Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Glutton 1.2.3Gluttons are cursed with insatiable Hunger, which they use as a resource. It increases over time, and gives benefits and penalties depending on the current amount they have. They can Devour creatures, which they can then Digest to gain bonuses, sometimes permanent, including stat points and even talents. Since Gluttons can gain stat points from Devouring creatures, they gain no stat points per level. Since they can gain talents as well, they start with few categories. This is the basic class concept, and I hope you have fun with it. Disclaimer: the Glutton is very unbalanced right now (hence the alpha status). I welcome and encourage any feedback. Thanks to all of #tome for their help. Special thanks to FlarePusher and Draknodred for helping me flesh out the class concept and for developing talent ideas, and to natev for a lot of help but especially for letting me build off his resource code. 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. 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 v2.5c: Revised high level play for ToME 1.3.1Version 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. 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: Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando 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: Verdant Class Pack 1.3.1Content 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: 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. 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. Stoic class 1.3.0Stoics are warriors who dedicate their lives to mastering countless secret techniques. Stoics are a warrior subclass inspired by the Samurai class from Hengband. They are a melee class with a wide variety of specialized combat techniques, but require judicious use of their unique Focus resource to succeed. Their advanced trees allow them to alter the element of their attacks and grant passive effects as long as the stance is maintained. Everything is Unique! 1.3.1Bite-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! Damned Class 1.2.5Adds a new afflicted class. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Dread Knight Class 1.2.3Dread Knight. More tactically focused than Cursed. Think Gabranth from FFXII meets Hannibal of Carthage. Homosuperior 1.2.3This addon adds another subrace to the humans. Much stronger than any other race, for testing of classes and beginners. + 5 in all main stats exp multiplier: 0.85 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:
Arcanum Class Pack 1.3.1Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: magebow class v18 1.3.1Necromancy+ 1.3.1Features: 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 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. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. 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. |
Campaign | Maj'Eyal |
Mode | Easy Exploration |
Sex | Female |
Race | Superhuman |
Class | Mindslayer |
Level / Exp | 166 / 30% |
Size | huge |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 566 (base 176) |
Dexterity | 434 (base 51) |
Constitution | 235 (base 140) |
Magic | 116 (base 35) |
Willpower | 258 (base 176) |
Cunning | 364 (base 176) |
Resources
Mana | 2500/2506 |
Psi | 344/344 |
Life | 28529/28529 |
Stamina | 1324/1324 |
Equilibrium | 20 |
Healing Factor | 1.18 |
Regeneration | 34.338 |
Speed
Mental | +10% |
Attack | 0% |
Movement | +185.87102528899% |
Spell | 0% |
Global | +204.19999999999% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 35 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
Damage | 1059 |
Accuracy | 204 |
Crit Chance | 382% |
APR | 235 |
Speed | 0.73 |
Offense: Spell
Spellpower | 41.8 |
Crit Chance | 100% |
Speed | 1 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 157.775 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
All | +16% |
Defense: Base
Armour (hardiness) | 280.32 (100%) |
Defense | 116.3 |
Ranged Defense | 116.3 |
Fatigue | 0 |
Physical Save | 139.98571428571 |
Spell Save | 96.29 |
Mental Save | 121.46428571429 |
Defense: Resistances
All | + 40%( 74%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Disarm Resistance | 38% |
Silence Resistance | 77% |
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (3/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 250 damage for 25 turns. |
Class Talents
Cunning / Tactical | 1.70 |
| 16/5 |
| 16/5 |
| 1/5 |
| 5/5 |
Psionic / Absorption | 1.50 |
| 16/5 |
| 1/5 |
| 16/5 |
| 3/5 |
Psionic / Kinetic mastery | 1.50 |
| 3/5 |
| 1/5 |
| 16/5 |
| 0/5 |
Psionic / Projection | 1.50 |
| 16/5 |
| 16/5 |
| 1/5 |
| 16/5 |
Psionic / Thermal mastery | 1.50 |
| 15/5 |
| 15/5 |
| 16/5 |
| 0/5 |
Psionic / Charged mastery | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Augmented striking | 1.72 |
| 16/5 |
| 16/5 |
| 16/5 |
| 16/5 |
Psionic / Focus | 1.50 |
| 15/5 |
| 16/5 |
| 15/5 |
| 16/5 |
Psionic / Psi-fighting | 1.50 |
| 15/5 |
| 16/5 |
| 3/5 |
| 14/5 |
Psionic / Voracity | 1.50 |
| 16/5 |
| 16/5 |
| 16/5 |
| 16/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 15/5 |
| 1/5 |
| 15/5 |
| 0/5 |
Technique / Combat training | 1.20 |
| 16/5 |
| 16/5 |
| 16/5 |
| 16/5 |
| 16/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.80 |
| 15/5 |
| 16/5 |
| 10/5 |
| 15/5 |
Spell / Stone alchemy | 0.80 |
| 8/5 |
| 16/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.12 |
| 16/5 |
| 16/5 |
| 16/5 |
| 0/5 |
Psionic / Augmented mobility | 1.30 |
| 16/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.30 |
| 16/5 |
| 16/5 |
| 4/5 |
| 16/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Mental Tyranny |
talent | Thermal Aura |
talent | Deflect Projectiles |
talent | Charged Shield |
talent | Daunting Presence |
talent | Augmentation |
talent | Kinetic Aura |
talent | Skate |
talent | Elemental Harmony |
talent | Kinetic Shield |
talent | Exploit Weakness |
talent | Beyond the Flesh |
detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Antimagic Disruption |
beneficial effect | Countering melee attacks: Has a 93% chance to get an automatic counter attack when avoiding a melee attack. (3.9 counters remaining) Counter Attacking |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You failed to protect the injured seer from death by Ittnho. Escort: injured seer (level 2 of Ruins of Kor'Pul) | failed |
You successfully escorted the injured seer to the recall portal on level 6 of Dreadfell. Escort: injured seer (level 6 of Dreadfell)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 Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You abandoned lost sun paladin to death. Escort: lost sun paladin (level 3 of Trollmire) | failed |
You abandoned repented thief to death. Escort: repented thief (level 4 of Old Forest) | failed |
You abandoned worried loremaster to death. Escort: worried loremaster (level 3 of Old Forest) | failed |
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 Wrathroot. * 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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | 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 found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2720. | active |
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 precision, which can be used to permanently increase your physical critical strike chance by 4%. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * You've found the needed multi-hued wyrm scale. * You've found the needed giant spider spinneret. 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 xorn fragment. * You've found the needed sandworm tooth. * You've found the needed wretchling eyeball. Ungrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. He has given you some notes on the ingredients: * You've found the needed naga tongue. * You've found the needed storm wyrm claw. * 'Needed: one warg claw. My usual ingredient gatherers draw the line at hunting wargs. Feel free to mock them on your way back.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
Equipment
Psionic focus | Getikalthoran the Fogshaper (109-163.5 power, 4 apr) Getikalthoran the Fogshaper (109-163.5 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 Base power: 109.0 - 163.5 Uses stat: 120% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 111% On weapon hit: * 20% chance to torment the target * Random elemental explosion On weapon crit: * wounds the target reducing their healing * cripple the target * splashes the target with acid Damage (Melee): +44 acid / +26 mind Burst (radius 1) on hit: +28 fire / +26 light / +12 physical Burst (radius 2) on crit: +8 darkness Damage conversion: 62% light When wielded/worn: Accuracy: +59 (+5 eff.) Armour penetration: +42 Physical crit. chance: +84.0% Physical power: +72 (+7 eff.) Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 8 darkness / 4 light Changes stats: +15 Str / +11 Dex Changes resistances: +3% darkness Changes resistances penetration: +23% acid / +42% physical / +21% light / +24% lightning / +17% cold / +24% fire / +21% mind / +17% darkness Changes damage: +3% blight / +87% physical Physical save: +10 (+1 eff.) Stamina when hit: +8.00 Maximum life: +40.00 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. |
