 67.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.8% crit.pwr / acc Accuracy bonus: +0.2% dam / acc Accuracy bonus: +0.5% APR / acc Accuracy bonus: +0.5% turn loss / acc This is a bardic weapon. Armour Penetration: +12 Physical crit. chance: +12.0% Attack speed: 111% On weapon hit: * 20% chance to torment the target On weapon crit: * cripple the target Damage Shield penetration (this weapon only): +20% Damage (Melee): +40 insidious poison Burst (radius 2) on crit: +11 shocking sound When wielded/worn: Armour penetration: +11 Physical crit. chance: +25.0% Physical power: +11 Damage when hit (Melee): 11 nature / 8 physical Changes stats: +3 Str / +2 Dex / +2 Wil / +5 Con Changes resistances: +6% nature Changes resistances penetration: +21% darkness / +9% physical / +19% mind / +11% sound Critical mult.: +14.00% Physical save: +10 Disarm immunity: +21% See invisible: +3 Healing mod.: +10% Sharp, short and deadly. |
Galeglory the voratun dagger (152% power, 21 apr) Galeglory the voratun dagger (152% power, 21 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 42.0 - 54.6 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% dam / acc Accuracy bonus: +0.5% APR / acc This weapon will act as a psionic focus. This is a bardic weapon. Armour Penetration: +21 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 28% chance to cause random gloom * Random elemental explosion * 25% chance to put talents on cooldown Damage (Melee): +12 acid / +4 darkness / +8 lightning / +20 mind / +16 sound Burst (radius 1) on hit: +12 darkness When wielded/worn: Accuracy: +34 Armour penetration: +11 Physical crit. chance: +12.0% Damage when hit (Melee): 8 lightning Changes stats: +18 Str / +5 Wil / +6 Cun Changes resistances: +12% light / +12% sound Changes resistances penetration: +28% acid / +26% fire / +26% lightning / +21% cold Changes damage: +36% physical Critical mult.: +16.00% Physical save: +3 Disease immunity: +30% Pinning immunity: +10% Stamina when hit: +6.00 Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +30% Sharp, short and deadly. |
mossy mindstar 'Flashbraze' (75% power, 12 apr, mind damage) mossy mindstar 'Flashbraze' (75% power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 It is part of a set of items. Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% On weapon crit: * wounds the target Damage (Melee): +4 acid / +7 bleed / +8 lightning Burst (radius 2) on crit: +12 lightning / +4 acid Damage against: +10% Undead / +8% Animal When wielded/worn: Physical crit. chance: +7.0% Effects on melee hit: * 15% chance to corrode armour * 45% chance to daze Damage (Melee): 7 nature Damage when hit (Melee): 4 lightning / 4 physical / 12 fire / 8 acid / 3 cold Changes stats: +4 Cun / +4 Wil Changes resistances: +4% lightning / +12% darkness / +12% fire / +11% nature / +19% acid / +4% physical / +7% blight / +4% cold / +9% mind Changes resistances penetration: +4% nature / +8% fire Changes damage: +3% acid / +7% physical / +4% nature / +8% fire Talent mastery: +0.20 Wild-gift / Harmony Critical mult.: +8.00% Physical save: +4 Mental save: +3 Life regen: +0.80 Stamina when hit: +0.90 Equilibrium when hit: +0.80 Maximum life: +16.00 Maximum psi: +18.00 Mindpower: +2 Mental crit. chance: +8% Infravision radius: +4 Global speed: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
pulsing mindstar 'Brightlord' (107% power, 32 apr, nature damage) pulsing mindstar 'Brightlord' (107% power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. Base power: 13.0 - 14.3 Uses stats: 45% Wil, 25% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to gain 10% of a turn Damage (Melee): +9 temporal / +9 blinding light Damage against: +9% Undead When wielded/worn: Accuracy: +13 Defense: +10 Effects on melee hit: * 20% chance to gain 10% of a turn Damage when hit (Melee): 9 lightning / 9 physical / 41 fire / 7 acid / 9 cold Changes stats: +2 Str / +1 Dex / +7 Wil / +4 Cun / +1 Con Changes resistances: +6% lightning / +3% temporal / +39% darkness / +39% fire / +13% nature / +7% acid / +16% physical / +13% blight / +8% cold / +3% light Changes resistances penetration: +34% fire / +17% darkness / +9% physical Changes damage: +18% acid / +9% physical / +9% light / +33% fire / +26% darkness Talent mastery: +0.20 Cursed / Darkness Blindness immunity: +22% Life regen: +1.50 Stamina when hit: +2.10 Equilibrium when hit: +3.90 Maximum life: +27.00 Mindpower: +8 Mental crit. chance: +4% Infravision radius: +3 Global speed: +9% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Nexus of the Way (124% power, 40 apr, mind damage) Nexus of the Way (124% 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 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 Mental crit. chance: +9% It can be used to activate talent Wayist (costing 54 power out of 60/60) : Effective talent level: 1.0 Power cost: 54 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. This item has been sent to the Item's Vault. |
Adamibeth (140% power, 7 apr) Adamibeth (140% power, 7 apr)Requires: - Magic 20 - Dexterity 20 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / ritual blade ; tier 3 Base power: 32.5 - 42.3 Uses stats: 45% Mag, 45% Dex Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc This is a bardic weapon. Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 111% When this weapon hits: Epidemic (10% chance level 3). On weapon hit: * 11% chance to disease * 25% chance for lightning to arc to a second target * Random elemental explosion On weapon crit: * wounds the target reducing their healing Damage (Melee): +9 blight / +12 light / +11 lightning Damage against: +16% Undead When wielded/worn: Accuracy: +8 Physical crit. chance: +18.0% Physical power: +25 Changes stats: +2 Str / +4 Dex / +2 Mag / +1 Wil / +7 Con Changes resistances penetration: +11% acid / +9% physical / +11% cold / +11% fire / +11% lightning Reduces incoming crit damage: 15.00% Disease immunity: +20% Disarm immunity: +20% Mana when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +2 Spell crit. chance: +6% Light radius: +2 See invisible: +6 Damage Shield penetration: +30% Sharp, short and deadly. |
Adaba the Sootslicer (111% power, 12 apr) Adaba the Sootslicer (111% power, 12 apr)Requires: - Dexterity 24 Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / swordbreaker ; tier 3 Base power: 15.0 - 19.5 Uses stats: 40% Dex, 40% Str Damage type: Blight Mastery: Weapons Mastery Accuracy bonus: +1.0% APR / acc Accuracy bonus: +1.0% disarm chance / acc This is a bardic weapon. Armour Penetration: +12 Physical crit. chance: +10.5% Attack speed: 111% On weapon hit: * 60% chance to inflict damage reduction * 27% chance to disease * Random elemental explosion * 20% chance to curse the target On weapon crit: * cripple the target Damage Shield penetration (this weapon only): +28% Damage (Melee): +28 blight / +7 temporal / +8 nature When wielded/worn: Accuracy: +15 Physical crit. chance: +8.0% Defense: +6 Changes stats: +3 Str / +4 Dex Changes resistances penetration: +10% acid / +10% fire / +9% lightning / +10% cold Changes damage: +8% physical / +9% darkness / +9% mind Critical mult.: +9.00% Reduces incoming crit damage: 15.00% Life regen: +0.20 Stamina when hit: +2.00 Maximum life: +20.00 Maximum stamina: +15.00 A small blade with many notches along its edge. |
Uragatar the Lightningwake (3/3, 134% power, 6 apr) Uragatar the Lightningwake (3/3, 134% power, 6 apr)Requires: - Dexterity 16 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / throwing knives ; tier 2 Base power: 28.5 - 37.1 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.5% APR / acc This is a bardic weapon. Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 111% Firing range: +3 Capacity: 3 On weapon hit: * 17% chance to corrode armour * 20% chance to torment the target Damage (Ranged): +12 temporal Burst (radius 1) on hit: +4 lightning Burst (radius 2) on crit: +12 lightning / +11 shocking sound / +8 blight When wielded/worn: Accuracy: +18 Armour penetration: +16 Physical crit. chance: +18.0% Physical power: +9 Defense: +18 Changes stats: +3 Con Changes resistances penetration: +9% acid / +9% physical / +18% darkness / +18% mind / +9% sound Critical mult.: +28.00% Disarm immunity: +82% Life regen: +1.10 These knives are specially weighted to be thrown. |
