Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.3 |
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 1.3.3This 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. 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 1.3.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Extra Dungeons 1.3.0In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Verdant Class Pack 1.3.3Content 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: Items Vault 1.3.0Donators/Buyers bonus! 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. 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. 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. 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 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 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: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! 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 | Male |
Race | Superhuman |
Class | Enchanter |
Level / Exp | 129 / 49% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 120 (base 45) |
Dexterity | 152 (base 41) |
Constitution | 151 (base 50) |
Magic | 267 (base 139) |
Willpower | 317 (base 139) |
Cunning | 291 (base 139) |
Resources
Mana | 2525/2655 |
Psi | 381/407 |
Life | 15820/15800 |
Paradox | 300 |
Stamina | 1254/1320 |
Equilibrium | 0 |
Healing Factor | 2.5 |
Regeneration | 35 |
Speed
Mental | +10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +200% |
Vision
Sight | 10 |
Lite | 11 |
Infravision | 5 |
ESP Range | 10 |
ESP Kinds | animal/canine, humanoid/orc |
Offense: Mainhand
Damage | 326 |
Accuracy | 141 |
Crit Chance | 305% |
APR | 88 |
Speed | 0.91 |
Offense: Spell
Spellpower | 141.25 |
Crit Chance | 100% |
Speed | 1 |
Offense: Mind
Mindpower | 125.61428571429 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
All | +32% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 124.22383527228 (30%) |
Defense | 134.77201648972 |
Ranged Defense | 142.22522248565 |
Fatigue | 0 |
Physical Save | 107.89583333333 |
Spell Save | 112.07083333333 |
Mental Save | 120.33214285714 |
Defense: Resistances
All | + 60%( 70%) |
Defense: Immunities
Teleport Resistance | 5% |
Disarm Resistance | 100% |
Instadeath Resistance | 100% |
Confusion Resistance | 100% |
Silence Resistance | 44% |
Pinning Resistance | 44% |
Poison Resistance | 100% |
Knockback Resistance | 44% |
Inscriptions (5/5)
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 7 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 1262 and cleanse 1 wound and poison effect. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 379 damage for 9 turns. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 17 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 2432 damage for 9 turns. Its effects scale with your Magic stat. |
Class Talents
Cunning / Tactical | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Disenchantment | 1.50 |
| 12/5 |
| 12/5 |
| 12/5 |
| 12/5 |
Spell / Morph | 1.50 |
| 7/5 |
| 12/5 |
| 12/5 |
| 12/5 |
Spell / Advanced martial enchantments | 1.30 |
| 2/5 |
| 1/5 |
| 6/5 |
| 5/5 |
Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 12/5 |
| 12/5 |
Spell / Arcane enchantments | 1.50 |
| 12/5 |
| 12/5 |
| 12/5 |
| 12/5 |
Spell / Inanimation | 1.30 |
| 12/5 |
| 12/5 |
| 12/5 |
| 12/5 |
Spell / Chaotic hedgemagic | 1.30 |
| 12/5 |
| 2/5 |
| 12/5 |
| 12/5 |
Spell / Ordered hedgemagic | 1.30 |
| 12/5 |
| 3/5 |
| 12/5 |
| 12/5 |
Spell / Martial enchantments | 1.30 |
| 12/5 |
| 6/5 |
| 0/5 |
| 0/5 |
Generic Talents
Chronomancy / Chronomancy | 0.80 |
| 1/5 |
| 12/5 |
| 0/5 |
| 0/5 |
Spell / Force | 1.30 |
| 5/5 |
| 12/5 |
| 7/5 |
| 10/5 |
Spell / Mana alchemy | 1.30 |
| 12/5 |
| 5/5 |
| 12/5 |
| 12/5 |
Wild-gift / Harmony | 1.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.00 |
| 1/5 |
| 12/5 |
| 12/5 |
| 0/5 |
Spell / Stone alchemy | 1.30 |
| 5/5 |
| 12/5 |
| 0/5 |
| 0/5 |
Spell / Staff magic | 1.30 |
| 12/5 |
| 12/5 |
| 12/5 |
| 12/5 |
Technique / Conditioning | 0.90 |
| 12/5 |
| 12/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 0.80 |
| 1/5 |
| 1/5 |
| 12/5 |
| 0/5 |
Technique / Staff combat | 1.30 |
| 12/5 |
| 1/5 |
| 12/5 |
| 11/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Vitalise |
talent | Arcane Harmony |
talent | Defensive Posture |