Light source | Bokimarain the dwarven lantern Bokimarain the dwarven lanternInfused by nature Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Defense: +10 (+2 eff.) Fatigue: -4% Effects on melee hit: * 10 arcane resource burn Changes stats: +7 Wil Changes resistances: +3% lightning / +9% nature / +3% all Critical mult.: +16.00% Physical save: +15 (+2 eff.) Spell save: +31 (+6 eff.) Mental save: +14 (+2 eff.) Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | voratun helm 'Shadowkill' (0 def, 22 armour) voratun helm 'Shadowkill' (0 def, 22 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +22 Fatigue: +5% Effects on melee hit: * 15% chance to inflict damage reduction Changes stats: +9 Str / +5 Dex / +6 Wil / +8 Cun / +10 Con Changes resistances: -38% light Critical mult.: +5.00% Physical save: +34 (+4 eff.) Spell save: +12 (+2 eff.) Mental save: +10 (+1 eff.) Confusion immunity: +10% Life regen: +8.00 Mana when firing critical spell: +1.00 Spell crit. chance: +2% Mindpower: +5 (+1 eff.) Infravision radius: +8 Damage Shield penetration: +10% 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On feet | Aerobrelle the pair of dwarven-steel boots (32 def, 6 armour) Aerobrelle the pair of dwarven-steel boots (32 def, 6 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 3 When wielded/worn: Armour penetration: +26 Physical crit. chance: +15.0% Physical power: +15 (+2 eff.) Armour: +6 Defense: +32 (+5 eff.) Fatigue: +3% Damage when hit (Melee): 8 arcane Changes stats: +10 Str / +17 Mag / +19 Wil / +1 Cun / +18 Con Changes resistances: +3% lightning / +16% fire / +6% nature / +11% cold Changes resistances penetration: +16% physical Physical save: +10 (+1 eff.) Spell save: +19 (+4 eff.) Mental save: +11 (+2 eff.) Disease immunity: +5% Silence immunity: +38% Confusion immunity: +38% Stun/Freeze immunity: +47% Stamina each turn: +0.90 Maximum stamina: +28.00 Spellpower: +10 (+1 eff.) Lowers spell cool-downs by: 10% Mindpower: +14 (+2 eff.) It can be used to blink to a nearby random location (rad 35), putting all charms on cooldown for 23 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | voratun pickaxe 'Dawntyphoon' (dig speed 1 turns) voratun pickaxe 'Dawntyphoon' (dig speed 1 turns)Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +30 Armour: +4 Defense: +8 (+1 eff.) Fatigue: -38% Effects on melee hit: * 45% chance to corrode armour Damage when hit (Melee): 12 acid / 8 arcane / 12 mind Changes stats: +37 Str / +17 Mag / +6 Cun / +3 Con Changes resistances: +3% acid / +10% physical / +10% darkness / +3% light / +10% fire / +8% arcane / +3% mind Changes resistances penetration: +5% acid / +24% physical / +25% mind Changes damage: +30% fire / +45% mind / +9% light Mental save: +30 (+4 eff.) Maximum mana: +176.00 Spell crit. chance: +30% Light radius: +1 Infravision radius: +8 When carried: Talent granted: +1 Dig It can be used to activate talent Perfect Strike, placing all other charms into a 24 cooldown : Effective talent level: 4.0 Power cost: 24 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | Uremarion the stralite ring Uremarion the stralite ringPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +46 (+4 eff.) Armour penetration: +15 Physical power: +45 (+4 eff.) Armour: +18 Defense: +59 (+9 eff.) Effects on melee hit: * 36% chance to cause random gloom Damage (Melee): 33 bleed Effects on ranged hit: * 36% chance to cause random gloom Damage (Ranged): 41 bleed Damage when hit (Melee): 12 blight / 8 arcane / 8 mind Changes stats: +18 Str / +9 Dex / +7 Mag / +18 Wil / +43 Cun / +22 Con Changes resistances: +30% fire Changes resistances penetration: +20% arcane / +10% blight Changes damage: +15% fire / +12% arcane / +16% all Physical save: +16 (+2 eff.) Spell save: +24 (+5 eff.) Mental save: +20 (+3 eff.) Silence immunity: +39% Mana each turn: +0.34 Psi when hit: +0.16 Hate when firing a critical mind attack: +8.00 Maximum stamina: +32.00 Maximum hate: +30.00 Spellpower: +47 (+5 eff.) Mindpower: +51 (+6 eff.) Movement speed: +44% 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. Rings can have magical properties. |
On fingers | Blazewitch the gold ring Blazewitch the gold ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +11 (+1 eff.) Defense: +12 (+2 eff.) Effects on melee hit: * 20% chance to disease * 16% chance to cause random gloom * 25% chance to blind Damage (Melee): 16 bleed Effects on ranged hit: * 16% chance to cause random gloom * 25% chance to blind Damage (Ranged): 15 bleed Damage when hit (Melee): 16 blight / 16 fire Changes stats: +8 Dex / +12 Mag / +6 Wil / +37 Cun Changes resistances: +22% acid / +32% darkness / +17% cold / +5% arcane / +22% fire / +16% mind / +22% lightning Changes resistances penetration: +5% fire Changes damage: +9% arcane / +15% fire / +16% darkness / +16% mind Stun/Freeze immunity: +32% Life regen: +3.20 Hate when firing a critical mind attack: +3.00 Maximum hate: +11.00 Spellpower: +21 (+2 eff.) Mindpower: +10 (+1 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 29%. Rings can have magical properties. |
Around neck | Blazetreason the steel amulet Blazetreason the steel amuletPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Physical crit. chance: +6.0% Physical power: +15 (+2 eff.) Armour: +5 Defense: +6 (+1 eff.) Fatigue: -11% Effects on melee hit: * 20% chance to disease Damage (Melee): 34 light / 35 darkness Effects when hit in melee: * 36% chance to blind * 36% chance to inflict damage reduction Damage when hit (Melee): 16 lightning Changes stats: +2 Str / +6 Dex / +14 Mag / +6 Cun / +5 Con Changes resistances: +2% physical Changes resistances cap: +4% all Changes resistances penetration: +15% lightning Changes damage: +18% temporal / +54% light / +9% blight / +9% fire / +31% physical / +53% darkness Talent masteries: +0.22 Technique / Conditioning +0.22 Psionic / Augmented striking Critical mult.: +14.00% Maximum encumbrance: +60 Physical save: +31 (+4 eff.) Spell save: +14 (+3 eff.) Mental save: +14 (+2 eff.) Life regen: +0.80 Stamina each turn: +0.80 Spellpower: +24 (+2 eff.) Spell crit. chance: +15% Movement speed: +10% Combat speed: +10% Amulets can have magical properties. |
In main hand | voratun battleaxe 'Torchwaker' (130-195 power, 4 apr) voratun battleaxe 'Torchwaker' (130-195 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 4.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 130.0 - 195.0 Uses stat: 120% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +11.0% Attack speed: 125% On weapon hit: * Random elemental explosion On weapon crit: * wounds the target reducing their healing * cripple the target Damage (Melee): +27 mind / +42 cold Burst (radius 1) on hit: +12 fire Burst (radius 2) on crit: +28 fire When wielded/worn: Accuracy: +60 (+5 eff.) Armour penetration: +53 Physical crit. chance: +83.0% Physical power: +21 (+2 eff.) Effects on melee hit: * 40% chance to disease Changes stats: +10 Str / +19 Dex / +2 Con Changes resistances: +8% arcane / +3% blight Changes resistances penetration: +16% acid / +21% physical / +45% fire / +24% lightning / +24% cold Changes damage: +51% physical Critical mult.: +56.00% Stamina each turn: +0.80 Stamina when hit: +4.00 Global speed: +4% * Grants [Sweeping Blows] Talent * Grants [Heavy Strike] Talent 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. |
On hands | dwarven-steel gauntlets 'Gonor' (0 def, 12 armour) dwarven-steel gauntlets 'Gonor' (0 def, 12 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +48 (+4 eff.) Armour penetration: +25 Physical crit. chance: +5.0% Physical power: +27 (+3 eff.) Armour: +12 Fatigue: -4% Effects on melee hit: * 35% chance to cause random gloom Damage (Melee): 10 lightning / 53 mind / 56 darkness Changes stats: +21 Str / +20 Dex / +4 Wil / +30 Cun / +4 Con Changes resistances: +8% lightning / +2% physical / +33% darkness Changes resistances penetration: +20% physical Changes damage: +8% lightning Talent mastery: +0.20 Technique / Grappling Talent cooldown: Double Strike (-1 turn) Physical save: +11 (+1 eff.) Mental save: +4 (+1 eff.) Disarm immunity: +38% Life regen: +9.90 Stamina each turn: +3.00 Psi each turn: +0.27 Maximum life: +120.00 Maximum stamina: +74.00 Mindpower: +13 (+2 eff.) Infravision radius: +9 When used to modify unarmed attacks: Base power: 52.5 - 73.5 Uses stats: 140% Wil, 80% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +64 Armour Penetration: +25 Physical crit. chance: +45.0% Attack speed: 83% When this weapon hits: Disarm (10% chance level 3). When this weapon hits: Battle Shout (20% chance level 3). When this weapon hits: Lightning Breath (10% chance level 3). When this weapon hits: Set Up (10% chance level 3). When this weapon hits: Reproach (20% chance level 3). When this weapon hits: Slumber (20% chance level 3). When this weapon hits: Perfect Strike (30% chance level 3). When this weapon hits: Second Wind (10% chance level 1). When this weapon crits: Dominate (30% chance level 3). Damage (Melee): +53 darkness Burst (radius 2) on crit: +11 lightning It can be used to activate talent Ruined Earth, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
Around waist | Moldresolve MoldresolvePowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +31.0% Physical power: +27 (+3 eff.) Armour: +19 Defense: +37 (+6 eff.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 4 nature Changes stats: +5 Str / +20 Dex / +4 Mag / +4 Wil / +20 Cun / +5 Con / +16 Lck Changes resistances: +8% acid / +11% light / +8% lightning / +18% fire / +19% cold / +15% nature / +11% darkness Changes resistances penetration: +28% physical Changes damage: +24% lightning / +34% physical Reduced damage from: +33% Summoned Critical mult.: +21.00% Trap disarming bonus: +40 Stealth bonus: +32 Physical save: +48 (+6 eff.) Spell save: +13 (+3 eff.) Mental save: +9 (+1 eff.) Mana each turn: +0.08 Equilibrium when hit: +0.16 Maximum life: +65.00 Mental crit. chance: +24% Infravision radius: +10 Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +30% Size category: +2 A belt that goes around your waist. |
Cloak | Ragiran the Starpulverizer (27 def, 8 armour) Ragiran the Starpulverizer (27 def, 8 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +42 (+4 eff.) Armour penetration: +16 Physical crit. chance: +4.0% Physical power: +4 (+0 eff.) Armour: +8 Defense: +27 (+4 eff.) Fatigue: -13% Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 8 light Changes stats: +10 Str / +8 Dex / +16 Cun / +10 Con Changes resistances: +32% light / +25% blight / +38% fire / +14% nature / +19% darkness Changes resistances penetration: +14% darkness / +10% blight Changes damage: +6% blight / +12% darkness / +3% mind Grants telepathy: Demon/Minor Demon/Major Critical mult.: +5.00% Stealth bonus: +36 Physical save: +49 (+6 eff.) Spell save: +19 (+4 eff.) Mental save: +38 (+5 eff.) Life regen: +2.20 Psi when hit: +0.12 Only die when reaching: -100.00 life Maximum life: +304.00 Maximum stamina: +25.00 Mental crit. chance: +1% Healing mod.: +18% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Lightningmight the stralite mail armour (16 def, 76 armour) Lightningmight the stralite mail armour (16 def, 76 armour)Requires: - Strength 38 - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +76 Defense: +16 (+3 eff.) Fatigue: -8% Effects on melee hit: * 45% chance to daze Damage when hit (Melee): 16 acid / 8 blight Changes stats: +14 Str / +8 Wil / +11 Cun / +6 Con Changes resistances: +6% acid / +13% physical / +18% darkness / +9% blight / +26% cold / +9% lightning Changes resistances penetration: +10% blight Changes damage: +6% blight Physical save: +37 (+5 eff.) Mental save: +44 (+6 eff.) Maximum life: +130.00 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 65 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