Layuda the Tempestrain Layuda the TempestrainRequires: - Dexterity 11 - Talent Shoot Infused by nature Crafted by a master Infused by psionic forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 On weapon hit: * 20% chance to daze * 20% chance to disease Damage (Ranged): +11 fire / +16 sound Burst (radius 1) on hit: +2 lightning / +8 temporal When wielded/worn: Accuracy: +14 Physical crit. chance: +14.0% Changes stats: +5 Dex / +2 Con Changes resistances: +3% blight / +6% lightning Changes resistances penetration: +10% lightning / +24% physical / +10% blight / +7% fire Changes damage: +22% sound / +22% physical Talent mastery: +0.20 Wild-gift / Fungus Talents cooldown: Volley of Arrows (-2 turns) Steady Shot (-1 turn) Pinning Shot (-1 turn) Global speed: +2% It can be used to regenerate 100 life over 5 turns, putting all charms on cooldown for 18 turns. Longbows are used to shoot arrows at your foes. |
elm longbow 'Hellhack' elm longbow 'Hellhack'Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces Crafted by a master Infused by psionic forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +7 Travel speed: +200% Damage (Ranged): +8 sound / +8 fire When wielded/worn: Changes stats: +3 Str / +8 Dex / +1 Con Changes resistances: +12% darkness / +6% fire Changes resistances penetration: +20% fire / +48% physical / +14% temporal Changes damage: +22% temporal / +11% fire / +55% physical / +11% sound Talents cooldown: Volley of Arrows (-2 turns) Arrow Stitching (-2 turns) Steady Shot (-1 turn) Pinning Shot (-1 turn) Maximum encumbrance: +30 Longbows are used to shoot arrows at your foes. |
Aerassra AerassraRequires: - Dexterity 16 - Talent Shoot Infused by nature Crafted by a master Infused by psionic forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 167% Firing range: +9 On weapon hit: * 11% chance to daze Damage (Ranged): +17 fire / +11 sound Burst (radius 2) on crit: +43 shocking sound When wielded/worn: Accuracy: +9 Physical crit. chance: +9.0% Fatigue: -8% Changes stats: +3 Str / +11 Dex / +3 Mag / +3 Wil / +2 Cun / +3 Con Changes resistances: +12% blight Changes resistances penetration: +8% lightning / +8% fire / +26% physical / +18% sound Changes damage: +13% sound / +39% physical Talents cooldown: Volley of Arrows (-2 turns) Steady Shot (-1 turn) Pinning Shot (-1 turn) Critical mult.: +15.00% Maximum stamina: +35.00 Global speed: +3% Longbows are used to shoot arrows at your foes. |
Xanina the Torchtorrent Xanina the TorchtorrentRequires: - Dexterity 11 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 1 Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 When this weapon hits: Arcane Vortex (10% chance level 3). When this weapon hits: Shoot (10% chance level 1). Damage (Ranged): +8 acid / +8 cold Burst (radius 1) on hit: +2 fire Burst (radius 2) on crit: +4 fire When wielded/worn: Accuracy: +7 Physical crit. chance: +7.0% Ammo reloads per turns: +2 Changes stats: +1 Dex / +10 Mag / +2 Cun / +1 Con Changes resistances penetration: +10% fire / +46% physical / +6% temporal Changes damage: +11% acid / +6% temporal / +6% fire / +11% cold / +7% arcane / +28% physical Talent mastery: +0.20 Chronomancy / Bow Threading Spellpower: +7 Damage Shield penetration: +38% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Slings are used to hurl stones or metal shots at your foes. |
Xeryletha the Noontooth Xeryletha the NoontoothRequires: - Dexterity 11 - Talent Shoot Powered by arcane forces Crafted by a master Infused by psionic forces 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 1 Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 When this weapon hits: Arcane Vortex (10% chance level 3). When this weapon hits: Shoot (10% chance level 1). On weapon hit: * 48% chance to blind Damage (Ranged): +9 lightning / +8 fire / +8 sound Burst (radius 1) on hit: +4 acid When wielded/worn: Accuracy: +14 Armour penetration: +3 Physical crit. chance: +9.0% Changes stats: +1 Str / +2 Mag / +4 Con Changes resistances: +1% physical Changes resistances penetration: +18% physical Changes damage: +10% lightning / +11% physical / +11% fire / +7% arcane / +11% sound Talents cooldown: Multishot (-2 turns) Steady Shot (-2 turns) Pinning Shot (-1 turn) Maximum life: +20.00 Maximum stamina: +10.00 Spellpower: +7 Light radius: +2 Healing mod.: +10% Damage Shield penetration: +40% Slings are used to hurl stones or metal shots at your foes. |
cured leather sling 'Lightvile' cured leather sling 'Lightvile'Requires: - Dexterity 16 - Talent Shoot Infused by nature Crafted by a master Infused by psionic forces 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 2 Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 On weapon hit: * 54% chance to cause random gloom Damage (Ranged): +30 nature / +11 sound Burst (radius 1) on hit: +4 darkness When wielded/worn: Accuracy: +9 Physical crit. chance: +9.0% Physical power: +9 Changes stats: +3 Str / +4 Con Changes resistances: +9% darkness / +6% light / +12% all Changes resistances penetration: +18% nature / +14% physical Changes damage: +55% physical / +3% darkness / +27% light / +6% mind / +14% sound Talent mastery: +0.20 Wild-gift / Fungus Talents cooldown: Multishot (-6 turns) Steady Shot (-3 turns) Pinning Shot (-3 turns) It can be used to regenerate 140 life over 5 turns, putting all charms on cooldown for 18 turns. Slings are used to hurl stones or metal shots at your foes. |
Arthemakath the Infernostreaker (19/44, 136% power, 16 apr) Arthemakath the Infernostreaker (19/44, 136% power, 16 apr)Requires: - Dexterity 11 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 1 Base power: 30.0 - 42.0 Uses stats: 50% Str, 70% Dex Damage type: Lightning Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +16 Physical crit. chance: +13.0% Capacity: 44 Turns elapse between self-loadings: 4 When this weapon hits: Epidemic (10% chance level 1). On weapon hit: * 8% chance to disease * 10% chance to knock the target back * 25% chance for lightning to arc to a second target * 10% chance to stun, blind, pin, or confuse the target * 25% chance to put talents on cooldown On weapon crit: * splashes the target with acid * cripple the target Travel speed: +400% Damage (Ranged): +16 lightning / +8 temporal / +8 blight / +8 acid / +16 mind / +30 physical Burst (radius 1) on hit: +16 fire Burst (radius 2) on crit: +4 physical When wielded/worn: Ammo reloads per turns: +5 Arrows are used with bows to pierce your foes to death. |
quiver of elm arrows 'Daytrial' (19/19, 139% power, 9 apr) quiver of elm arrows 'Daytrial' (19/19, 139% power, 9 apr)Requires: - Dexterity 11 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 1 Base power: 32.0 - 44.8 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +9 Physical crit. chance: +5.0% Capacity: 19 Turns elapse between self-loadings: 6 On weapon hit: * 52% chance to blind * 15% chance to cause random gloom * Random elemental explosion * 20% chance to torment the target * 25% chance to put talents on cooldown On weapon crit: * wounds the target Travel speed: +600% Damage (Ranged): +8 lightning / +27 shocking sound / +8 darkness / +8 light / +8 bleed / +33 mind Burst (radius 1) on hit: +8 light / +8 mind Burst (radius 2) on crit: +8 lightning / +14 dazing sound / +4 light Arrows are used with bows to pierce your foes to death. |
Urilehek the quiver of ash arrows (18/44, 153% power, 22 apr) Urilehek the quiver of ash arrows (18/44, 153% power, 22 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Base power: 43.0 - 60.2 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +26 Armour Penetration: +22 Physical crit. chance: +7.5% Capacity: 44 Turns elapse between self-loadings: 3 On weapon hit: * Random elemental explosion * 25% chance to put talents on cooldown On weapon crit: * splashes the target with acid Travel speed: +600% Damage (Ranged): +23 acid / +17 shocking sound / +16 blight Burst (radius 1) on hit: +8 acid Burst (radius 2) on crit: +7 dazing sound / +8 acid Arrows are used with bows to pierce your foes to death. |
Arthikor the Murkweeper (20/20, 165% power, 18 apr) Arthikor the Murkweeper (20/20, 165% power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 53.0 - 74.2 Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +22 Armour Penetration: +18 Physical crit. chance: +14.0% Capacity: 20 On weapon hit: * 14% chance to disease On weapon crit: * cripple the target Travel speed: +200% Damage (Ranged): +16 shocking sound / +8 darkness / +16 blight / +4 fire Burst (radius 1) on hit: +12 darkness / +4 acid Burst (radius 2) on crit: +8 fire / +14 dazing sound / +4 darkness Arrows are used with bows to pierce your foes to death. |