talent | Shielding |
talent | Chant of Resistance |
talent | Arcane Fire Shield |
talent | Inner Power |
talent | Battlesurge |
talent | Defensive Posture |
talent | Shield Guardian |
talent | Shock Hands |
talent | Staff Warding |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You abandoned injured seer to death. Escort: injured seer (level 1 of Old Forest) | failed |
You abandoned injured seer to death. Escort: injured seer (level 2 of Trollmire) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you gained talent category Chronomancy / Chronomancy (at mastery 0.80). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 680. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Equipment
On feet | Isudagalaith (42 def, 11 armour) Isudagalaith (42 def, 11 armour)Requires: Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces Enchantment: Light Armour 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +9 Physical crit. chance: +9.0% Physical power: +10 (+1 eff.) Armour: +11 Defense: +42 (+6 eff.) Fatigue: +3% Changes stats: +18 Dex / +2 Mag / +4 Cun / +4 Con / +33 Lck Changes resistances: +11% acid / +24% blight / +10% fire / +11% cold / +11% lightning Changes resistances penetration: +11% physical Changes damage: +6% blight Stealth bonus: +31 Physical save: +30 (+5 eff.) Spell save: +26 (+4 eff.) Mental save: +30 (+4 eff.) Life regen: +2.70 Mana when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +7 (+1 eff.) Healing mod.: +22% Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +30% It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.7 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 42% chance to completely evade them and granting you 63 defense for 22 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
Quiver | 65 alchemist lapis lazuli 65 alchemist lapis lazuli0.00 Encumbrance. Type: alchemist-gem / blue ; tier 3 When used as an alchemist bomb: Mana regain 30 When used in a prism: Equilibrium reduced 15 Gems can be sold for money or used in arcane rituals. |
Light source | Turuyagar the alchemist's lamp Turuyagar the alchemist's lampInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes stats: +1 Cun Changes resistances: +6% blight Critical mult.: +5.00% Physical save: +11 (+2 eff.) Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Light radius: +3 Healing mod.: +18% A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Shimmerumbra (3 def, 0 armour) Shimmerumbra (3 def, 0 armour)Requires: Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 12 lightning Changes stats: +4 Str / +4 Dex / +11 Mag / +31 Wil / +25 Cun / +4 Con Changes resistances: +16% lightning / +15% temporal / +40% light / +15% fire / +13% nature / +16% acid / +16% blight / +16% cold / +16% darkness Changes resistances penetration: +5% arcane Changes damage: +14% temporal / +29% light / +15% physical / +6% blight / +15% mind / +6% nature / +10% darkness Spell save: +20 (+3 eff.) Mana each turn: +3.31 Psi each turn: +0.40 Mana when hit: +3.00 Spellpower on spell critical (stacks up to 3 times): +14 Maximum mana: +94.00 Spellpower: +22 (+3 eff.) Spell crit. chance: +8% Mindpower: +24 (+3 eff.) Mental crit. chance: +5% Damage Shield penetration: +50% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% It can be used to activate talent Manaflow, placing all other charms into a 40 cooldown : Effective talent level: 1.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 20 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Tool | Mayuba the Phoenixprophet [power 2205] (66 cooldown) Mayuba the Phoenixprophet [power 2205] (66 cooldown)Requires: Powered by arcane forces Infused by psionic forces Enchantment: Charm 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes stats: +1 Mag / +4 Con Changes resistances: +3% fire Changes resistances penetration: +15% fire Changes damage: +3% fire Grants telepathy: Humanoid/Orc Talents cooldown: Telekinetic Blast (+5 turn) Silence (+10 turn) Talents granted: +5 Telekinetic Blast +7 Silence Infravision radius: +1 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 2205 for 7 turns, putting all charms on cooldown for 66 turns. When used: 200% chance to regenerate 157 hate. Torques are made by powerful psionics to store psionic powers. |