Inventory
Primal Infusion (affinity 10%; cure magical, physical, mental) Primal Infusion (affinity 10%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 10% for 6 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion.. This wild infusion has evolved. |
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and poison effect. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Blood of Life Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
shielding rune of the psychic (absorb 1019 for 3 turns) shielding rune of the psychic (absorb 1019 for 3 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 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 1019 damage for 3 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the sneak (absorb 1234 for 6 turns) shielding rune of the sneak (absorb 1234 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1234 damage for 6 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Angolwen Academy Training Token Angolwen Academy Training TokenPowered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
Adukira the Ashfear Adukira the AshfearInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +8 Physical crit. chance: +6.0% Fatigue: -8% Effects on melee hit: * 30% chance to corrode armour * 20% chance to disease Damage when hit (Melee): 8 blight Changes stats: +9 Str / +18 Dex / +14 Wil / +24 Cun / +14 Con Changes resistances: +26% mind / +9% fire Changes resistances penetration: +5% acid / +35% fire / +10% light / +5% blight Critical mult.: +18.00% Mental save: +10 (+1 eff.) Blindness immunity: +96% Confusion immunity: +66% Life regen: +1.30 Stamina each turn: +1.20 Mindpower: +13 (+2 eff.) Light radius: +2 Infravision radius: +23 Sight radius: +6 See invisible: +35 Movement speed: +10% Amulets can have magical properties. |
Choker of Dread Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+0 eff.) Blindness immunity: +100% Spellpower: +5 (+0 eff.) See invisible: +10 It can be used to summon an elder vampire to your side for 15 turns, costing 54 power out of 60/60. The evilness of undeath radiates from this amulet. |
Gleamwind GleamwindPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +8 Physical crit. chance: +6.0% Armour: +7 Defense: +10 (+2 eff.) Fatigue: -9% Effects on melee hit: * 30% chance to blind Damage (Melee): 13 light / 13 darkness Effects when hit in melee: * 13% chance to blind * 13% chance to inflict damage reduction Damage when hit (Melee): 8 arcane Changes stats: +9 Dex / +9 Cun / +8 Con Changes resistances: +13% physical / +6% light / +5% arcane Changes resistances cap: +6% all Changes resistances penetration: +5% arcane Changes damage: +13% light / +13% blight / +13% fire / +12% arcane / +13% darkness Critical mult.: +36.00% Physical save: +40 (+5 eff.) Spell save: +22 (+4 eff.) Mental save: +22 (+3 eff.) Life regen: +1.30 Stamina each turn: +2.30 Spellpower: +13 (+1 eff.) Light radius: +3 Movement speed: +10% Amulets can have magical properties. |
Tarruyarak TarruyarakInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +19 (+2 eff.) Armour penetration: +7 Physical crit. chance: +5.0% Physical power: +16 (+2 eff.) Defense: +14 (+2 eff.) Fatigue: -16% Effects on melee hit: * 38% chance to disease Changes stats: +8 Str / +21 Dex / +8 Wil / +16 Cun / +20 Con / +14 Lck Changes resistances: +21% temporal / +22% cold / +22% fire Changes resistances penetration: +15% blight / +10% arcane Changes damage: +16% physical Critical mult.: +15.00% Physical save: +14 (+2 eff.) Spell save: +10 (+2 eff.) Cut immunity: +70% Pinning immunity: +38% Knockback immunity: +35% Life regen: +4.10 Stamina each turn: +1.80 Mana each turn: +0.04 Vim when firing critical spell: +4.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum life: +60.00 Spellpower: +4 (+0 eff.) Movement speed: +20% Combat speed: +20% Healing mod.: +21% Reduce all damage from unseen attackers: 16% It can be used to activate talent Heal, placing all other charms into a 32 cooldown : Effective talent level: 3.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 858 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
The Black Core The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Xanitha the Scorpionmarrow Xanitha the ScorpionmarrowPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +13 Defense: +19 (+3 eff.) Fatigue: -9% Damage (Melee): 38 light / 38 darkness Effects when hit in melee: * 39% chance to blind * 39% chance to inflict damage reduction Damage when hit (Melee): 4 nature / 4 mind Changes stats: +5 Str / +13 Dex / +5 Mag / +10 Wil / +12 Cun / +8 Con Changes resistances: +3% nature Changes resistances cap: +12% all Changes damage: +7% physical / +46% light / +8% temporal / +9% mind / +6% nature / +44% darkness Talent mastery: +0.34 Technique / Conditioning Physical save: +44 (+6 eff.) Mental save: +24 (+3 eff.) Confusion immunity: +44% Life regen: +1.30 Stamina each turn: +1.30 Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Mindpower: +24 (+3 eff.) See invisible: +12 Movement speed: +10% Amulets can have magical properties. |
stralite amulet of the eclipse stralite amulet of the eclipsePowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage (Melee): 12 light / 8 darkness Effects when hit in melee: * 10% chance to inflict damage reduction * 9% chance to blind Changes damage: +8% light / +9% darkness Amulets can have magical properties. |
Aerutha the Kindledredge Aerutha the KindledredgeInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Dex / +1 Wil / +1 Cun / +3 Con Changes resistances: +24% acid / +9% light Changes damage: +12% acid Spell save: +13 (+3 eff.) Maximum stamina: +18.00 Rings can have magical properties. |
Erelyndur the Sootlace Erelyndur the SootlaceInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 4 acid Changes stats: +5 Cun / +5 Wil Changes resistances: +3% darkness / +3% acid Changes resistances penetration: +20% darkness Changes damage: +9% darkness Mindpower: +7 (+1 eff.) Rings can have magical properties. |
Flametorrent FlametorrentPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +17 (+2 eff.) Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: -9% Effects on melee hit: * 18% chance to cause random gloom Damage (Melee): 21 bleed Effects on ranged hit: * 18% chance to cause random gloom Damage (Ranged): 21 bleed Damage when hit (Melee): 4 arcane Changes stats: +15 Mag / +16 Wil / +23 Cun / +15 Con Changes resistances: +12% lightning / +32% light / +3% nature Changes resistances penetration: +10% arcane / +5% fire Changes damage: +16% light / +8% all Maximum encumbrance: +36 Spell save: +57 (+10 eff.) Mental save: +31 (+4 eff.) Disarm immunity: +41% Pinning immunity: +44% Stun/Freeze immunity: +15% Knockback immunity: +44% Hate when firing a critical mind attack: +3.00 Maximum life: +44.00 Maximum stamina: +101.00 Maximum hate: +12.00 Spellpower: +42 (+4 eff.) Mindpower: +28 (+3 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 29%. Rings can have magical properties. |
Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+1 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+1 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
psionicist's stralite ring of fire (+34%) psionicist's stralite ring of fire (+34%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +7 Wil Changes resistances: +34% fire Changes damage: +17% fire Mental save: +14 (+2 eff.) Rings can have magical properties. |
stralite ring 'Flareknave' stralite ring 'Flareknave'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 (+1 eff.) Effects on melee hit: * 40% chance to daze Damage when hit (Melee): 4 fire Changes stats: +5 Con Changes resistances: +9% lightning / +6% fire Changes resistances penetration: +10% fire Changes damage: +9% fire / +8% all Spell save: +16 (+3 eff.) Mental save: +11 (+2 eff.) Disarm immunity: +35% Confusion immunity: +44% Pinning immunity: +43% Knockback immunity: +39% Life regen: +1.40 Maximum life: +98.00 Maximum stamina: +22.00 Spellpower: +13 (+1 eff.) Mindpower: +17 (+2 eff.) Healing mod.: +26% Rings can have magical properties. |
stralite ring 'Noonlace' stralite ring 'Noonlace'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +15 (+1 eff.) Armour penetration: +13 Physical power: +13 (+1 eff.) Defense: +15 (+2 eff.) Effects on melee hit: * 43% chance to blind Changes stats: +2 Dex / +7 Mag / +7 Wil / +17 Cun / +2 Con Changes resistances: +22% acid / +26% fire / +26% lightning / +22% cold Changes damage: +6% temporal Silence immunity: +44% Stun/Freeze immunity: +44% Life regen: +4.00 Mana each turn: +0.25 Spellpower: +26 (+3 eff.) Mindpower: +25 (+3 eff.) Light radius: +3 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. Rings can have magical properties. |
warrior's steel ring warrior's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Changes stats: +2 Str Rings can have magical properties. |
Blazewrecker the voratun battleaxe (89.5-134.25 power, 4 apr) Blazewrecker the voratun battleaxe (89.5-134.25 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 4.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 89.5 - 134.3 Uses stat: 120% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom * 20% chance to torment the target * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Melee): +168 insidious poison Burst (radius 2) on crit: +12 fire When wielded/worn: Accuracy: +21 (+2 eff.) Armour penetration: +21 Physical crit. chance: +61.0% Changes stats: +9 Str Changes resistances: +3% temporal / +3% mind / +3% light Changes resistances penetration: +20% temporal / +21% darkness / +17% fire / +51% mind / +5% light Changes damage: +21% physical Critical mult.: +28.00% Stamina when hit: +4.00 Light radius: +2 Global speed: +8% * Grants [Heavy Strike] Talent Massive two-handed battleaxes. |