Elogassra the Taintripper (21/21, 165% power, 6 apr) Elogassra the Taintripper (21/21, 165% power, 6 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 5 Base power: 53.0 - 63.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +19 Armour Penetration: +6 Physical crit. chance: +47.0% Capacity: 21 On weapon hit: * 49% chance to inflict damage reduction * Slows global speed by 40% * 25% chance for lightning to arc to a second target * 20% chance to torment the target * 10% chance to stun, blind, pin, or confuse the target * 20% chance to curse the target On weapon crit: * wounds the target * cripple the target Damage (Ranged): +20 lightning / +20 temporal / +40 darkness / +8 nature / +20 physical / +32 blight / +20 cold / +32 mind / +16 bleed Burst (radius 1) on hit: +16 nature Burst (radius 2) on crit: +4 mind Shots are used with slings to pummel your foes to death. |
Flamemortal the pouch of voratun shots (21/21, 167% power, 6 apr) Flamemortal the pouch of voratun shots (21/21, 167% power, 6 apr)Requires: - Dexterity 48 Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 55.5 - 66.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +7.0% Capacity: 21 On weapon hit: * Slows global speed by 60% Damage (Ranged): +44 fire / +12 mind Burst (radius 1) on hit: +20 mind / +8 fire Shots are used with slings to pummel your foes to death. |
Tarresablek (14 def, 8 armour, 66 block) Tarresablek (14 def, 8 armour, 66 block)Requires: - Strength 11 - Talent Armour Training (level 2) Alternately Requires: - Strength 11 - Talent Shield Mastery (level 1) Powered by arcane forces Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When wielded/worn: Armour: +8 Defense: +14 Ranged Defense: +8 Fatigue: +6% Effects when hit in melee: * 16% chance to blind Damage when hit (Melee): 6 lightning / 12 temporal / 7 light / 16 acid / 12 fire / 6 mind / 19 sound Changes stats: +2 Str / +2 Mag / +8 Con Changes resistances: +12% lightning / +12% temporal / +26% light / +7% darkness / +9% cold / +30% fire / +27% mind / +31% sound Changes resistances penetration: +10% acid Talent granted: +1 Block Physical save: +7 Spell save: +12 Mental save: +6 Poison immunity: +15% Silence immunity: +19% Pinning immunity: +15% Stun/Freeze immunity: +10% Deflect projectiles away: +6% Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers It can be used to activate talent Time Shield, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (376) is absorbed, or the time runs out (7 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 44%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
steel shield 'Daynight' (6 def, 9 armour, 105 block) steel shield 'Daynight' (6 def, 9 armour, 105 block)Requires: - Strength 16 - Talent Armour Training (level 2) Alternately Requires: - Strength 16 - Talent Shield Mastery (level 1) Powered by arcane forces Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When wielded/worn: Physical crit. chance: +19.0% Physical power: +28 Armour: +9 Defense: +6 Ranged Defense: +6 Fatigue: +8% Effects on melee hit: * 54% chance to blind Damage (Melee): 7 sound Effects when hit in melee: * 14% chance to daze Damage when hit (Melee): 4 nature / 16 light / 13 sound Changes stats: +3 Dex / +5 Con Changes resistances: +17% lightning / +21% cold / +9% nature Maximum wards: +6 lightning / +6 temporal / +6 blight / +6 fire / +6 cold Changes resistances penetration: +5% light Changes damage: +12% light Talents granted: +2 Ward +2 Block Physical save: +9 Handheld deflection devices. |
Leludas the Ebonyobeisance (10 def, 26 armour, 214 block) Leludas the Ebonyobeisance (10 def, 26 armour, 214 block)Requires: - Strength 35 - Talent Armour Training (level 2) Alternately Requires: - Strength 35 - Talent Shield Mastery (level 1) Infused by nature Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +26 Armour Hardiness: +9% Defense: +10 Ranged Defense: +10 Fatigue: +14% Damage (Melee): 9 sound Damage when hit (Melee): 18 ice / 18 shocking sound / 21 darkness / 9 mind / 36 sound Changes stats: +5 Cun / +5 Wil Changes resistances: +24% lightning / +18% physical / +41% darkness / +23% acid / +6% nature / +45% cold / +42% mind / +74% sound Changes resistances penetration: +20% arcane Changes damage: +3% blight / +6% nature Talent granted: +4 Block Physical save: +18 Spell save: +12 Silence immunity: +28% Mana each turn: +0.16 Maximum vim: +50.00 Handheld deflection devices. |
Eroyandil the voratun shield (27 def, 28 armour, 297 block) Eroyandil the voratun shield (27 def, 28 armour, 297 block)Requires: - Strength 48 - Talent Armour Training (level 2) Alternately Requires: - Strength 48 - Talent Shield Mastery (level 1) Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +28 Armour Hardiness: +10% Defense: +27 Ranged Defense: +12 Fatigue: +14% Damage (Melee): 10 lightning Damage when hit (Melee): 26 lightning / 20 darkness / 75 fire / 10 mind / 30 sound Changes stats: +11 Str / +3 Dex / +2 Mag Changes resistances: +12% lightning / +39% physical / +52% darkness / +40% fire / +31% mind / +68% sound Changes damage: +3% blight Talent granted: +5 Block Maximum encumbrance: +30 Physical save: +40 Spell save: +19 Silence immunity: +40% Life regen: +1.00 Deflect projectiles away: +19% Handheld deflection devices. |
Samudurin the Cracklebreaker (4 def, 0 armour) Samudurin the Cracklebreaker (4 def, 0 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Physical crit. chance: +6.0% Defense: +4 Ranged Defense: +4 Damage when hit (Melee): 8 lightning Changes stats: +2 Str / +2 Mag / +2 Wil / +6 Cun Changes resistances: +12% lightning / +28% light / +18% cold / +12% mind / +63% sound Changes resistances penetration: +5% arcane Changes damage: +8% lightning / +8% darkness / +34% sound / +11% light / +12% cold / +8% mind / +16% all Critical mult.: +25.00% Physical save: +23 Spell save: +7 Mental save: +7 Disease immunity: +5% Silence immunity: +5% Teleport immunity: +10% Mana each turn: +0.16 Mana when firing critical spell: +2.00 Vim when firing critical spell: +2.00 Maximum mana: +52.00 Maximum melody: +53.00 Spellpower: +48 Spell crit. chance: +15% Mindpower: +6 Mental crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
Smoldershine (0 def, 0 armour) Smoldershine (0 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Physical crit. chance: +21.0% Damage when hit (Melee): 8 acid Changes stats: +9 Str / +4 Mag / +7 Wil / +11 Cun Changes resistances: +21% cold / +12% fire / +6% arcane / +87% sound Changes resistances penetration: +10% arcane / +15% fire Changes damage: +6% acid / +11% light / +43% darkness / +6% arcane / +21% fire / +14% cold / +11% mind / +58% sound Silence immunity: +32% Melody each turn: +0.44 Spellpower on spell critical (stacks up to 3 times): +4 Maximum melody: +152.00 Spellpower: +18 Spell crit. chance: +7% Mindpower: +7 Mental crit. chance: +7% A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
Urthimavon the Fogwing (3 def, 0 armour) Urthimavon the Fogwing (3 def, 0 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 Effects on melee hit: * 30% chance to inflict damage reduction * 38% chance to disease Damage when hit (Melee): 16 darkness Changes stats: +5 Wil / +3 Cun / +25 Con Changes resistances: +18% lightning / +18% physical / +45% light / +24% blight / +3% darkness / +18% mind / +69% sound Changes resistances penetration: +17% physical / +27% darkness / +15% light Changes damage: +35% physical / +15% darkness / +18% light / +16% mind / +51% nature / +34% sound Physical save: +36 Spell save: +13 Mental save: +10 Poison immunity: +132% Disease immunity: +114% Life regen: +5.00 Melody each turn: +0.26 Maximum life: +88.00 Maximum hate: +13.00 Maximum melody: +84.00 Mindpower: +18 Mental crit. chance: +14% Healing mod.: +23% A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
stargazer's elven-silk robe of Angolwen (5 def, 0 armour) stargazer's elven-silk robe of Angolwen (5 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 Changes stats: +4 Mag / +4 Wil / +4 Cun Changes damage: +13% light / +8% darkness Silence immunity: +45% Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +24 Spell crit. chance: +8% A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
Dazzlebane (1 def, 2 armour) Dazzlebane (1 def, 2 armour)Requires: - Strength 10 Powered by arcane forces Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 1 When wielded/worn: Accuracy: +4 Armour: +2 Defense: +1 Fatigue: +6% Damage (Melee): 10 acid / 11 fire / 6 darkness Damage (Ranged): 6 darkness Damage when hit (Melee): 10 acid / 10 fire / 18 sound Changes stats: +4 Str / +6 Mag / +5 Wil / +5 Cun / +1 Con Changes resistances: +14% acid / +6% physical / +69% light / +13% temporal / +26% darkness / +32% fire / +6% mind / +41% sound Changes damage: +3% light Maximum encumbrance: +20 Physical save: +13 Mental save: +25 Stamina each turn: +0.20 Maximum stamina: +10.00 Light radius: +6 Defense after a teleport: +14 Resist all after a teleport: +12% New effects duration reduction after a teleport: +13% It can be used to blink to a nearby random location (rad 8), putting all charms on cooldown for 23 turns. A suit of armour made of leather. Press to compare |