On fingers | Adotha the Fogsin Adotha the Fogsin |
On fingers | Toruduyon Toruduyon Requires: Powered 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: +18 (+0 eff.) Physical power: +17 (+2 eff.) Fatigue: -9% Damage when hit (Melee): 4 blight Changes stats: +9 Dex / +2 Mag / +11 Wil / +8 Cun / +30 Con Changes resistances: +36% light / +36% blight / +10% cold / +64% nature / +10% darkness Changes resistances penetration: +5% arcane / +5% acid Changes damage: +9% acid / +6% arcane / +18% light / +8% all Reduces incoming crit damage: 23.00% Maximum encumbrance: +31 Spell save: +18 (+3 eff.) Poison immunity: +78% Disease immunity: +77% Disarm immunity: +38% Pinning immunity: +44% Knockback immunity: +44% Life regen: +1.30 Spellpower on spell critical (stacks up to 3 times): +8 Maximum life: +132.00 Maximum stamina: +32.00 Spellpower: +17 (+2 eff.) Spell crit. chance: +1% Mindpower: +30 (+4 eff.) Healing mod.: +26% Damage Shield penetration: +30% Rings can have magical properties. |
Around waist | hardened leather belt 'Yaryrab' hardened leather belt 'Yaryrab' Requires: Powered 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: +37.0% Physical power: +15 (+2 eff.) Armour: +5 Effects on melee hit: * 15% chance to corrode armour Changes stats: +10 Dex / +5 Mag / +9 Wil / +10 Cun Changes resistances: +8% acid / +8% lightning / +17% fire / +15% cold / +5% all Changes resistances penetration: +13% physical Changes damage: +15% acid / +16% physical Critical mult.: +32.00% Physical save: +10 (+2 eff.) Spell save: +20 (+3 eff.) Mental save: +10 (+1 eff.) Mana each turn: +0.04 Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +8 Maximum mana: +20.00 Spellpower: +8 (+1 eff.) Spell crit. chance: +5% Mindpower: +12 (+2 eff.) Mental crit. chance: +22% A belt that goes around your waist. |
In main hand | dragonbone vilestaff 'Kheladas' (30-36 power, 6 apr, fire element) dragonbone vilestaff 'Kheladas' (30-36 power, 6 apr, fire element)Requires: - Magic 48 Powered by arcane forces Infused by nature Crafted by a master Enchantment: Runes 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +30% Damage (Melee): +19 draining blight Damage conversion: 46% nature When wielded/worn: Accuracy: +15 (+0 eff.) Physical crit. chance: +38.0% Physical power: +15 (+2 eff.) Armour: +4 Defense: +15 (+2 eff.) Effects on melee hit: * 10% chance to blind Changes stats: +8 Wil Changes resistances: +9% lightning / +20% temporal / +15% darkness / +15% fire / +12% nature / +9% acid Changes resistances penetration: +15% blight / +15% fire / +12% nature Changes damage: +24% nature / +30% fire Talent granted: +1 Command Staff Critical mult.: +54.00% Reduces incoming crit damage: 10.00% Poison immunity: +25% Confusion immunity: +10% Teleport immunity: +5% Mana each turn: +0.40 Spellpower on spell critical (stacks up to 3 times): +26 Spellpower: +119 (+15 eff.) Spell crit. chance: +29% Light radius: +5 Life leech chance: +15% Life leech: +15% Defense after a teleport: +20 Resist all after a teleport: +24% New effects duration reduction after a teleport: +45% Reduces paradox anomalies(equivalent to willpower): +23 It can be used to unleash an elemental blastwave, dealing 430.01 - 516.01 fire damage in a radius 6 around the user, putting all charms on cooldown for 10 turns. Staves designed for wielders of magic, by the greats of the art. |
On hands | hardened leather gloves 'Armilafast' (0 def, 2 armour) hardened leather gloves 'Armilafast' (0 def, 2 armour)Requires: Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces Enchantment: Weapon 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +35 (+0 eff.) Armour penetration: +25 Physical crit. chance: +30.0% Armour: +2 Damage (Melee): 21 cold Changes stats: +4 Str / +23 Dex / +17 Cun / +9 Con Changes resistances: +1% physical / +16% cold Changes damage: +16% cold Talent cooldown: Double Strike (-1 turn) Critical mult.: +38.00% Maximum encumbrance: +20 Physical save: +55 (+9 eff.) Spell save: +15 (+2 eff.) Mental save: +14 (+2 eff.) Disarm immunity: +67% Life regen: +2.80 Stamina each turn: +1.50 Maximum stamina: +28.00 Maximum hate: +2.00 Spell crit. chance: +26% Mental crit. chance: +31% It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | Bomasus the silk robe (107 def, 10 armour) Bomasus the