Silent Blade (25-32.5 power, 10 apr) Silent Blade (25-32.5 power, 10 apr)Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stat: 90% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 100% When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 silence When wielded/worn: Accuracy: +10 (+1 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Spelldrinker (27-35.1 power, 8 apr) Spelldrinker (27-35.1 power, 8 apr)Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 27.0 - 35.1 Uses stats: 5% Mag, 100% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +8 Physical crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+2 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. This item has been sent to the Item's Vault. |
Corruptionbright the elven-wood greatclub (69.5-104.25 power, 3 apr) Corruptionbright the elven-wood greatclub (69.5-104.25 power, 3 apr)Requires: - Strength 35 Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatclub ; tier 4 It must be held with both hands. Base power: 69.5 - 104.3 Uses stat: 120% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 42% chance to cause random gloom * 25% chance to put talents on cooldown On weapon crit: * wounds the target Damage (Melee): +16 bleed / +15 physical Burst (radius 2) on crit: +4 mind When wielded/worn: Physical crit. chance: +15.0% Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 12 nature / 4 fire Changes stats: +6 Cun Changes resistances: +16% acid / +16% physical / +15% nature / +9% fire Changes damage: +3% fire / +35% physical Critical mult.: +14.00% Physical save: +8 (+1 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+1 eff.) Life regen: +2.00 Equilibrium when hit: +3.00 Maximum life: +51.00 Mental crit. chance: +16% Infravision radius: +4 Massive two-handed clubs. |
creative elm greatclub (16-24 power, 1 apr) creative elm greatclub (16-24 power, 1 apr)Requires: - Strength 11 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatclub ; tier 1 It must be held with both hands. Base power: 16.0 - 24.0 Uses stat: 120% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun Critical mult.: +9.00% Massive two-handed clubs. |
Goreknight (85.5-128.25 power, 4 apr) Goreknight (85.5-128.25 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 85.5 - 128.3 Uses stat: 120% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * Slows global speed by 20% * 45% chance to daze On weapon crit: * cripple the target Burst (radius 2) on crit: +4 physical When wielded/worn: Accuracy: +13 (+1 eff.) Armour penetration: +17 Physical crit. chance: +20.0% Changes stats: +15 Str / +5 Dex / +6 Mag / +6 Wil / +5 Cun / +6 Con Changes resistances: +13% all Changes resistances penetration: +21% lightning / +20% physical / +21% nature Changes damage: +37% physical Critical mult.: +6.00% Reduces incoming crit damage: 15.00% Maximum encumbrance: +30 Stamina when hit: +3.00 Maximum stamina: +10.00 * Grants [Sweeping Blows] Talent Massive two-handed mauls. |
Naturespire the stralite greatmaul (99.5-149.25 power, 3 apr) Naturespire the stralite greatmaul (99.5-149.25 power, 3 apr)Requires: - Strength 35 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 6.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 99.5 - 149.3 Uses stat: 120% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 35% chance to corrode armour * Slows global speed by 20% * 41% chance to daze * 20% chance to torment the target On weapon crit: * splashes the target with acid Damage (Melee): +24 acid / +17 mind Burst (radius 1) on hit: +8 nature When wielded/worn: Accuracy: +19 (+2 eff.) Armour penetration: +35 Physical crit. chance: +17.0% Defense: +19 (+3 eff.) Effects on melee hit: * Slows global speed by 15% Changes stats: +6 Str / +6 Dex / +6 Mag / +6 Wil / +6 Cun / +6 Con Changes resistances: +3% darkness / +4% physical Changes resistances penetration: +14% lightning / +19% physical / +19% darkness / +16% mind / +17% acid Changes damage: +16% physical Critical mult.: +24.00% Blindness immunity: +30% Disease immunity: +5% Disarm immunity: +62% Teleport immunity: +5% Life regen: +3.00 Only die when reaching: -40.00 life * Grants [Heavy Strike] Talent 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. |
flaming steel greatmaul (27-40.5 power, 2 apr) flaming steel greatmaul (27-40.5 power, 2 apr)Requires: - Strength 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 27.0 - 40.5 Uses stat: 120% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% Burst (radius 1) on hit: +7 fire Massive two-handed mauls. |
shadowy voratun greatmaul shadowy voratun greatmaulRequires: - 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. |
Arcpeal (63-100.8 power, 18 apr) Arcpeal (63-100.8 power, 18 apr)Requires: - Strength 35 Powered by arcane forces Infused by nature Crafted by a master 6.00 Encumbrance. [Unique] Type: weapon / greatspear ; tier 4 It must be held with both hands. Base power: 63.0 - 100.8 Uses stat: 120% Wil Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% dam / acc Accuracy bonus: +0.5% APR / acc Armour Penetration: +18 Physical crit. chance: +4.5% Attack speed: 83% On weapon hit: * 21% chance to inflict damage reduction * 20% chance to curse the target Damage (Melee): +8 lightning / +63 % trip chance Burst (radius 1) on hit: +8 lightning Burst (radius 2) on crit: +50 ice / +4 arcane / +12 lightning Thrust Range: 2 When wielded/worn: Accuracy: +16 (+1 eff.) Physical power: +11 (+1 eff.) Armour: +31 Effects on melee hit: * 15% chance to daze Damage when hit (Melee): 4 lightning Changes stats: +8 Str Changes resistances: +5% arcane Changes resistances penetration: +32% cold Changes damage: +6% lightning / +16% physical Stamina when hit: +3.00 * Grants [Heavy Strike] Talent A heavy spear. |
Kilnmire the stralite greatspear (50-80 power, 8 apr) Kilnmire the stralite greatspear (50-80 power, 8 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatspear ; tier 4 It must be held with both hands. Base power: 50.0 - 80.0 Uses stat: 120% Wil Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.8% crit.pwr / acc Accuracy bonus: +0.5% APR / acc Armour Penetration: +8 Physical crit. chance: +7.5% Attack speed: 83% Damage (Melee): +20 fire Burst (radius 2) on crit: +14 light / +18 lightning Damage conversion: 45% light / 41% lightning Thrust Range: 3 When wielded/worn: Changes resistances penetration: +21% light / +14% lightning Changes damage: +16% light / +21% lightning Mental save: +18 (+3 eff.) Hate when firing a critical mind attack: +2.00 A heavy spear. |
Korotir the Jetwend (61.5-98.4 power, 8 apr) Korotir the Jetwend (61.5-98.4 power, 8 apr)Requires: - Strength 35 Powered by arcane forces 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: 61.5 - 98.4 Uses stat: 120% Wil Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +8 Physical crit. chance: +4.5% Attack speed: 91% On weapon hit: * 18% chance to inflict damage reduction * 25% chance to put talents on cooldown * 20% chance to curse the target Burst (radius 1) on hit: +21 fire Thrust Range: 2 When wielded/worn: Accuracy: +16 (+1 eff.) Armour penetration: +16 Physical crit. chance: +16.0% Changes stats: +2 Cun / +8 Dex Changes resistances: +9% darkness Changes resistances penetration: +5% blight Critical mult.: +22.00% Mental save: +27 (+4 eff.) Spell crit. chance: +3% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% A heavy spear. |
acidic steel greatspear of sweeping (21.5-34.4 power, 5 apr) acidic steel greatspear of sweeping (21.5-34.4 power, 5 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatspear ; tier 2 It must be held with both hands. Base power: 21.5 - 34.4 Uses stat: 120% Wil Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +3.0% Attack speed: 83% On weapon crit: * splashes the target with acid Damage (Melee): +6 acid Thrust Range: 2 * Grants [Sweeping Blows] Talent A heavy spear. |
heavy dwarven-steel greatspear of projection (39-62.4 power, 6 apr) heavy dwarven-steel greatspear of projection (39-62.4 power, 6 apr)Requires: - Strength 24 Crafted by a master Infused by psionic forces 6.00 Encumbrance. Type: weapon / greatspear ; tier 3 It must be held with both hands. Base power: 39.0 - 62.4 Uses stat: 120% Wil Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +3.5% Attack speed: 83% Damage (Melee): +10 mind Thrust Range: 2 * Grants [Heavy Strike] Talent 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. |
Corpsebreak the voratun greatsword (85-136 power, 4 apr) Corpsebreak the voratun greatsword (85-136 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 85.0 - 136.0 Uses stat: 120% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +166 insidious poison Burst (radius 1) on hit: +4 nature / +4 lightning When wielded/worn: Physical crit. chance: +42.0% Effects on melee hit: * Slows global speed by 15% Changes resistances: +9% mind / +6% nature / +28% all Changes resistances penetration: +38% nature / +15% lightning Changes damage: +6% nature Massive two-handed swords. |
iron greatsword of erosion (18.5-29.6 power, 1 apr) iron greatsword of erosion (18.5-29.6 power, 1 apr)Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 18.5 - 29.6 Uses stat: 120% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +9 nature / +7 temporal Massive two-handed swords. |
manaburning iron greatsword (16-25.6 power, 1 apr) manaburning iron greatsword (16-25.6 power, 1 apr)Requires: - Strength 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 16.0 - 25.6 Uses stat: 120% Wil 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: * 14 arcane resource burn Massive two-handed swords. |
Xanyrema the yew longbow Xanyrema the yew longbowRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +9 When this weapon hits: Shoot (10% chance level 1). On weapon hit: * 40% chance to gain 10% of a turn * 40% chance to cause random gloom Travel speed: +200% When wielded/worn: Accuracy: +22 (+2 eff.) Physical crit. chance: +8.0% Physical power: +11 (+1 eff.) Ammo reloads per turn: +8 Changes stats: +5 Str / +6 Dex / +10 Mag / +2 Wil Changes resistances penetration: +16% temporal / +10% arcane / +70% physical Changes damage: +9% blight / +16% temporal / +38% physical Talent mastery: +0.40 Chronomancy / Bow Threading Talents cooldown: Volley of Arrows (-2 turns) Steady Shot (-2 turns) Pinning Shot (-1 turn) Critical mult.: +15.00% Mental save: +6 (+1 eff.) Mana each turn: +0.08 Spellpower: +4 (+0 eff.) Spell crit. chance: +1% Damage Shield penetration: +65% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Longbows are used to shoot arrows at your foes. |