spiked hardened leather armour of delving (3 def, 6 armour) spiked hardened leather armour of delving (3 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 Fatigue: +8% Damage when hit (Melee): 13 physical Changes stats: +5 Str Changes resistances: +11% darkness / +8% physical Light radius: +1 It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 45 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. Press to compare |
drakeskin leather armour 'Khelerorath' (21 def, 29 armour) drakeskin leather armour 'Khelerorath' (21 def, 29 armour)Requires: - Strength 20 Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +29 Defense: +21 Ranged Defense: +19 Fatigue: +8% Damage (Melee): 8 lightning / 8 fire Damage (Ranged): 8 lightning / 9 fire Damage when hit (Melee): 23 acid / 22 fire / 21 cold / 23 lightning Changes stats: +2 Cun / +1 Wil Changes resistances: +38% acid / +25% physical / +55% fire / +58% cold / +50% lightning Allows you to breathe in: water Critical mult.: +15.00% Spell save: +20 Mental save: +3 Mana each turn: +0.08 Maximum psi: +10.00 Mental crit. chance: +3% A suit of armour made of leather. Press to compare |
Bleakdare the iron mail armour (9 def, 15 armour) Bleakdare the iron mail armour (9 def, 15 armour)Requires: - Strength 14 - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 1 When wielded/worn: Physical crit. chance: +6.0% Physical power: +13 Armour: +15 Defense: +9 Fatigue: +6% Damage (Melee): 11 acid / 11 fire Damage when hit (Melee): 10 acid / 10 fire / 6 sound Changes stats: +11 Str / +7 Mag / +5 Wil / +2 Cun Changes resistances: +19% lightning / +19% physical / +33% darkness / +26% light / +14% acid / +13% fire / +7% mind / +21% sound Changes damage: +9% darkness Critical mult.: +10.00% Physical save: +39 Spell save: +29 Mental save: +19 Vim when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +20.00 Maximum vim: +30.00 Spellpower: +13 Spell crit. chance: +6% Mindpower: +13 Mental crit. chance: +6% Light radius: +4 Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +30% It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 45 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. Press to compare |
Velysena the Windserpent (3 def, 24 armour) Velysena the Windserpent (3 def, 24 armour)Requires: - Strength 28 - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 3 When wielded/worn: Physical crit. chance: +16.0% Physical power: +35 Armour: +24 Defense: +3 Fatigue: +18% Effects on melee hit: * Slows global speed by 45% Damage when hit (Melee): 12 blight / 8 light / 10 sound Changes stats: +14 Str / +16 Mag / +16 Wil / +8 Con Changes resistances: +52% lightning / +24% temporal / +9% light / +41% fire / +28% sound / +10% acid / +9% physical / +34% cold / +10% mind / +20% darkness Changes resistances penetration: +20% nature Changes damage: +9% nature Physical save: +26 Spell save: +46 Mental save: +16 Spellpower on spell critical (stacks up to 3 times): +2 Maximum vim: +40.00 Spellpower: +35 Spell crit. chance: +19% Mindpower: +38 Mental crit. chance: +15% Light radius: +2 A suit of armour made of mail. Press to compare |
Zerandur the Singesun (24 def, 39 armour) Zerandur the Singesun (24 def, 39 armour)Requires: - Strength 28 - Talent Armour Training Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +39 Defense: +24 Fatigue: +1% Damage when hit (Melee): 16 physical / 8 light / 10 sound Changes stats: +3 Str / +7 Mag / +8 Cun Changes resistances: +24% acid / +15% fire / +22% light / +43% sound Changes resistances penetration: +5% acid Changes damage: +3% fire Physical save: +22 Mental save: +38 Life regen: +5.60 Maximum life: +170.00 Light radius: +2 Infravision radius: +3 See invisible: +9 Healing mod.: +41% A suit of armour made of mail. Press to compare |
Baragogar the stralite mail armour (17 def, 21 armour) Baragogar the stralite mail armour (17 def, 21 armour)Requires: - Strength 38 - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +21 Defense: +17 Fatigue: +16% Damage when hit (Melee): 12 sound Changes stats: +22 Str / +7 Mag / +16 Wil / +19 Cun / +13 Con Changes resistances: +30% darkness / +39% temporal / +26% light / +13% physical / +6% cold / +23% fire / +18% arcane / +26% sound Spell save: +44 Mental save: +66 Maximum life: +172.00 Light radius: +4 Infravision radius: +3 It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 45 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. Press to compare |
Blindweeper (4 def, 17 armour) Blindweeper (4 def, 17 armour)Requires: - Strength 38 - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +17 Defense: +4 Fatigue: +7% Damage when hit (Melee): 18 physical / 8 arcane / 12 sound Changes stats: +6 Str / +5 Mag / +8 Wil / +7 Cun Changes resistances: +13% physical / +34% darkness / +43% light / +27% cold / +9% mind / +26% sound Changes damage: +9% blight / +9% light / +9% arcane / +3% nature Physical save: +13 Spell save: +6 Mental save: +40 Mana each turn: +0.16 Spell crit. chance: +2% Light radius: +4 It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 45 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. Press to compare |
Thunderwend (17 def, 22 armour) Thunderwend (17 def, 22 armour)Requires: - Strength 38 - Talent Armour Training Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +22 Defense: +17 Fatigue: +29% Effects on melee hit: * 30% chance to daze * 30% chance to gain 10% of a turn Damage (Melee): 39 acid / 36 fire Damage when hit (Melee): 30 acid / 12 temporal / 30 fire / 18 physical / 12 lightning Changes stats: +9 Str / +1 Dex / +9 Wil / +13 Cun / +8 Con Changes resistances: +65% acid / +10% physical / -18% light / +36% lightning / +13% cold / +62% fire / +9% mind / +31% darkness Changes damage: +3% lightning / +6% temporal Allows you to breathe in: water Physical save: +9 Spell save: +9 Mental save: +74 Life regen: +2.70 Maximum life: +80.00 Light radius: +2 Healing mod.: +26% It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 45 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. Press to compare |
Nightstreaker (5 def, 10 armour) Nightstreaker (5 def, 10 armour)Requires: - Strength 48 - Talent Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 Fatigue: +16% Damage (Melee): 23 acid / 23 fire Damage when hit (Melee): 15 acid / 20 physical / 8 darkness / 4 temporal / 16 fire / 22 mind / 13 sound Changes stats: +6 Mag Changes resistances: +30% lightning / +30% temporal / +30% light / +30% fire / +30% sound / +30% acid / +30% cold / +10% arcane / +3% mind Changes damage: +9% darkness / +3% mind Spell save: +25 Light radius: +2 A suit of armour made of mail. Press to compare |
voratun mail armour 'Erugas' (35 def, 29 armour) voratun mail armour 'Erugas' (35 def, 29 armour)Requires: - Strength 48 - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +29 Defense: +35 Fatigue: +16% Damage (Melee): 23 acid / 21 fire Damage when hit (Melee): 16 acid / 15 fire / 20 arcane / 28 physical Changes stats: +8 Str / +2 Dex / +9 Wil / +20 Cun / +4 Con Changes resistances: +60% acid / +51% fire / +20% darkness / +15% physical Changes resistances penetration: +15% mind Mental save: +75 Maximum life: +10.00 Light radius: +2 It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 45 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. Press to compare |
Ivadathra (12 def, 18 armour) Ivadathra (12 def, 18 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 1 When wielded/worn: Armour: +18 Defense: +12 Ranged Defense: +2 Fatigue: +20% Damage when hit (Melee): 12 physical Changes stats: +2 Str / +4 Mag / +3 Wil / +5 Cun / +2 Con Changes resistances: +14% acid / +7% physical / +7% lightning / +5% arcane / +32% cold / +6% mind / +25% fire Changes damage: +9% temporal Talent cooldown: Rush (-5 turns) Allows you to breathe in: water Mental save: +26 Disease immunity: +5% Silence immunity: +15% Disarm immunity: +24% Stun/Freeze immunity: +24% Knockback immunity: +24% Life regen: +4.70 Maximum life: +152.00 See invisible: +6 Healing mod.: +42% A suit of armour made of metal plates. Press to compare |
Araminor the Blindterror (8 def, 20 armour) Araminor the Blindterror (8 def, 20 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +20 Defense: +8 Ranged Defense: +4 Fatigue: +15% Damage when hit (Melee): 24 light Changes stats: +9 Str / +9 Wil / +6 Cun / +3 Con Changes resistances: +36% acid / +25% physical / +28% darkness / +9% lightning / +18% blight / +15% fire / +7% mind / +9% cold Talent cooldown: Rush (-5 turns) Physical save: +31 Mental save: +62 Cut immunity: +15% Disarm immunity: +27% Stun/Freeze immunity: +48% Knockback immunity: +28% Life regen: +2.00 Maximum life: +100.00 Light radius: +4 Healing mod.: +18% It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 45 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. Press to compare |