silk robe (107 def, 10 armour)Requires: 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: Armour penetration: +17 Physical crit. chance: +9.0% Physical power: +14 (+2 eff.) Armour: +10 Defense: +107 (+14 eff.) Effects on melee hit: * 15% chance to corrode armour Damage when hit (Melee): 12 acid / 8 mind Changes stats: +15 Str / +7 Dex / +32 Mag / +42 Wil / +15 Cun / +5 Con Changes resistances: +13% lightning / +13% cold / +18% mind / +15% acid Changes resistances penetration: +25% temporal / +26% physical Changes damage: +13% lightning / +31% temporal / +17% cold / +18% mind / +42% physical Critical mult.: +18.00% Reduces incoming crit damage: 5.00% Physical save: +88 (+14 eff.) Spell save: +12 (+2 eff.) Mental save: +95 (+14 eff.) Silence immunity: +44% Mana each turn: +0.63 Spellpower on spell critical (stacks up to 3 times): +6 Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +5.00 Maximum mana: +153.00 Spellpower: +71 (+9 eff.) Spell crit. chance: +24% Mindpower: +6 (+1 eff.) Mental crit. chance: +6% Infravision radius: +3 Combat speed: +10% Healing mod.: +47% Chance to avoid any damage: +22% Reduces paradox anomalies(equivalent to willpower): +28 It can be used to activate talent Shattering Shout, placing all other charms into a 35 cooldown : Effective talent level: 5.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 594.52 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. |
Cloak | Glimmerhash the cashmere cloak (65 def, 8 armour) Glimmerhash the cashmere cloak (65 def, 8 armour)Requires: Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces Enchantment: Light Armour 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +32 (+0 eff.) Armour penetration: +8 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +8 Defense: +65 (+9 eff.) Fatigue: -12% Effects on melee hit: * 45% chance to blind Damage when hit (Melee): 4 arcane / 16 light / 12 darkness Changes stats: +4 Str / +4 Dex / +3 Mag / +22 Wil / +18 Cun / +4 Con Changes resistances: +8% lightning / +19% light / +27% fire / +15% nature / +6% acid / +16% blight / +8% cold / +8% arcane / +6% darkness Changes resistances penetration: +25% arcane / +5% light Changes damage: +6% light Stealth bonus: +11 Physical save: +37 (+6 eff.) Spell save: +36 (+6 eff.) Mental save: +26 (+4 eff.) Life regen: +2.20 Maximum life: +154.00 Maximum stamina: +28.00 Mental crit. chance: +21% 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. |
Around neck | Isethra the voratun amulet Isethra the voratun amulet Requires: Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+0 eff.) Armour penetration: +16 Physical crit. chance: +16.0% Effects on melee hit: * 43% chance to disease Damage (Melee): 15 light / 15 darkness Effects when hit in melee: * 15% chance to blind * 15% chance to inflict damage reduction Damage when hit (Melee): 4 mind Changes stats: +12 Str / +24 Mag / +19 Wil / +2 Cun Changes resistances: +30% fire / +30% cold Changes damage: +14% lightning / +15% light / +16% fire / +8% all / +16% acid / +6% blight / +14% cold / +9% mind / +15% darkness Critical mult.: +39.00% Mental save: +13 (+2 eff.) Confusion immunity: +22% Mana each turn: +1.06 Spellpower on spell critical (stacks up to 3 times): +11 Maximum mana: +106.00 Spellpower: +12 (+2 eff.) Spell crit. chance: +16% Mindpower: +15 (+2 eff.) Mental crit. chance: +4% Light radius: +4 Infravision radius: +1 Amulets can have magical properties. |
Inventory
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. |
healing infusion (heal 75) healing infusion (heal 75)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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 75 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. |