Corpathus (40-56 power, 12 apr) Corpathus (40-56 power, 12 apr)Requires: - Strength 40 Crafted by a master Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stat: 100% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Physical crit. chance: +4.0% Attack speed: 100% On weapon crit: * grows in power On weapon kill: * grows dramatically in power Damage (Melee): +18 draining blight When wielded/worn: Changes damage: +5% blight Critical mult.: +0.00% Cut immunity: -25% Maximum vim: +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
Duskguile the pulsing mindstar (13-14.3 power, 36 apr, nature damage) Duskguile the pulsing mindstar (13-14.3 power, 36 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. This natural venom should be returned to the wyrm. 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: +36 Physical crit. chance: +14.5% Attack speed: 100% Damage (Melee): +16 temporal / +13 nature slow Damage against: +17% Undead / +14% Animal When wielded/worn: Physical crit. chance: +2.0% Damage (Melee): 13 nature Damage when hit (Melee): 17 acid / 5 mind / 9 darkness Changes stats: +2 Con Changes resistances: +11% blight / +12% acid / +25% darkness / +11% nature Changes resistances penetration: +17% acid Changes damage: +14% acid / +8% temporal / +8% darkness / +8% nature / +6% mind Life regen: +1.50 Stamina when hit: +2.10 Maximum life: +30.00 Maximum stamina: +15.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Infravision radius: +3 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. |
Eilinudheda the living mindstar (17-18.7 power, 40 apr, nature damage) Eilinudheda the living mindstar (17-18.7 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar hates not to be wrathful. This honing mindstar will focus other psionic mindstars. The natural wyrm seeks an element. Base power: 17.0 - 18.7 Uses stats: 50% Wil, 30% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% Damage against: +50% Undead When wielded/worn: Damage when hit (Melee): 9 lightning / 6 physical / 8 cold / 9 acid / 6 fire Changes stats: +3 Mag / +3 Wil / +4 Cun Changes resistances: +8% lightning / +19% physical / +46% darkness / +10% cold / +25% blight / +8% fire / +23% nature / +10% acid Changes resistances penetration: +14% darkness / +10% physical / +10% arcane / +14% mind Changes damage: +10% physical / +23% mind / +25% darkness Critical mult.: +15.00% Spell save: +16 (+3 eff.) Life regen: +2.00 Mana each turn: +0.12 Stamina when hit: +2.90 Maximum life: +49.00 Spell crit. chance: +2% Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Shockblast the pulsing mindstar (14-15.4 power, 32 apr, mind damage) Shockblast the pulsing mindstar (14-15.4 power, 32 apr, mind 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. This natural mindstar calls for a summoner. This natural mindstar summons a caller. This natural frost should be returned to the wyrm. Base power: 14.0 - 15.4 Uses stats: 45% Wil, 25% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% On weapon crit: * wounds the target Damage (Melee): +12 blight / +13 bleed Damage against: +25% Undead When wielded/worn: Physical crit. chance: +13.0% Armour: +9 Effects on melee hit: * 45% chance to daze * 20% chance to disease Damage when hit (Melee): 17 ice Changes stats: +1 Str / +3 Mag / +6 Wil Changes resistances: +13% blight / +17% cold / +22% darkness / +13% nature Changes resistances penetration: +9% acid / +26% cold / +9% physical / +6% fire Changes damage: +13% acid / +26% physical / +13% fire / +9% lightning / +30% cold Physical save: +7 (+1 eff.) Stamina when hit: +1.40 Mindpower: +28 (+3 eff.) Mental crit. chance: +22% Infravision radius: +3 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. |
horrifying vined mindstar (5.5-6.05 power, 18 apr, nature damage) horrifying vined mindstar (5.5-6.05 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 35% Wil, 15% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 4 mind / 3 darkness Changes damage: +2% mind / +3% darkness Mindpower: +4 (+0 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
living mindstar 'Pyresmasher' (16.5-18.15 power, 40 apr, mind damage) living mindstar 'Pyresmasher' (16.5-18.15 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: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% On weapon crit: * wounds the target Damage (Melee): +4 fire / +9 bleed Burst (radius 1) on hit: +8 fire When wielded/worn: Physical crit. chance: +8.0% Effects on melee hit: * 30% chance to gain 10% of a turn Changes damage: +3% temporal / +12% physical Physical save: +7 (+1 eff.) Spell save: +7 (+1 eff.) Mental save: +7 (+1 eff.) Equilibrium when hit: +1.40 Mindpower: +19 (+2 eff.) Mental crit. chance: +14% Infravision radius: +1 See invisible: +6 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. |
mossy mindstar (3-3.3 power, 12 apr, nature damage) mossy mindstar (3-3.3 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 Uses stats: 30% Wil, 10% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar (2.5-2.75 power, 12 apr, mind damage) mossy mindstar (2.5-2.75 power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Salenn the stralite ritual blade (17-22.1 power, 9 apr) Salenn the stralite ritual blade (17-22.1 power, 9 apr)Requires: - Magic 28 - Dexterity 28 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / ritual blade ; tier 4 Base power: 17.0 - 22.1 Uses stats: 45% Cun, 45% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% On weapon crit: * curse the target reducing their resistances by a third of your spellpower, for 4 turns * ignites the target, causing fire damage equal to your spellpower per turn for 4 turns * pacifies the target for 4 turns, giving them a chance equal to your spellpower in percent of becoming dazed each turn Damage conversion: 21% lightning / 17% fire / 15% blinding physical / 21% blight When wielded/worn: Armour penetration: +20 Physical crit. chance: +21.0% Changes stats: +4 Mag / +4 Wil Changes resistances: +12% lightning / +9% fire / +9% mind Changes resistances penetration: +12% fire / +15% light / +15% arcane Changes damage: +15% lightning / +15% fire / +15% physical / +15% blight Critical mult.: +27.00% Reduces incoming crit damage: 15.00% Spell save: +12 (+2 eff.) Disease immunity: +10% Cut immunity: +5% Disarm immunity: +10% Knockback immunity: +15% Teleport immunity: +5% Mana each turn: +0.20 Maximum mana: +120.00 Spellpower: +8 (+1 eff.) Spell crit. chance: +8% Light radius: +2 Infravision radius: -2 Talent on hit(spell): Flame (30% chance level 12). Sharp, short and deadly. |
stralite ritual blade 'Belinne' (18.5-24.05 power, 9 apr) stralite ritual blade 'Belinne' (18.5-24.05 power, 9 apr)Requires: - Magic 28 - Dexterity 28 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / ritual blade ; tier 4 Base power: 18.5 - 24.1 Uses stats: 45% Cun, 45% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% On weapon crit: * martyrs the target causing them to take your spellpower percent of any damage they do, for 4 turns * wounds the target * blinds the target for 4 turns * curse the target reducing their resistances by a third of your spellpower, for 4 turns Damage conversion: 21% lightning / 19% temporal / 21% darkness When wielded/worn: Physical crit. chance: +10.0% Physical power: +11 (+1 eff.) Damage when hit (Melee): 4 acid Changes stats: +4 Mag / +4 Wil / +1 Cun / +3 Con Changes resistances: +9% cold / +6% arcane / +10% temporal Changes resistances penetration: +10% acid / +13% physical / +15% arcane / +15% temporal Changes damage: +13% lightning / +15% temporal / +15% darkness / +6% arcane / +9% acid Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 5.00% Mana each turn: +0.51 Maximum mana: +108.00 Spellpower: +19 (+2 eff.) Spell crit. chance: +8% Light radius: -1 Infravision radius: +1 Defense after a teleport: +23 Resist all after a teleport: +17% New effects duration reduction after a teleport: +31% Talent on hit(spell): Turn Back the Clock (30% chance level 12). It can be used to channel mana (increasing mana regen by 500% for ten turns), putting all charms on cooldown for 27 turns. Sharp, short and deadly. |
voratun spear 'Thunderweeper' (43-60.2 power, 10 apr) voratun spear 'Thunderweeper' (43-60.2 power, 10 apr)Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / spear ; tier 5 Base power: 43.0 - 60.2 Uses stat: 100% Wil Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +5.0% Attack speed: 83% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +8 lightning / +12 mind / +20 nature Burst (radius 1) on hit: +4 lightning Burst (radius 2) on crit: +22 ice / +8 light Thrust Range: 2 When wielded/worn: Armour: +12 Changes stats: +2 Mag Changes resistances penetration: +10% light / +15% cold 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 spear. This item has been sent to the Item's Vault. |
balanced iron swordbreaker of denial (4.5-5.85 power, 2 apr) balanced iron swordbreaker of denial (4.5-5.85 power, 2 apr)Requires: - Dexterity 11 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / swordbreaker ; tier 1 Base power: 4.5 - 5.9 Uses stat: 90% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +1.0% disarm chance / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% When wielded/worn: Accuracy: +4 (+0 eff.) Defense: +6 (+1 eff.) Reduce damage by fixed amount: +2 all A small blade with many notches along its edge. |
Dimveil the orichalcum trident (100-160 power, 16 apr) Dimveil the orichalcum trident (100-160 power, 16 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 100.0 - 160.0 Uses stat: 120% Wil Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 47% chance to inflict damage reduction * Random elemental explosion * 20% chance to curse the target On weapon crit: * splashes the target with acid * cripple the target Damage Shield penetration (this weapon only): +40% Damage (Melee): +28 acid / +28 temporal / +12 blight / +28 nature Burst (radius 1) on hit: +28 fire When wielded/worn: Accuracy: +87 (+8 eff.) Armour penetration: +63 Physical crit. chance: +84.0% Damage when hit (Melee): 4 arcane / 8 darkness Changes stats: +37 Str / +5 Con Changes resistances penetration: +24% acid / +21% physical / +20% cold / +24% fire / +20% lightning Changes damage: +107% physical Critical mult.: +51.00% Physical save: +30 (+4 eff.) Stamina when hit: +16.00 Healing mod.: +25% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Hydra's Bite (56-61.6 power, 7 apr) Hydra's Bite (56-61.6 power, 7 apr)Requires: - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 4 It must be held with both hands. Base power: 56.0 - 61.6 Uses stat: 110% Wil Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.5% turn loss / acc Armour Penetration: +7 Physical crit. chance: +14.0% Attack speed: 125% When this weapon hits: Lightning Breath (10% chance level 1). When this weapon hits: Poison Breath (10% chance level 1). When this weapon hits: Acid Breath (10% chance level 1). On weapon hit: * hit up to two adjacent enemies When wielded/worn: Changes damage: +12% acid / +12% nature / +12% lightning This three-headed stralite flail strikes with the power of a hydra. With each attack it lashes out, hitting everyone around you. |