dwarven-steel plate armour 'Flashroar' (5 def, 19 armour) dwarven-steel plate armour 'Flashroar' (5 def, 19 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +19 Defense: +5 Fatigue: +38% Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 20 fire / 32 physical / 12 arcane / 10 sound Changes stats: +8 Str / +4 Mag / +7 Wil / +7 Cun / +16 Con Changes resistances: +11% physical / +37% darkness / -10% light / +52% fire / +14% arcane / +16% sound Changes resistances penetration: +5% arcane / +10% fire Changes damage: +3% blight / +3% fire / +3% arcane Physical save: +27 Spell save: +34 Mental save: +34 Light radius: +4 It can be used to activate talent Track, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 45 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. Press to compare |
Forestflash the pair of rough leather boots (8 def, 12 armour) Forestflash the pair of rough leather boots (8 def, 12 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +10 Physical crit. chance: +10.0% Physical power: +12 Armour: +12 Defense: +8 Ranged Defense: +8 Fatigue: +1% Effects on melee hit: * Slows global speed by 45% Damage when hit (Melee): 16 nature Changes stats: +3 Dex / +3 Mag / +1 Cun Changes resistances: +7% acid / +7% fire / +6% nature / +7% cold / +3% mind / +6% lightning Changes resistances penetration: +7% physical Changes damage: +3% mind Silence immunity: +26% Confusion immunity: +26% Stun/Freeze immunity: +26% Life regen: +2.30 Stamina each turn: +0.50 Maximum stamina: +16.00 Light radius: +1 Infravision radius: +2 See invisible: +6 Healing mod.: +14% A pair of boots made of leather. Press to compare |
pair of drakeskin leather boots 'Harebers' (6 def, 7 armour) pair of drakeskin leather boots 'Harebers' (6 def, 7 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +5 Armour: +7 Defense: +6 Ranged Defense: +7 Fatigue: +5% Changes stats: +3 Str / +5 Wil / +7 Con Changes resistances: +12% blight / +14% fire / +11% cold Changes resistances penetration: +8% physical Poison immunity: +10% Stamina each turn: +0.40 Mindpower: +6 It can be used to activate talent Rush, placing all other charms into a 23 cooldown : Effective talent level: 2.2 Power cost: 23 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. A pair of boots made of leather. Press to compare |
Fogbright (0 def, 3 armour) Fogbright (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -4% Effects on melee hit: * 45% chance to inflict damage reduction Damage when hit (Melee): 8 arcane Changes stats: +3 Str / +3 Dex / +5 Cun / +5 Con Changes resistances: +19% fire / +41% temporal / +52% darkness / +7% cold Changes resistances penetration: +36% darkness / +36% temporal Changes damage: +3% darkness Critical mult.: +5.00% Maximum encumbrance: +26 Physical save: +20 Mental save: +13 Mana each turn: +0.04 Maximum vim: +30.00 Spellpower: +10 Movement speed: +20% Defense after a teleport: +42 Resist all after a teleport: +36% New effects duration reduction after a teleport: +42% It can be used to activate talent Disengage, placing all other charms into a 14 cooldown : Effective talent level: 1.0 Power cost: 14 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 3 grids from your target. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. Press to compare |
padded pair of iron boots of tirelessness (0 def, 3 armour) padded pair of iron boots of tirelessness (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +6% sound Physical save: +6 Mental save: +6 Stamina each turn: +0.30 Maximum stamina: +11.00 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 |
Galuchik the Infernoscar (0 def, 8 armour) Galuchik the Infernoscar (0 def, 8 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +19 Armour penetration: +14 Physical power: +8 Armour: +8 Fatigue: -6% Damage (Melee): 14 lightning / 7 fire / 7 nature / 7 physical Damage when hit (Melee): 4 physical / 8 fire Changes stats: +3 Str / +8 Dex / +9 Cun Changes resistances: +12% lightning / +6% fire / +7% darkness / +6% nature Changes damage: +10% lightning / +11% fire / +5% nature / +5% physical Talent granted: +1 Block Physical save: +3 Life regen: +2.40 Stamina each turn: +0.50 Psi each turn: +0.15 Infravision radius: +2 Tauntlets behave like a shield, and allow you to block attacks. 12 block power. When used to modify unarmed attacks: Base power: 20.0 - 28.0 Uses stats: -60% Str, 80% Con Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +18 Armour Penetration: +19 Physical crit. chance: +9.0% Attack speed: 71% When this weapon hits: Lightning Breath (20% chance level 1). When this weapon hits: Sand Breath (10% chance level 1). When this weapon hits: Second Wind (10% chance level 1). When this weapon hits: Perfect Strike (30% chance level 1). When this weapon hits: Poison Breath (10% chance level 1). When this weapon hits: Fire Breath (10% chance level 1). When this weapon crits: Dominate (10% chance level 1). Damage (Melee): +8 darkness Burst (radius 1) on hit: +6 physical / +4 arcane / +12 fire Burst (radius 2) on crit: +14 lightning / +7 fire / +7 nature / +7 physical It can be used to activate talent Steady Shot, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Attackspeed is 100% for non-Brawlers! A turtle shell fit with a simple strap. It covers the entire forearm. Press to compare |
heroic dwarven-steel gauntlets of archery (0 def, 6 armour) heroic dwarven-steel gauntlets of archery (0 def, 6 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 Armour penetration: +8 Armour: +6 Changes stats: +4 Cun / +5 Dex Mental save: +7 Maximum life: +64.00 When used to modify unarmed attacks: Base power: 28.0 - 39.2 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +14 Armour Penetration: +16 Physical crit. chance: +8.0% Attack speed: 83% When this weapon hits: Perfect Strike (15% chance level 3). When this weapon hits: Battle Shout (10% chance level 3). It can be used to activate talent Steady Shot, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Attackspeed is 100% for non-Brawlers! Metal gloves protecting the hands up to the middle of the lower arm. Press to compare |
stone warden's mega tauntlets of archery (0 def, 28 armour) stone warden's mega tauntlets of archery (0 def, 28 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 Armour penetration: +13 Armour: +28 Armour Hardiness: +15% Changes stats: +8 Dex / +9 Cun / +15 Con Changes resistances: +12% physical Talent granted: +5 Block Tauntlets behave like a shield, and allow you to block attacks. 101 block power. When used to modify unarmed attacks: Base power: 29.0 - 40.6 Uses stats: 80% Con, -60% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +11 Armour Penetration: +25 Physical crit. chance: +10.0% Attack speed: 71% When this weapon hits: Stone Touch (5% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). It can be used to activate talent Steady Shot, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Attackspeed is 100% for non-Brawlers! A turtle shell fit with a simple strap. It covers the entire forearm. Press to compare |
cashmere wizard hat 'Flashgash' (2 def, 0 armour) cashmere wizard hat 'Flashgash' (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Effects on melee hit: * 49% chance to daze * 30% chance to blind Damage when hit (Melee): 16 light / 16 lightning Changes stats: +17 Mag / +3 Cun / +6 Con Changes resistances: +6% lightning / +14% physical / +24% light / +10% mind / +12% darkness Changes resistances penetration: +10% lightning Changes damage: +14% lightning / +14% physical / +22% light / +11% darkness / +11% mind / +14% arcane / +14% sound Physical save: +11 Spell save: +10 Mental save: +14 Life regen: +7.80 Mana each turn: +0.55 Maximum hate: +11.00 Maximum psi: +25.00 Maximum melody: +34.00 Spellpower: +18 Spell crit. chance: +18% Mindpower: +16 Mental crit. chance: +8% Damage Shield Power: +22% It can be used to activate talent Arcane Eye, placing all other charms into a 9 cooldown : Effective talent level: 4.0 Power cost: 9 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 22 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 8 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 |