regeneration infusion of the duelist (heal 1073 over 9 turns) regeneration infusion of the duelist (heal 1073 over 9 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1073 life over 9 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Mardarin MardarinPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +8 Defense: +12 (+2 eff.) Fatigue: -10% Effects on melee hit: * 40% chance to disease Damage when hit (Melee): 4 blight Changes stats: +10 Str / +9 Dex / +7 Mag / +22 Wil / +13 Con Changes resistances: +26% light / +30% darkness / +30% fire / +5% arcane / +27% cold Changes resistances cap: +7% all Changes resistances penetration: +10% acid Changes damage: +17% acid / +9% physical / +15% blight / +18% fire / +8% lightning / +8% cold Talent masteries: +0.40 Technique / Conditioning +0.40 Cunning / Survival Critical mult.: +25.00% Physical save: +47 (+8 eff.) Spell save: +20 (+3 eff.) Mental save: +22 (+3 eff.) Blindness immunity: +50% Confusion immunity: +50% Teleport immunity: +50% Life regen: +6.70 Mana each turn: +0.12 Mana when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +43.00 Maximum mana: +40.00 Spellpower: +21 (+3 eff.) Spell crit. chance: +7% Mindpower: +27 (+4 eff.) Combat speed: +10% It can be used to teleport you randomly (rad 65), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
Voronne the voratun amulet Voronne the voratun amulet Requires: Powered by arcane forces Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +12 (+0 eff.) Armour: +1 Defense: +15 (+2 eff.) Changes stats: +3 Mag / +8 Cun / +4 Con / +15 Lck Changes resistances: +1% all Changes damage: +6% physical Physical save: +11 (+2 eff.) Life regen: +2.00 Mana each turn: +0.08 Vim when firing critical spell: +2.00 Maximum life: +80.00 Reduce all damage from unseen attackers: 15% Amulets can have magical properties. |
starseer's stralite amulet starseer's stralite amulet Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +3 Changes stats: +2 Mag Changes resistances: +3% all Changes damage: +6% light / +7% temporal / +6% darkness / +6% physical Spellpower: +6 (+1 eff.) Spell crit. chance: +4% Amulets 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 (+2 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. |
Thunderborn ThunderbornPowered 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: +27 (+0 eff.) Armour penetration: +15 Physical power: +17 (+2 eff.) Defense: +15 (+2 eff.) Fatigue: -9% Effects on melee hit: * 22% chance to blind Effects on ranged hit: * 30% chance to blind Damage when hit (Melee): 4 light / 8 lightning Changes stats: +9 Dex / +5 Mag / +7 Wil / +17 Cun / +10 Con Changes resistances: +6% light / +5% arcane Changes damage: +3% lightning / +7% all Maximum encumbrance: +36 Physical save: +15 (+2 eff.) Spell save: +52 (+9 eff.) Mental save: +29 (+4 eff.) Disarm immunity: +34% Confusion immunity: +41% Pinning immunity: +44% Stun/Freeze immunity: +44% Knockback immunity: +41% Life regen: +5.60 Mana each turn: +0.12 Maximum life: +132.00 Maximum mana: +40.00 Maximum stamina: +68.00 Maximum vim: +20.00 Spellpower: +17 (+2 eff.) Mindpower: +26 (+4 eff.) Healing mod.: +26% Damage Shield penetration: +20% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
copper ring 'Belynn' copper ring 'Belynn' Requires: Powered by arcane forces Infused by nature Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +4 Str / +2 Dex / +1 Mag / +3 Wil / +1 Cun / +3 Con Changes resistances: +12% mind / +12% physical Changes damage: +12% mind / +12% physical Life regen: +0.60 Maximum life: +50.00 Light radius: +1 Infravision radius: +3 Healing mod.: +12% Rings can have magical properties. |
gladiator's stralite ring of life gladiator's stralite ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +8 (+1 eff.) Changes stats: +4 Str / +8 Con Life regen: +1.00 Maximum life: +67.00 Healing mod.: +17% Rings can have magical properties. |
mule's copper ring mule's copper ring Requires: Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Fatigue: -5% Changes damage: +2% all Maximum encumbrance: +20 Spell crit. chance: +1% Mental crit. chance: +1% Rings can have magical properties. |
rogue's copper ring of perseverance rogue's copper ring of perseverance Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +2 Cun Stun/Freeze immunity: +20% Life regen: +0.90 See stealth: +10 See invisible: +10 Rings can have magical properties. |
voratun ring 'Skyobsidian' voratun ring 'Skyobsidian' Requires: Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +35 (+0 eff.) Physical power: +48 (+7 eff.) Armour: +1 Damage when hit (Melee): 4 arcane / 4 fire Changes stats: +18 Str / +19 Dex / +3 Mag / +10 Cun / +19 Con Changes resistances: +9% lightning / +1% all Changes resistances penetration: +10% arcane Changes damage: +9% arcane / +8% all Mental save: +15 (+2 eff.) Confusion immunity: +50% Maximum vim: +10.00 Spellpower: +22 (+3 eff.) Spell crit. chance: +1% Mindpower: +20 (+3 eff.) Rings can have magical properties. |