Arcbearer the hardened leather belt Arcbearer the hardened leather beltPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +16.0% Physical power: +5 (+0 eff.) Armour: +11 Defense: +11 (+2 eff.) Fatigue: -7% Damage when hit (Melee): 8 lightning / 4 blight Changes stats: +10 Dex / +10 Cun / +8 Lck Changes resistances penetration: +20% blight Grants telepathy: Demon/Minor Demon/Major Critical mult.: +10.00% Trap disarming bonus: +20 Stealth bonus: +11 Maximum encumbrance: +37 Physical save: +40 (+5 eff.) Maximum hate: +6.00 Mindpower: +23 (+3 eff.) Mental crit. chance: +13% Infravision radius: +5 A belt that goes around your waist. |
Chargeobsidian ChargeobsidianPowered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Armour penetration: +3 Physical crit. chance: +15.0% Physical power: +26 (+3 eff.) Fatigue: -8% Damage when hit (Melee): 8 lightning Changes stats: +5 Str / +10 Dex / +9 Mag / +5 Wil / +10 Cun / +5 Con / +8 Lck Changes resistances: +6% nature / +1% physical / +8% light / +11% darkness Changes resistances penetration: +14% physical Changes damage: +6% lightning / +14% physical Critical mult.: +14.00% Trap disarming bonus: +20 Stealth bonus: +10 Maximum encumbrance: +44 Physical save: +11 (+1 eff.) Spell save: +11 (+2 eff.) Mental save: +11 (+2 eff.) Pinning immunity: +30% Mana each turn: +0.39 Maximum mana: +38.00 Maximum stamina: +5.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +5% Mental crit. chance: +11% Infravision radius: +5 Healing mod.: +15% Size category: +2 A belt that goes around your waist. |
Ivavea the Magmastun Ivavea the MagmastunInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +11.0% Physical power: +11 (+1 eff.) Armour: +21 Defense: +30 (+5 eff.) Ranged Defense: +8 (+1 eff.) Damage when hit (Melee): 4 fire Changes stats: +5 Str / +8 Dex / +6 Wil / +5 Cun / +13 Con Changes resistances: +16% acid / +6% darkness / +16% fire / +25% cold / +16% lightning Changes resistances penetration: +26% physical Changes damage: +18% fire / +34% physical Physical save: +60 (+8 eff.) Spell save: +3 (+1 eff.) Mental save: +41 (+6 eff.) Stun/Freeze immunity: +10% Maximum life: +82.00 Mindpower: +22 (+3 eff.) Mental crit. chance: +11% Size category: +1 A belt that goes around your waist. |
Porida PoridaPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Armour penetration: +5 Fatigue: -6% Changes stats: +2 Str / +5 Dex / +5 Cun / +8 Lck Changes resistances: +6% blight / +11% fire / +10% cold Changes resistances penetration: +5% blight Changes damage: +6% blight Reduced damage from: +60% Summoned Trap disarming bonus: +20 Stealth bonus: +9 Maximum encumbrance: +35 Physical save: +36 (+5 eff.) Mindpower: +6 (+1 eff.) Infravision radius: +5 A belt that goes around your waist. |
Velywyn the Morningclamor Velywyn the MorningclamorPowered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+0 eff.) Armour: +11 Defense: +11 (+2 eff.) Fatigue: -7% Damage when hit (Melee): 8 blight Changes stats: +5 Dex / +5 Mag / +5 Wil / +5 Cun / +8 Lck Changes resistances: +8% acid / +9% temporal / +19% cold / +18% fire / +8% lightning Changes damage: +6% arcane Critical mult.: +11.00% Trap disarming bonus: +19 Stealth bonus: +10 Maximum encumbrance: +44 Physical save: +18 (+2 eff.) Spell save: +20 (+4 eff.) Maximum mana: +60.00 Maximum vim: +20.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +5% Light radius: +2 Infravision radius: +5 A belt that goes around your waist. |
grounding rough leather belt of burglary grounding rough leather belt of burglaryInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Dex / +4 Cun / +6 Lck Changes resistances: +6% lightning / +6% temporal Trap disarming bonus: +10 Stealth bonus: +6 Infravision radius: +4 A belt that goes around your waist. |
hardened leather belt of recklessness hardened leather belt of recklessnessCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+0 eff.) Critical mult.: +8.00% A belt that goes around your waist. |
rough leather belt of transcendence rough leather belt of transcendenceInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical save: +6 (+1 eff.) Mindpower: +2 (+0 eff.) A belt that goes around your waist. |
Arcwisp (13 def, 0 armour) Arcwisp (13 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +8 Defense: +13 (+2 eff.) Effects on melee hit: * 15% chance to daze * 15% chance to corrode armour Damage when hit (Melee): 4 lightning Changes stats: +1 Str / +7 Dex / +19 Mag / +17 Wil / +8 Cun Changes resistances: +59% darkness / +42% temporal Changes resistances penetration: +11% arcane / +13% darkness Changes damage: +21% acid / +11% arcane / +17% darkness Critical mult.: +22.00% Stealth bonus: +17 Physical save: +11 (+1 eff.) Spell save: +20 (+4 eff.) Maximum mana: +195.00 Spellpower: +8 (+1 eff.) Spell crit. chance: +5% See invisible: +9 Defense after a teleport: +42 Resist all after a teleport: +24% New effects duration reduction after a teleport: +42% 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. |
Bregigar the Bolttaint (22 def, 0 armour) Bregigar the Bolttaint (22 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +14 (+1 eff.) Armour penetration: +8 Defense: +22 (+4 eff.) Effects on melee hit: * 30% chance to corrode armour * 30% chance to daze Damage when hit (Melee): 8 acid Changes stats: +15 Str / +11 Dex / +19 Mag / +18 Wil / +7 Cun / +20 Con Changes resistances penetration: +10% physical Changes damage: +3% lightning Talent mastery: +0.40 Technique / Combat training Physical save: +63 (+8 eff.) Spell save: -8 (-2 eff.) Stamina each turn: +1.30 Mana each turn: -0.40 Maximum life: +127.00 Maximum mana: +64.00 Spell crit. chance: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Geressra the cashmere cloak (13 def, 4 armour) Geressra the cashmere cloak (13 def, 4 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +38 (+3 eff.) Armour penetration: +10 Physical power: +4 (+0 eff.) Armour: +4 Defense: +13 (+2 eff.) Fatigue: -7% Changes stats: +3 Cun / +5 Dex Changes resistances: +8% acid / +8% fire / +6% mind / +16% blight / +8% cold / +16% nature / +8% lightning Critical mult.: +21.00% Stealth bonus: +11 Physical save: +22 (+3 eff.) Mental save: +11 (+2 eff.) Silence immunity: +30% Disarm immunity: +10% Life regen: +2.20 Only die when reaching: -50.00 life Maximum life: +82.00 Maximum stamina: +22.00 Healing mod.: +42% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Stormwild (10 def, 10 armour) Stormwild (10 def, 10 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour penetration: +4 Physical crit. chance: +2.0% Physical power: +2 (+0 eff.) Armour: +10 Defense: +10 (+2 eff.) Changes stats: +2 Str / +4 Dex / +8 Mag / +7 Wil / +3 Cun / +2 Con Changes resistances: +19% light / +18% fire / +15% blight / +17% cold / +16% nature / +19% darkness Changes resistances penetration: +14% darkness / +5% lightning Changes damage: +15% darkness / +9% physical Stealth bonus: +26 Life regen: +2.20 Stamina each turn: +0.40 Maximum life: +30.00 Spell crit. chance: +5% Healing mod.: +22% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak (1 def, 0 armour) linen cloak (1 def, 0 armour)2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Arcvein' (1 def, 0 armour) linen cloak 'Arcvein' (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * Slows global speed by 15% * 30% chance to daze Changes stats: +3 Wil Changes resistances: +3% lightning Changes resistances penetration: +10% lightning Changes damage: +6% nature Mental save: +6 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick cashmere cloak of the Shaloren (2 def, 8 armour) thick cashmere cloak of the Shaloren (2 def, 8 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +2 (+0 eff.) Changes stats: +1 Mag / +2 Wil Changes resistances: +15% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Hytir the Blastreek (95 def, 3 armour) Hytir the Blastreek (95 def, 3 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour penetration: +34 Physical crit. chance: +18.0% Physical power: +36 (+4 eff.) Armour: +3 Defense: +95 (+14 eff.) Changes stats: +8 Str / +4 Dex / +8 Mag / +39 Wil / +17 Cun / +5 Con Changes resistances: +13% lightning / +40% cold / +3% blight / +27% acid Changes damage: +20% lightning / +13% physical / +18% acid / +33% cold Critical mult.: +32.00% Reduces incoming crit damage: 5.00% Physical save: +95 (+12 eff.) Mental save: +86 (+12 eff.) Hate when firing a critical mind attack: +10.00 Psi when firing a critical mind attack: +8.00 See invisible: +6 Combat speed: +20% Healing mod.: +44% Chance to avoid any damage: +22% It can be used to activate talent Shattering Shout, placing all other charms into a 32 cooldown : Effective talent level: 5.