Olagarin the rough leather cap (0 def, 1 armour) Olagarin the rough leather cap (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Physical power: +9 Armour: +1 Fatigue: -1% Changes stats: +4 Str / +5 Dex / +4 Wil / +3 Cun / +3 Con Changes resistances: +7% physical / +7% cold / +14% sound Changes resistances penetration: +10% physical Allows you to breathe in: water Physical save: +7 Silence immunity: +14% Melody when hit: +1.20 Maximum life: +20.00 Maximum stamina: +10.00 A cap made of leather. Press to compare |
Chargestun (3 def, 6 armour) Chargestun (3 def, 6 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +6 Defense: +3 Damage when hit (Melee): 8 mind / 20 lightning Changes stats: +12 Cun / +24 Wil Changes resistances: +15% cold / +15% blight / +21% fire / +64% mind / +30% sound Changes damage: +15% blight / +56% mind Physical save: +40 Spell save: +31 Mental save: +40 Silence immunity: +38% Stun/Freeze immunity: +10% Teleport immunity: +10% Equilibrium when hit: +2.80 Psi when hit: +3.00 Hate when hit: +3.00 Melody when hit: +3.00 Only die when reaching: -40.00 life Maximum psi: +62.00 Mindpower: +31 Mental crit. chance: +10% A pointy cloth hat, very wizardly... Press to compare |
drakeskin leather cap 'Glitternaught' (0 def, 5 armour) drakeskin leather cap 'Glitternaught' (0 def, 5 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 40% chance to blind Damage when hit (Melee): 4 arcane Changes stats: +4 Str / +5 Con Changes resistances: +11% lightning / +12% temporal / +18% mind / +3% light Changes resistances penetration: +15% arcane Changes damage: +6% light Physical save: +11 Mental save: +26 Confusion immunity: +26% Stamina when hit: +0.90 Equilibrium when hit: +2.30 Light radius: +3 It can be used to activate talent Battle Cry, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. Press to compare |
thaloren drakeskin leather cap of blood magic (0 def, 5 armour) thaloren drakeskin leather cap of blood magic (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +6 Mag / +11 Wil Changes resistances: +10% blight Changes damage: +14% blight / +8% arcane Mental save: +6 Spell crit. chance: +2% A cap made of leather. Press to compare |
Adikira the iron helm (13 def, 3 armour) Adikira the iron helm (13 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Accuracy: +13 Armour penetration: +5 Physical power: +4 Armour: +3 Defense: +13 Fatigue: +5% Effects when hit in melee: * 12% chance to gain 10% of a turn Damage when hit (Melee): 12 blight / 7 sound Changes stats: +9 Str / +19 Dex / +7 Cun / +3 Con Changes resistances: +7% lightning / +3% temporal / +33% darkness / +8% cold / +10% mind / +7% sound Changes resistances penetration: +10% blight / +10% temporal / +10% mind Changes damage: +12% temporal / +9% mind / +8% sound Allows you to breathe in: water Physical save: +13 Disarm immunity: +15% Infravision radius: +8 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
Getebers (6 def, 3 armour) Getebers (6 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Accuracy: +6 Armour: +3 Defense: +6 Fatigue: +5% Effects when hit in melee: * 11% chance to gain 10% of a turn Damage when hit (Melee): 16 acid Changes stats: +9 Dex / +2 Mag / +4 Wil / +4 Cun / +7 Con Changes resistances: +14% lightning / +7% temporal / +27% darkness / +7% cold / +14% blight / +7% fire / +7% mind / +7% sound Changes damage: +9% blight / +6% acid Spell save: +7 Mental save: +14 Mana each turn: +0.16 Equilibrium when hit: +0.20 Vim when firing critical spell: +3.00 Maximum mana: +40.00 Spell crit. chance: +1% Mental crit. chance: +2% Infravision radius: +4 It can be used to activate talent Circle of Sanctity, placing all other charms into a 27 cooldown : Effective talent level: 3.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 6 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
Aletta's Diadem (0 def, 0 armour) Aletta's Diadem (0 def, 0 armour)Requires: - Willpower 24 Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +4 Cun / +4 Wil Changes damage: +10% mind Mindpower: +12 Mental crit. chance: +5% It can be used to activate talent Psychic Lobotomy (costing 8 power out of 10/10) : Effective talent level: 3.0 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Inflicts 166.98 mind damage and cripples the target's higher mental functions, reducing cunning by 16 and confusing (34% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? Press to compare |
dwarven-steel helm 'Blastgrinder' (7 def, 19 armour) dwarven-steel helm 'Blastgrinder' (7 def, 19 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +10 Armour: +19 Defense: +7 Fatigue: +4% Effects on melee hit: * 52% chance to daze * 15% chance to inflict damage reduction Damage when hit (Melee): 16 blight / 8 physical / 4 darkness / 4 lightning Changes stats: +28 Str / +8 Dex / +6 Wil / +4 Con Changes resistances: +20% lightning / +11% physical / +11% darkness / +6% blight / +4% all / +11% mind / +11% sound Changes resistances penetration: +5% lightning / +5% darkness / +5% blight Changes damage: +6% darkness / +3% blight Physical save: +33 Mental save: +11 Stamina when hit: +1.70 Equilibrium when hit: +2.10 Infravision radius: +6 It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 2294.4 Physical damage. If the attack hits, the target is confused (47% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
3 agate 3 agate0.00 Encumbrance. Type: gem / blue ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 verdite 3 verdite0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used as an alchemist bomb: Additional 10 acid damage Gems can be sold for money or used in arcane rituals. |
spinel spinel0.00 Encumbrance. Type: gem / red ; tier 1 When wielded/worn: Combat speed: +2% Casting speed: +2% Mental speed: +2% When used to imbue an object: Combat speed: +2% Casting speed: +2% Mental speed: +2% When used as an alchemist bomb: Additional 30 fire burn damage Gems can be sold for money or used in arcane rituals. |
ametrine ametrine0.00 Encumbrance. Type: gem / violet ; tier 1 When wielded/worn: Changes resistances penetration: +2% all Critical mult.: +2.00% When used to imbue an object: Changes resistances penetration: +2% all Critical mult.: +2.00% When used as an alchemist bomb: Mana regain 10 Gems can be sold for money or used in arcane rituals. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 1 When wielded/worn: Armour: +5 Changes resistances: +1% all When used to imbue an object: Armour: +5 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Gems can be sold for money or used in arcane rituals. |
3 aquamarine 3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Gems can be sold for money or used in arcane rituals. |
malachite malachite0.00 Encumbrance. Type: gem / green ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used as an alchemist bomb: Additional 20 acid damage Gems can be sold for money or used in arcane rituals. |
3 carnelian 3 carnelian0.00 Encumbrance. Type: gem / red ; tier 2 When wielded/worn: Combat speed: +4% Casting speed: +4% Mental speed: +4% When used to imbue an object: Combat speed: +4% Casting speed: +4% Mental speed: +4% When used as an alchemist bomb: Additional 45 fire burn damage Gems can be sold for money or used in arcane rituals. |
2 small geode 2 small geode0.00 Encumbrance. Type: gem / stone ; tier 2 When wielded/worn: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% When used to imbue an object: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% When used as an alchemist bomb: Additional 20 physical damage Gems can be sold for money or used in arcane rituals. |
2 amethyst 2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Changes resistances penetration: +4% all Critical mult.: +4.00% When used to imbue an object: Changes resistances penetration: +4% all Critical mult.: +4.00% When used as an alchemist bomb: Mana regain 20 Gems can be sold for money or used in arcane rituals. |
zircon zircon0.00 Encumbrance. Type: gem / white ; tier 2 When wielded/worn: Armour: +8 Changes resistances: +2% all When used to imbue an object: Armour: +8 Changes resistances: +2% all When used as an alchemist bomb: 30% chance to daze for 3 turns Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / yellow ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 20 bright light damage Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Gems can be sold for money or used in arcane rituals. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Combat speed: +6% Casting speed: +6% Mental speed: +6% When used to imbue an object: Combat speed: +6% Casting speed: +6% Mental speed: +6% When used as an alchemist bomb: Additional 60 fire burn damage Gems can be sold for money or used in arcane rituals. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It is part of a set of items. When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) It can be used to combine with a weapon (makes a non enchanted into an artifact) , costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