warrior's steel ring of arcana(+0.13/turn) warrior's steel ring of arcana(+0.13/turn) Requires: Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +3.0% Armour: +6 Changes stats: +3 Str Changes damage: +6% all Silence immunity: +21% Mana each turn: +0.13 Spell crit. chance: +3% Mental crit. chance: +3% Rings can have magical properties. |
enchanted dull aurastone enchanted dull aurastoneRequires: - Magic 11 - Talent Magic Weapons Mastery (level 1) Powered by arcane forces 1.00 Encumbrance. Type: weapon / aurastone ; tier 1 When wielded/worn: A small stone that exudes a faint magical aura. Those who are trained can channel magic through them while they are clenched in their fists, striking out with magical energies on every punch. |
Umbrawilder the voratun battleaxe (79-118.5 power, 21 apr) Umbrawilder the voratun battleaxe (79-118.5 power, 21 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 79.0 - 118.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +21 Physical crit. chance: +8.0% Attack speed: 111% On weapon hit: * 45% chance to daze * 20% chance to torment the target * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage Shield penetration (this weapon only): +82% Burst (radius 1) on hit: +28 fire Burst (radius 2) on crit: +12 darkness When wielded/worn: Accuracy: +62 (+0 eff.) Armour penetration: +21 Physical crit. chance: +38.0% Physical power: +38 (+5 eff.) Changes stats: +26 Str / +15 Dex / +6 Mag / +9 Wil / +5 Cun / +22 Con Changes resistances: +9% lightning Changes resistances penetration: +21% lightning / +41% physical / +17% mind / +14% darkness Changes damage: +42% physical Critical mult.: +23.00% Spell save: +16 (+3 eff.) Cut immunity: +5% Disarm immunity: +106% Stamina when hit: +7.00 Psi when hit: +0.12 Only die when reaching: -20.00 life Mental crit. chance: +2% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% * Grants [Sweeping Blows] Talent Massive two-handed battleaxes. |
dragonbone greatclub 'Natureripper' (71.5-107.25 power, 4 apr) dragonbone greatclub 'Natureripper' (71.5-107.25 power, 4 apr)Requires: - Strength 37 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces Enchantment: Weapon 5.00 Encumbrance. [Unique] Type: weapon / greatclub ; tier 5 It must be held with both hands. Base power: 71.5 - 107.3 Uses stats: 6% Mag, 120% Str Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +0.1% dam / acc Accuracy: +13 Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 105% Damage (Melee): +25 temporal / +16 darkness / +10 blinding light / +23 nature / +6 light Damage against: +21% Living When wielded/worn: Accuracy: +18 (+0 eff.) Armour penetration: +14 Physical crit. chance: +16.0% Defense: +14 (+2 eff.) Damage when hit (Melee): 12 nature Changes stats: +2 Mag Changes resistances penetration: +25% nature Changes damage: +10% light / +11% darkness Grants telepathy: Dragon Demon/Major Demon/Minor Critical mult.: +23.00% Reduces incoming crit damage: 5.00% Mindpower: +12 (+2 eff.) Massive two-handed clubs. |
Muckarc the vined mindstar (5.5-6.05 power, 18 apr, mind damage) Muckarc the vined mindstar (5.5-6.05 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. This natural venom should be returned to the wyrm. This natural frost should be returned to the wyrm. Base power: 5.5 - 6.1 Uses stats: 35% Wil, 15% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * Slows global speed by 60% * 40% chance to corrode armour Burst (radius 1) on hit: +16 acid Damage against: +60% Undead When wielded/worn: Armour: +7 Damage when hit (Melee): 42 acid / 4 fire / 10 ice Changes stats: +4 Cun Changes resistances: +10% acid / +64% darkness / +32% mind / +35% blight / +11% cold / +39% nature / +31% light Changes resistances penetration: +11% acid / +11% cold / +10% fire Changes damage: +17% acid / +11% cold Talent masteries: +0.20 Psionic / Voracity +0.20 Cursed / Dark sustenance Critical mult.: +13.00% Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +12 (+2 eff.) Life regen: +2.20 Stamina when hit: +5.00 Equilibrium when hit: +2.40 Hate per kill: +3.00 Psi per kill: +3.00 Maximum life: +16.