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 1852.42 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe (2 def, 0 armour) linen robe (2 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe 'Shadowdredge' (78 def, 0 armour) silk robe 'Shadowdredge' (78 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: +78 (+12 eff.) Effects on melee hit: * 15% chance to inflict damage reduction Changes stats: +16 Str / +14 Mag / +39 Wil / +3 Cun Changes resistances: +53% lightning / +18% physical / +26% darkness / +53% blight / +26% cold / +26% mind Changes resistances penetration: +22% darkness / +17% physical Changes damage: +52% lightning / +57% physical / +13% darkness / +36% blight / +34% cold / +15% mind Grants telepathy: Dragon Physical save: +18 (+2 eff.) Spell save: +18 (+4 eff.) Mental save: +124 (+18 eff.) Life regen: +5.10 Mana each turn: +0.34 Maximum life: +88.00 Maximum mana: +88.00 Maximum hate: +12.00 Spellpower: +27 (+3 eff.) Spell crit. chance: +13% Mindpower: +9 (+1 eff.) Mental crit. chance: +9% Healing mod.: +77% Heals friendly targets nearby when you use a nature summon: +20 Chance to avoid any damage: +22% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Daimyrand the Glowenvy (0 def, 4 armour) Daimyrand the Glowenvy (0 def, 4 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 3 When wielded/worn: Armour penetration: +8 Physical crit. chance: +5.0% Physical power: +5 (+0 eff.) Armour: +4 Fatigue: +3% Effects on melee hit: * 41% chance to blind Changes stats: +1 Wil Changes resistances: +21% temporal / +21% darkness / +3% light Changes resistances penetration: +10% light / +14% temporal / +10% mind / +15% darkness Changes damage: +6% mind Critical mult.: +5.00% Physical save: +9 (+1 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+1 eff.) Equilibrium when hit: +0.08 Maximum psi: +20.00 Spellpower: +5 (+0 eff.) Movement speed: +20% Defense after a teleport: +19 Resist all after a teleport: +16% New effects duration reduction after a teleport: +21% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Mayenor (0 def, 11 armour) Mayenor (0 def, 11 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +4 (+0 eff.) Armour penetration: +9 Physical crit. chance: +7.0% Physical power: +5 (+0 eff.) Armour: +11 Fatigue: -5% Effects on melee hit: * 45% chance to corrode armour Changes stats: +4 Str / +12 Mag / +4 Wil / +3 Cun / +9 Con Changes resistances: +4% physical Changes damage: +8% acid / +9% physical / +8% blight Critical mult.: +6.00% Maximum encumbrance: +37 Physical save: +30 (+4 eff.) Mental save: +19 (+3 eff.) Disease immunity: +38% Stamina each turn: +0.90 Maximum life: +10.00 Maximum stamina: +36.00 Spellpower: +6 (+1 eff.) Infravision radius: +3 Movement speed: +60% It can be used to blink to a nearby random location (rad 11), putting all charms on cooldown for 23 turns. A pair of boots made of leather. |
pair of iron boots (0 def, 3 armour) pair of iron boots (0 def, 3 armour)Requires: - Talent Armour Training 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
wanderer's pair of dwarven-steel boots of spellbinding (0 def, 4 armour) wanderer's pair of dwarven-steel boots of spellbinding (0 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Mag / +2 Cun / +3 Con Physical save: +14 (+2 eff.) Spell save: +3 (+1 eff.) Mental save: +15 (+2 eff.) Lowers spell cool-downs by: 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Xanamina (0 def, 2 armour) Xanamina (0 def, 2 armour)Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Physical power: +14 (+1 eff.) Armour: +2 Effects on melee hit: * 32% chance to cause random gloom Damage (Melee): 64 mind / 50 darkness Changes stats: +5 Str / +2 Mag / +2 Wil / +2 Con Changes resistances: +8% mind Changes resistances penetration: +25% mind Changes damage: +8% mind Mental save: +0 (+0 eff.) Life regen: +4.20 Stamina each turn: +0.90 Psi each turn: +0.22 Psi when hit: +0.04 Maximum hate: +2.00 Mindpower: +16 (+2 eff.) When used to modify unarmed attacks: Base power: 22.5 - 24.8 Uses stats: 140% Wil, 80% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Reproach (20% chance level 3). When this weapon hits: Psychic Lobotomy (20% chance level 3). When this weapon hits: Second Wind (10% chance level 1). Burst (radius 2) on crit: +11 mind It can be used to activate talent Ruined Earth, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
alchemist's iron gauntlets of the nighthunter (0 def, 1 armour) alchemist's iron gauntlets of the nighthunter (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +1 Damage (Melee): 4 acid / 4 fire / 3 cold / 4 lightning Changes stats: +3 Mag / +3 Wil / +2 Cun Changes resistances: +6% darkness Infravision radius: +2 When used to modify unarmed attacks: Base power: 12.5 - 17.5 Uses stats: 140% Wil, 80% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +4 Armour Penetration: +3 Physical crit. chance: +6.0% Attack speed: 83% When this weapon crits: Dominate (10% chance level 1). Damage (Melee): +5 ice / +7 darkness / +7 fire / +7 lightning / +5 acid 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 65 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets of magic (+3) (0 def, 1 armour) iron gauntlets of magic (+3) (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Mag Changes damage: +4% arcane When used to modify unarmed attacks: Base power: 9.0 - 12.6 Uses stats: 140% Wil, 80% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.0% Attack speed: 83% Damage (Melee): +4 arcane Burst (radius 2) on crit: +6 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
scouring dwarven-steel gauntlets of the iron hand (0 def, 2 armour) scouring dwarven-steel gauntlets of the iron hand (0 def, 2 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects when hit in melee: * 20% chance to reduce powers by 20% * 21 arcane resource burn Changes stats: +3 Str / +2 Wil / +2 Con Talent mastery: +0.20 Technique / Grappling Spell save: +14 (+3 eff.) Disarm immunity: +32% When used to modify unarmed attacks: Base power: 19.5 - 27.3 Uses stats: 140% Wil, 80% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 83% When this weapon hits: Disarm (10% chance level 3). On weapon hit: * 18% chance to reduce powers by 20% * 20 arcane resource burn Metal gloves protecting the hands up to the middle of the lower arm. |
steady iron gauntlets of strength (+2) (0 def, 1 armour) steady iron gauntlets of strength (+2) (0 def, 1 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+0 eff.) Physical power: +5 (+0 eff.) Armour: +1 Changes stats: +2 Str Physical save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Disarm immunity: +21% When used to modify unarmed attacks: Base power: 15.5 - 21.7 Uses stats: 140% Wil, 80% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +6 Armour Penetration: +3 Physical crit. chance: +2.0% Attack speed: 83% When this weapon hits: Perfect Control (10% chance level 1). Metal gloves protecting the hands up to the middle of the lower arm. |
Extradimensional Hat (0 def, 0 armour) Extradimensional Hat (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +5% temporal Changes damage: +5% temporal Maximum encumbrance: +50 Spellpower: +3 (+0 eff.) Adventuring wizards tend to have a major problem. How to carry all the paraphenalia that goes with being a wizard? This hat was designed as *the* solution. The top part of the hat contains a large extradimensional space for storing all their heavy gear. |
thaloren dwarven-steel helm (0 def, 4 armour) thaloren dwarven-steel helm (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +3 Wil Changes resistances: +7% blight Mental save: +10 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Death's Embrace (18 def, 18 armour) Death's Embrace (18 def, 18 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +15% Defense: +18 (+3 eff.) Damage when hit (Melee): 15 darkness / 15 cold Changes stats: +5 Dex / +5 Mag / +5 Cun Changes resistances: +30% temporal / +30% darkness / +30% cold Changes damage: +20% darkness / +20% cold Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Shades +0.10 Cunning / Stealth Critical mult.: +20.00% Stealth bonus: +10 Spellpower: +10 (+1 eff.) Healing mod.: -15% It can be used to turn yourself invisible (power 90, based on Cunning and Magic) for 10 turns, costing 45 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
Masochism (0 def, 0 armour) Masochism (0 def, 0 armour)Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 It is part of a set of items. With a better grip it would be the destroyer of your enemies. When wielded/worn: Damage (Melee): 25 vim draining blight Damage when hit (Melee): 25 vim draining blight Changes stats: +3 Cun / +9 Mag Talent masteries: +0.20 Corruption / Sanguisuge +0.20 Corruption / Blood Physical save: +10 (+1 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+1 eff.) Disease immunity: +100% Maximum vim: +25.00 Spellpower: +10 (+1 eff.) Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 0 It can be used to activate talent Blood Grasp (costing 11 power out of 12/12) : Effective talent level: 5.0 Power cost: 11 out of 12/12. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 232.74 blight damage and healing you for half the damage done. The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. |
Alofang the stralite plate armour (22 def, 31 armour) Alofang the stralite plate armour (22 def, 31 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +31 Defense: +22 (+4 eff.) Ranged Defense: +2 (+0 eff.) Fatigue: +26% Damage when hit (Melee): 18 physical Changes stats: +19 Str / +5 Cun / +10 Con Changes resistances: +39% acid / +37% physical / +16% darkness / +3% temporal / +36% cold / +26% lightning / +25% fire Talent cooldown: Rush (-10 turns) Allows you to breathe in: water Mental save: +39 (+6 eff.) Cut immunity: +10% Disarm immunity: +65% Stun/Freeze immunity: +62% Knockback immunity: +72% Life regen: +6.30 Stamina each turn: +2.10 Hate when firing a critical mind attack: +3.00 Maximum psi: +50.00 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 65 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Sepsispyre (3 def, 7 armour) Sepsispyre (3 def, 7 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+0 eff.) Fatigue: +20% Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 16 nature Changes stats: +5 Str Changes resistances: +6% acid / +7% physical / +11% darkness / +3% nature Changes damage: +6% nature 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 65 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Tarrasca (0 def, 50 armour) Tarrasca (0 def, 50 armour)Requires: - Strength 52 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +50 Armour Hardiness: +15% Fatigue: +35% Changes stats: +15 Con Physical save: +45 (+6 eff.) Knockback immunity: +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage equal to the speed detriment, but never to less than 30% of the original damage. Current Resistance: 0% It can be used to slow the movement speed of all creatures within 5 spaces (including yourself) by 40%, costing 23 power out of 25/25. This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