233 alchemist agate 233 alchemist agate0.00 Encumbrance. Type: alchemist-gem / blue ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
Festerpain FesterpainPowered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Defense: +7 Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 8 nature / 14 fire Changes resistances: +6% acid / +6% fire / +6% nature Changes resistances penetration: +5% acid / +15% nature Changes damage: +6% nature Physical save: +12 Spell save: +10 Mental save: +12 Light radius: +8 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 |
scorching brass lantern scorching brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 11 fire Changes resistances: +5% fire Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. Press to compare |
Strange Treasure Map Strange Treasure Map0.00 Encumbrance. Type: misc / misc ; tier 1 A map with an isle and a big red 'X' on it. You never heard the name of that isle before. This map is obviously a fake. |
Treasure Map: Bandit Lair Treasure Map: Bandit Lair0.00 Encumbrance. [Unique] Type: misc / misc ; tier 1 It can be used to read the map. A map pointing to a hidden bandit lair full of treasures and danger reachable from within The Maze. (*USE* it while being inside The Maze). |
Treasure Map: Cursed Tomb Treasure Map: Cursed Tomb0.00 Encumbrance. [Unique] Type: misc / misc ; tier 1 It can be used to read the map. A map pointing to a cursed tomb full of treasures, whose entrance seems to be located at the Last Hope Graveyard. (*USE* it while being inside the Last Hope Graveyard. Warning: This location is very, very deadly. Enemies are level 30 and higher.) |
Treasure Map: Pocket Dimension Treasure Map: Pocket Dimension0.00 Encumbrance. [Unique] Type: misc / misc ; tier 1 It can be used to read the map. A map pointing to a strange dimensional rift inside Daikara. (*USE* it while being inside Daikara. Warning: This location hosts two very, very deadly surprises.) |
Treasure Map: Secret Tunnels Treasure Map: Secret Tunnels0.00 Encumbrance. [Unique] Type: misc / misc ; tier 1 It can be used to read the map. A map pointing to some secret tunnels full of treasures and danger reachable from within the Tower of Dreadfell. (*USE* it while being inside Dreadfell). |
Treasure Map: Splinter of Infinity Treasure Map: Splinter of Infinity0.00 Encumbrance. [Unique] Type: misc / misc ; tier 1 It can be used to read the map. A map pointing to the entrance of an ancient underground complex, reachable from within a ruined dungeon. (*USE* it while being inside a ruined dungeon. Warning: This location is very deadly. The Entrance is heavily guarded.) |
iron pickaxe of endurance (dig speed 36 turns) iron pickaxe of endurance (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of predation (dig speed 28 turns) iron pickaxe of predation (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical power: +5 Changes stats: +1 Str / +2 Dex Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's dwarven-steel pickaxe (dig speed 24 turns) miner's dwarven-steel pickaxe (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Marble of Disruption Marble of DisruptionInfused by nature 0.10 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes stats: +4 Mag / +4 Wil Confusion immunity: +25% Activating this item is instant. It can be used to activate talent Body-Mind Disbalance (costing 32 power out of 35/35) : Effective talent level: 1.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Activate to grapple a foe's soul and disrupt its body-mind balance, effecitvely lowering resistances to physical, temporal, mind and darkness damage by 30 for 6 turns. A black marble. If being hold in the hand, it slowly fills with swirling colours. |
Marson's All-Seeing Eye Marson's All-Seeing EyePowered by unknown forces 0.00 Encumbrance. [Unique] Type: orb / orb When carried: Change telepathy range by : +10 Grants telepathy: All A human eye. The multi-hued iris expands and contracts in no apparent relation to the light around you. When carried, you feel the location of any creatures nearby. |
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 (1/2) Rod of Recall (1/2)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 180 power out of 227/400. 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. |
Halyrak the Airtickler [power 677] (89 cooldown) Halyrak the Airtickler [power 677] (89 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to inflict damage reduction * 40% chance to daze Damage when hit (Melee): 4 darkness / 8 lightning Changes resistances: +3% lightning Changes resistances penetration: +5% darkness Changes damage: +3% darkness / +6% lightning Talent granted: +3 Lay Web It can be used to heal the target for 677, and remove up to 2 poisons or diseases, putting all charms on cooldown for 89 turns. Natural totems are made by powerful wilders to store nature power. |
elm wand of conjuration 'Firequench' [power 67] (7 cooldown) elm wand of conjuration 'Firequench' [power 67] (7 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 1 When wielded/worn: Damage when hit (Melee): 12 arcane / 8 fire Changes resistances: +3% fire / +6% arcane / +3% mind Maximum wards: +4 lightning / +3 temporal / +4 blight / +4 fire / +4 cold Changes resistances penetration: +15% arcane / +5% mind Changes damage: +6% mind Talents granted: +2 Strike +6 Volcano +2 Ward Mana each turn: +0.20 Maximum vim: +8.00 Maximum neg.energy: +8.00 Infravision radius: +2 It can be used to fire a bolt of a random element (dam 34-67), putting all charms on cooldown for 7 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Erelumasta the Flashseam (3 melee - 4 ranged sound damage) Erelumasta the Flashseam (3 melee - 4 ranged sound damage)Requires: - Cunning 11 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: instrument / harp ; tier 1 When wielded/worn: Accuracy: +13 Physical crit. chance: +6.0% Physical power: +4 Effects on melee hit: * 30% chance to blind Damage (Melee): 3 sound Damage (Ranged): 4 sound Changes stats: +7 Str / +5 Dex / +9 Wil / +17 Cun / +4 Con Changes damage: +8% darkness / +6% physical / +14% mind / +24% sound Talent granted: +1 Pluck Strings Critical mult.: +9.00% Physical save: +28 Mental save: +2 Disarm immunity: +26% Pinning immunity: +26% Stun/Freeze immunity: +50% Knockback immunity: +26% Life regen: +3.80 Only die when reaching: -20.00 life Maximum life: +74.00 Maximum melody: +51.00 Mindpower: +21 Mental crit. chance: +14% Healing mod.: +14% A small string instrument. |
Lightningbrawn the elm harp (4.5 melee - 4 ranged sound damage) Lightningbrawn the elm harp (4.5 melee - 4 ranged sound damage)Requires: - Cunning 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: instrument / harp ; tier 1 When wielded/worn: Accuracy: +7 Physical power: +23 Armour: +8 Damage (Melee): 4 sound Damage (Ranged): 4 sound Damage when hit (Melee): 16 arcane / 8 lightning Changes stats: +10 Str / +5 Dex / +5 Cun / +5 Con Changes resistances: +14% acid / +23% fire / +17% lightning / +14% cold Changes resistances penetration: +30% lightning / +5% fire Changes damage: +6% lightning / +3% fire / +10% all Talent granted: +1 Pluck Strings Physical save: +9 Spell save: +9 Mental save: +10 Disarm immunity: +51% Pinning immunity: +49% Stun/Freeze immunity: +26% Knockback immunity: +52% Life regen: +1.60 Maximum life: +51.00 Spellpower: +16 Mindpower: +18 Mental crit. chance: +2% A small string instrument. |
elm harp 'Blasttickler' (3.5 melee - 5 ranged sound damage) elm harp 'Blasttickler' (3.5 melee - 5 ranged sound damage)Requires: - Cunning 11 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: instrument / harp ; tier 1 When wielded/worn: Accuracy: +16 Armour penetration: +9 Physical power: +15 Defense: +16 Fatigue: -6% Effects on melee hit: * 15% chance to blind Damage (Melee): 4 sound Effects on ranged hit: * 15% chance to blind Damage (Ranged): 5 sound Damage when hit (Melee): 16 lightning Changes stats: +6 Str / +1 Cun / +5 Con Changes resistances: +14% acid / +6% temporal / +38% cold / +14% fire / +14% lightning Changes resistances penetration: +30% temporal Changes damage: +12% cold / +5% all Talent granted: +1 Pluck Strings Critical mult.: +15.00% Maximum encumbrance: +24 Mental save: +32 Blindness immunity: +26% Stun/Freeze immunity: +24% Life regen: +1.60 Spellpower: +8 Mindpower: +10 Mental crit. chance: +3% Infravision radius: +4 See stealth: +9 See invisible: +8 Movement speed: +13% Heals friendly targets nearby when you use a nature summon: +30 Activating this item is instant. It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. A small string instrument. |