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +2% See stealth: +25 See invisible: +26 It can be used to inflict 323.40 mind damage (range 10), gaining psi and hate equal to 1/10 of the damage done, putting all charms on cooldown for 20 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Duatheljam the stralite ritual blade (21.5-27.95 power, 9 apr) Duatheljam the stralite ritual blade (21.5-27.95 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: 21.5 - 27.9 Uses stats: 45% Mag, 45% Dex Damage type: Nature 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 * pacifies the target for 4 turns, giving them a chance equal to your spellpower in percent of becoming dazed each turn * curse the target reducing their resistances by a third of your spellpower, for 4 turns Damage conversion: 21% acid / 21% nature / 21% darkness / 21% light When wielded/worn: Armour penetration: +11 Physical crit. chance: +11.0% Physical power: +10 (+1 eff.) Damage when hit (Melee): 16 nature / 8 mind Changes stats: +17 Mag / +7 Wil / +16 Cun / +14 Con Changes resistances: +10% cold / +12% darkness / +11% temporal Changes resistances penetration: +15% arcane / +11% physical / +15% light / +15% temporal Changes damage: +15% acid / +11% physical / +27% darkness / +18% mind / +14% nature / +15% light Critical mult.: +10.00% Mental save: +10 (+1 eff.) N.Energy each turn: +0.40 Equilibrium when hit: +0.20 Vim when firing critical spell: +4.00 Only die when reaching: -200.00 life Maximum mana: +72.00 Maximum vim: +68.00 Maximum neg.energy: +50.00 Spellpower: +7 (+1 eff.) Spell crit. chance: +8% Light radius: +2 Infravision radius: -2 Life leech chance: +11% Life leech: +8% Defense after a teleport: +24 Resist all after a teleport: +17% New effects duration reduction after a teleport: +24% Talent on hit(spell): Manathrust (30% chance level 12). Sharp, short and deadly. |
illusionary dwarven-steel ritual blade of lifedrinking (15.5-20.15 power, 7 apr) illusionary dwarven-steel ritual blade of lifedrinking (15.5-20.15 power, 7 apr)Requires: - Magic 20 - Dexterity 20 Powered by arcane forces 1.00 Encumbrance. Type: weapon / ritual blade ; tier 3 Base power: 15.5 - 20.2 Uses stats: 45% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon crit: * confuses the target with your spellpower as confusion strength for 4 turns When wielded/worn: Changes resistances penetration: +10% mind Vim when firing critical spell: +2.00 Spell crit. chance: +6% Life leech chance: +7% Life leech: +6% Talent on hit(spell): Mind Sear (10% chance level 2). Sharp, short and deadly. |
Ivuriba (40-48 power, 5 apr, temporal element) Ivuriba (40-48 power, 5 apr, temporal element)Requires: - Magic 35 Powered by arcane forces Crafted by a master Enchantment: Weapon 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 40.0 - 48.0 Uses stat: 90% Mag Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +2.5% procs dam / acc Accuracy: +20 Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 111% Damage (Melee): +10 lightning / +15 physical When wielded/worn: Accuracy: +12 (+0 eff.) Physical crit. chance: +23.0% Defense: +17 (+2 eff.) Damage (Melee): 18 arcane / 11 % chance of confusion Changes resistances: +6% blight Changes damage: +40% temporal Talent granted: +1 Command Staff Poison immunity: +5% Disease immunity: +15% Disarm immunity: +10% Confusion immunity: +25% Stun/Freeze immunity: +20% Knockback immunity: +10% Mana each turn: +0.27 Spellpower on spell critical (stacks up to 3 times): +8 Maximum mana: +147.00 Spellpower: +30 (+4 eff.) Spell crit. chance: +7% Damage Shield penetration: +38% It can be used to project a bolt from the staff (to range 9) dealing 512.96 - 615.55 temporal damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