Zanagorn the steel plate armour (13 def, 21 armour) Zanagorn the steel plate armour (13 def, 21 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +21 Defense: +13 (+2 eff.) Fatigue: +15% Damage when hit (Melee): 12 blight / 14 physical Changes stats: +9 Cun / +5 Wil Changes resistances: +6% fire / +14% light / +14% darkness Physical save: +27 (+3 eff.) Spell save: +12 (+2 eff.) Mental save: +31 (+4 eff.) Pinning immunity: +25% Stun/Freeze immunity: +5% Life regen: +4.40 Stamina each turn: +1.20 A suit of armour made of metal plates. |
spiked iron plate armour of acid resistance (3 def, 7 armour) spiked iron plate armour of acid resistance (3 def, 7 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+0 eff.) Fatigue: +20% Damage when hit (Melee): 10 physical Changes resistances: +16% acid A suit of armour made of metal plates. |
Timekeeper (23 def, 8 armour, 327 block) Timekeeper (23 def, 8 armour, 327 block)Requires: - Strength 11 - Talent Armour Training (level 2) Alternately Requires: - Talent Shield Mastery (level 1) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When wielded/worn: Armour: +8 Defense: +23 (+4 eff.) Ranged Defense: +17 (+3 eff.) Fatigue: +6% Changes resistances: +29% temporal / +29% darkness / +29% blight / +29% cold / +29% arcane Talent granted: +13 Block Improves its stats based on your level. At levels 11, 21, 31 and 41 it blocks a new damage type. This is your shield. There are many like it, but this one is yours. You must master your shield as you master your life. |
Growthhack (24/56, 104-145.6 power, 53 apr) Growthhack (24/56, 104-145.6 power, 53 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 104.0 - 145.6 Uses stats: 50% Wil, 70% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +53 Physical crit. chance: +54.0% Capacity: 56 Turns elapse between self-loadings: 2 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 20% chance to disease * Slows global speed by 20% * Random elemental explosion On weapon crit: * wounds the target * cripple the target Travel speed: +600% Damage (Ranged): +16 bleed / +19 blight / +19 cold / +36 mind Burst (radius 1) on hit: +4 nature / +43 fire Burst (radius 2) on crit: +12 nature / +12 mind Arrows are used with bows to pierce your foes to death. This item has been sent to the Item's Vault. |
quiver of elven-wood arrows 'Blazeblow' (20/20, 80.5-112.7 power, 24 apr) quiver of elven-wood arrows 'Blazeblow' (20/20, 80.5-112.7 power, 24 apr)Requires: - Dexterity 35 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 80.5 - 112.7 Uses stats: 50% Wil, 70% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +15 Armour Penetration: +24 Physical crit. chance: +9.5% Capacity: 20 On weapon hit: * 46% chance to blind * 20% chance to torment the target Travel speed: +200% Damage (Ranged): +50 insidious poison / +17 temporal / +17 darkness / +4 acid / +17 mind / +8 light / +17 nature Burst (radius 1) on hit: +16 light Burst (radius 2) on crit: +4 acid / +8 light Arrows are used with bows to pierce your foes to death. |
quiver of elven-wood arrows 'Deepsschism' (21/47, 78-109.2 power, 33 apr) quiver of elven-wood arrows 'Deepsschism' (21/47, 78-109.2 power, 33 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 78.0 - 109.2 Uses stats: 50% Wil, 70% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +18 Armour Penetration: +33 Physical crit. chance: +25.5% Capacity: 47 Turns elapse between self-loadings: -2 On weapon hit: * 20% chance to torment the target * 10% chance to knock the target back * 10% chance to stun, blind, pin, or confuse the target On weapon crit: * cripple the target Travel speed: +200% Damage (Ranged): +12 acid / +97 physical / +17 light / +17 temporal / +32 blight / +16 arcane / +15 mind / +25 darkness Burst (radius 1) on hit: +8 darkness Damage against: +25% Undead Arrows are used with bows to pierce your foes to death. |
quiver of elven-wood arrows 'Morningstalker' (16/38, 104-145.6 power, 55 apr) quiver of elven-wood arrows 'Morningstalker' (16/38, 104-145.6 power, 55 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 104.0 - 145.6 Uses stats: 50% Wil, 70% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +18 Armour Penetration: +55 Physical crit. chance: +32.5% Capacity: 38 Turns elapse between self-loadings: -1 On weapon hit: * 20% chance to torment the target * Random elemental explosion * 10% chance to knock the target back * 25% chance to put talents on cooldown Travel speed: +800% Damage (Ranged): +29 mind / +43 physical / +17 darkness / +20 light Burst (radius 2) on crit: +8 physical When wielded/worn: Ammo reloads per turn: +3 Arrows are used with bows to pierce your foes to death. |
5 agate 5 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
1956 alchemist agate 1956 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx 2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli 4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal 2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 sapphire 7 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+1 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 topaz 9 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
6 emerald 6 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
11 jade 11 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
19 turquoise 19 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Dúathedlen Heart Dúathedlen HeartPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 4 When wielded/worn: Physical power: +7 (+1 eff.) Changes resistances: +30% light Changes resistances cap: +10% light Talent mastery: +0.10 Cunning / Stealth Light radius: -1000 Infravision radius: +6 It can be used to activate talent Blood Grasp (costing 9 power out of 15/15) : Effective talent level: 3.0 Power cost: 9 out of 15/15. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 183.88 blight damage and healing you for half the damage done. The damage will increase with your Spellpower. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern of clarity brass lantern of clarityInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +5 (+1 eff.) Light radius: +2 See stealth: +6 See invisible: +6 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. |
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. |
7 bloodstone 7 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 fire opal 5 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
16 ruby 16 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2) Rod of Recall (2/2)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 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
Manysin the pouch of dwarven-steel shots (19/19, 69.5-83.4 power, 23 apr) Manysin the pouch of dwarven-steel shots (19/19, 69.5-83.4 power, 23 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 3 Base power: 69.5 - 83.4 Uses stat: 120% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +23 Physical crit. chance: +50.0% Capacity: 19 When this weapon hits: Epidemic (10% chance level 3). On weapon hit: * 20% chance to gain 10% of a turn * 34% chance to disease * 25% chance to put talents on cooldown * 10% chance to knock the target back * 20% chance to curse the target On weapon crit: * cripple the target Travel speed: +600% Damage (Ranged): +36 physical / +46 darkness / +86 blight / +14 cold Burst (radius 1) on hit: +16 blight / +24 temporal Damage against: +13% Living Shots are used with slings to pummel your foes to death. This item has been sent to the Item's Vault. |
Blastravager the dwarven-steel torque of clear mind [power 3] (9 cooldown) Blastravager the dwarven-steel torque of clear mind [power 3] (9 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 40 arcane resource burn Damage when hit (Melee): 4 lightning Changes resistances: +15% fire Talent cooldown: Telekinetic Blast (+5 turn) Talent granted: +4 Telekinetic Blast Spell save: +3 (+1 eff.) It can be used to absorb and nullify at most 3 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 9 turns. Torques are made by powerful psionics to store psionic powers. |
Sunnail [power 125] (18 cooldown) Sunnail [power 125] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Changes resistances: +3% mind Changes resistances penetration: +5% mind Changes damage: +18% light / +3% mind Talent cooldown: Telekinetic Blast (+5 turn) Talent granted: +4 Telekinetic Blast Light radius: +1 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 125 for 7 turns, putting all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
6 amethyst 6 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
elven-wood wand of clairvoyance 'Undeathoracle' [power 15] (9 cooldown) elven-wood wand of clairvoyance 'Undeathoracle' [power 15] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 4 When wielded/worn: Effects on melee hit: * 15% chance to corrode armour * 30% chance to daze Damage when hit (Melee): 16 nature Changes resistances: +6% acid / +12% fire / +6% nature Changes resistances penetration: +15% acid / +10% fire Changes damage: +6% acid / +6% fire / +9% nature Talent cooldown: Void Blast (+24 turn) Talents granted: +13 Strike +17 Void Blast It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 15), putting all charms on cooldown for 9 turns. When used: 400% chance to regenerate 9 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 diamond 4 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 moonstone 3 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+1 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+1 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 pearl 4 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 quartz 4 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
12 amber 12 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 ametrine 6 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine 3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Log
You transfer Burnpiercer (21-25.2 power, 3 apr, acid element) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer hardened leather belt 'Hulin' to the online item's vault.
Saving done.
Saving game...
Saving done.
Ittnho deactivates Kinetic Aura.
Ittnho deactivates Exploit Weakness.
Ittnho deactivates Daunting Presence.
Ittnho deactivates Elemental Harmony.
Ittnho deactivates Beyond the Flesh.
Ittnho deactivates Augmentation.
Ittnho deactivates Kinetic Shield.
Ittnho deactivates Deflect Projectiles.
Ittnho deactivates Skate.
Ittnho deactivates Charged Shield.
Ittnho deactivates Thermal Aura.
Ittnho deactivates Mental Tyranny.