Ebonyreek the ash harp (12 melee - 13 ranged bleed damage) Ebonyreek the ash harp (12 melee - 13 ranged bleed damage)Requires: - Cunning 16 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: instrument / harp ; tier 2 When wielded/worn: Accuracy: +11 Armour penetration: +11 Physical crit. chance: +7.0% Defense: +23 Effects on melee hit: * 14% chance to cause random gloom Damage (Melee): 12 bleed / 8 sound Effects on ranged hit: * 14% chance to cause random gloom Damage (Ranged): 13 bleed / 6 sound Damage when hit (Melee): 4 darkness / 4 arcane Changes stats: +3 Str / +8 Mag / +13 Cun / +6 Con Changes resistances: +34% acid / +6% darkness / +35% fire / +36% cold / +35% lightning Changes damage: +3% blight / +14% darkness / +11% sound Talent granted: +2 Pluck Strings Physical save: +10 Spell save: +69 Mental save: +14 Blindness immunity: +32% Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +10 Hate when firing a critical mind attack: +2.00 Maximum stamina: +44.00 Maximum hate: +9.00 Maximum melody: +18.00 Spell crit. chance: +4% Mindpower: +3 Mental crit. chance: +3% Infravision radius: +4 See stealth: +13 See invisible: +13 It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 4.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. A small string instrument. |
Radiancewar the elven-wood harp (12.5 melee - 13.5 ranged sound damage) Radiancewar the elven-wood harp (12.5 melee - 13.5 ranged sound damage)Requires: - Cunning 35 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: instrument / harp ; tier 4 When wielded/worn: Accuracy: +33 Armour penetration: +15 Physical power: +46 Defense: +12 Damage (Melee): 12 sound Damage (Ranged): 14 sound Changes stats: +9 Dex / +7 Mag / +21 Wil / +22 Cun Changes resistances: +13% blight / +13% nature / +36% lightning Changes resistances penetration: +10% blight / +15% light / +10% darkness Changes damage: +18% lightning / +3% light / +14% all Talent granted: +4 Pluck Strings Mental save: +6 Poison immunity: +23% Disease immunity: +26% Silence immunity: +44% Mana each turn: +0.29 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +57 Spell crit. chance: +1% Mindpower: +77 Mental crit. chance: +6% Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +30% It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. A small string instrument. |
dragonbone harp 'Glitterbrace' (20 melee - 16.5 ranged item temporal energize damage) dragonbone harp 'Glitterbrace' (20 melee - 16.5 ranged item temporal energize damage)Requires: - Cunning 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: instrument / harp ; tier 5 When wielded/worn: Accuracy: +14 Physical crit. chance: +10.0% Physical power: +27 Armour: +12 Effects on melee hit: * 20% chance to gain 10% of a turn * 45% chance to blind * Slows global speed by 30% Damage (Melee): 20 sound Damage (Ranged): 16 sound Damage when hit (Melee): 8 nature / 4 light Changes stats: +30 Str / +10 Dex / +13 Cun / +19 Con Changes resistances: +6% temporal / +40% fire / +6% light / +80% nature Changes resistances penetration: +5% temporal Changes damage: +12% temporal / +18% darkness / +20% fire / +49% nature / +10% sound Talent granted: +5 Pluck Strings Mental save: +7 Disarm immunity: +44% Pinning immunity: +50% Knockback immunity: +49% Life regen: +4.00 Maximum life: +250.00 Maximum melody: +19.00 Mindpower: +7 Mental crit. chance: +7% Light radius: +2 Healing mod.: +48% A small string instrument. |
Blazepain (201% power, 3 apr) Blazepain (201% power, 3 apr)Requires: - Strength 35 - Cunning 24 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: instrument / singsword ; tier 4 It must be held with both hands. Base power: 92.0 - 128.8 Uses stats: 25% Cun, 90% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy bonus: +1.0% APR / acc This is a bardic weapon. Armour Penetration: +3 Physical crit. chance: +14.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 21% chance to inflict damage reduction * 20% chance to gain 10% of a turn * 21% chance to disease * 20% chance to curse the target On weapon crit: * wounds the target reducing their healing Damage (Melee): +8 light / +15 blight / +12 sound Burst (radius 1) on hit: +4 temporal When wielded/worn: Accuracy: +16 Armour penetration: +16 Physical crit. chance: +16.0% Physical power: +16 Effects on melee hit: * 30% chance to gain 10% of a turn Damage when hit (Melee): 8 temporal Changes stats: +8 Str Changes resistances: +9% lightning / +3% physical / +6% acid / +18% all Changes resistances penetration: +32% nature / +16% physical Changes damage: +12% temporal / +31% physical Physical save: +30 Disease immunity: +36% Confusion immunity: +10% Stamina when hit: +3.00 Mindpower: +4 A two-handed sword that converts voice into sound. |
stralite singing sword 'Koregandur' (180% power, 20 apr) stralite singing sword 'Koregandur' (180% power, 20 apr)Requires: - Strength 35 - Cunning 24 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: instrument / singsword ; tier 4 It must be held with both hands. Base power: 68.0 - 95.2 Uses stats: 25% Cun, 90% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc This is a bardic weapon. Armour Penetration: +20 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown On weapon crit: * wounds the target reducing their healing * cripple the target * splashes the target with acid Damage Shield penetration (this weapon only): +39% Damage (Melee): +57 acid / +11 sound When wielded/worn: Armour penetration: +16 Physical crit. chance: +75.0% Physical power: +32 Damage when hit (Melee): 16 physical Changes stats: +6 Str / +2 Dex / +5 Cun / +3 Con Changes damage: +3% arcane / +9% physical / +21% darkness / +18% sound Grants telepathy: Humanoid/Orc Critical mult.: +22.00% Maximum encumbrance: +10 Maximum life: +10.00 Maximum melody: +51.00 Mindpower: +4 See invisible: +9 A two-handed sword that converts voice into sound. |
Achievements
By ember wat the Superhuman Ember of Gerlyk level 69
16th Dusk 122nd year of Ascendancy at 08:42 see stats
By ember wat the Superhuman Ember of Gerlyk level 94
45th Dusk 122nd year of Ascendancy at 10:21 see stats
By ember wat the Superhuman Ember of Gerlyk level 87
29th Dusk 122nd year of Ascendancy at 23:00 see stats
By ember wat the Superhuman Ember of Gerlyk level 78
19th Dusk 122nd year of Ascendancy at 21:41 see stats
By ember wat the Superhuman Ember of Gerlyk level 69
16th Dusk 122nd year of Ascendancy at 06:33 see stats
By ember wat the Superhuman Ember of Gerlyk level 10
76th Pyre 122nd year of Ascendancy at 15:24 see stats
By ember wat the Superhuman Ember of Gerlyk level 20
9th Mirth 122nd year of Ascendancy at 10:36 see stats
By ember wat the Superhuman Ember of Gerlyk level 30
1st Summertide 122nd year of Ascendancy at 08:27 see stats
By ember wat the Superhuman Ember of Gerlyk level 40
14th Dusk 122nd year of Ascendancy at 00:58 see stats
By ember wat the Superhuman Ember of Gerlyk level 94
40th Dusk 122nd year of Ascendancy at 21:26 see stats
By ember wat the Superhuman Ember of Gerlyk level 96
72nd Dusk 122nd year of Ascendancy at 14:32 see stats
By ember wat the Superhuman Ember of Gerlyk level 44
14th Dusk 122nd year of Ascendancy at 09:06 see stats
By ember wat the Superhuman Ember of Gerlyk level 9
76th Pyre 122nd year of Ascendancy at 14:35 see stats
By ember wat the Superhuman Ember of Gerlyk level 69
16th Dusk 122nd year of Ascendancy at 08:42 see stats
By ember wat the Superhuman Ember of Gerlyk level 10
78th Pyre 122nd year of Ascendancy at 17:14 see stats
By ember wat the Superhuman Ember of Gerlyk level 30
1st Flare 122nd year of Ascendancy at 21:40 see stats
Log
Saving done.
Saving game...
Saving done.
You transfer rough leather gloves 'Relganik' (7 def, 15 armour) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Morbusstinger (1 def, 0 armour) to the online item's vault.
Saving done.
Saving game...
Saving done.
Today is the 44th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 15:50.
You transfer Leludor (dig speed 4 turns) to the online item's vault.
Saving done.
Saving game...
Saving done.
Ember wat deactivates Wildfire.
Ember wat deactivates Arcane Feed.
The shield around ember wat crumbles.
Ember wat deactivates Spellcraft.
Ember wat deactivates Chant of Fortress.
Ember wat deactivates Burning Wake.
Ember wat deactivates Precise Strikes.
Ember wat deactivates Elemental Harmony.
Ember wat deactivates Striking Stance.
Ember wat deactivates Quicken Spells.
Ember wat deactivates Premonition.
Ember wat deactivates Exploit Weakness.
Ember wat deactivates Arcane Combat.