Magmaqueller (biting gale rune) (35-42 power, 5 apr, fire element) Magmaqueller (biting gale rune) (35-42 power, 5 apr, fire element)Requires: - Magic 35 Powered by arcane forces Crafted by a master Enchantment: Runes 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 Base power: 35.0 - 42.0 Uses stat: 80% Mag Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +4 fire / +4 temporal Burst (radius 2) on crit: +12 fire When wielded/worn: Accuracy: +13 (+0 eff.) Physical crit. chance: +9.0% Physical power: +12 (+2 eff.) Armour: +10 Defense: +11 (+2 eff.) Damage (Melee): 31 fire Changes stats: +3 Dex / +10 Mag / +15 Wil / +1 Con Changes resistances: +6% lightning / +3% temporal / +12% fire Maximum wards: +3 fire / +3 temporal Changes resistances penetration: +18% fire / +3% temporal Changes damage: +6% temporal / +35% fire Talents granted: +5 Ward +1 Command Staff Critical mult.: +47.00% Maximum encumbrance: +22 Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +180.00 Maximum stamina: +26.00 Maximum neg.energy: +32.00 Spellpower: +118 (+15 eff.) Spell crit. chance: +33% Light radius: -1 Infravision radius: +1 See invisible: +17 Movement speed: +17% It can be used to activate rune, costing 18 power out of 18/18. Staves designed for wielders of magic, by the greats of the art. |
Nelethad the Unlightransom (30-36 power, 6 apr, lightning element) Nelethad the Unlightransom (30-36 power, 6 apr, lightning element)Requires: - Magic 48 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to inflict damage reduction * 20% chance to cause random gloom Damage (Melee): +8 acid Burst (radius 1) on hit: +12 acid Damage conversion: 41% nature When wielded/worn: Accuracy: +18 (+0 eff.) Physical crit. chance: +38.0% Physical power: +13 (+2 eff.) Armour: +8 Defense: +37 (+5 eff.) Fatigue: -8% Effects on melee hit: * 16% chance to blind * 30% chance to corrode armour Damage when hit (Melee): 8 darkness Changes stats: +7 Con / +6 Wil Maximum wards: +3 lightning / +3 darkness / +3 nature / +3 mind / +3 acid Changes resistances penetration: +11% nature / +10% mind Changes damage: +30% lightning / +12% darkness / +3% acid / +9% mind / +22% nature Talents granted: +5 Ward +1 Command Staff Critical mult.: +54.00% Life regen: +2.00 Spellpower on spell critical (stacks up to 3 times): +15 Spellpower: +45 (+6 eff.) Spell crit. chance: +9% Light radius: +5 Healing mod.: +30% It can be used to conjure elemental energy in a radius 10 cone, dealing 430.01 - 516.01 lightning damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
Xana the elven-wood magestaff (34-40.8 power, 5 apr, light element) Xana the elven-wood magestaff (34-40.8 power, 5 apr, light element)Requires: - Magic 35 Powered by arcane forces Enchantment: Runes 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 34.0 - 40.8 Uses stat: 80% Mag Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +8 physical Burst (radius 1) on hit: +4 physical When wielded/worn: Physical power: +6 (+1 eff.) Defense: +18 (+3 eff.) Damage (Melee): 8 % chance of confusion Changes stats: +3 Dex Changes resistances: +17% light Changes damage: +34% light Talent granted: +1 Command Staff Critical mult.: +6.00% Maximum life: +10.00 Maximum stamina: +10.00 Spellpower: +34 (+4 eff.) Spell crit. chance: +4% Damage Shield penetration: +37% Staves designed for wielders of magic, by the greats of the art. |
dragonbone vilestaff 'Druldir' (shielding rune of the titan) (56-67.2 power, 6 apr, physical element) dragonbone vilestaff 'Druldir' (shielding rune of the titan) (56-67.2 power, 6 apr, physical element)Requires: - Magic 48 Powered by arcane forces Crafted by a master Enchantment: Runes 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 56.0 - 67.2 Uses stat: 80% Mag Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +20% Damage (Melee): +15 physical When wielded/worn: Accuracy: +17 (+0 eff.) Physical crit. chance: +44.0% Damage (Melee): 93 fire Changes stats: +5 Str / +2 Con Changes resistances: +15% darkness / +12% temporal Changes resistances penetration: +28% physical / +10% temporal / -13% fire Changes damage: +56% physical / -26% fire Talent granted: +1 Command Staff Critical mult.: +153.00% Reduces incoming crit damage: 5.00% Physical save: +6 (+1 eff.) Mana each turn: +0.77 Maximum life: +20.00 Maximum mana: +166.00 Maximum neg.energy: +50.00 Spellpower: +80 (+10 eff.) Spell crit. chance: +5% Light radius: -1 See invisible: +59 Healing mod.: +25% Defense after a teleport: +35 Resist all after a teleport: +25% New effects duration reduction after a teleport: +45% Reduces paradox anomalies(equivalent to willpower): +25 It can be used to activate rune, costing 20 power out of 20/20. Staves designed for wielders of magic, by the greats of the art. |
keeper's ash starstaff of war (25-30 power, 3 apr, temporal element) keeper's ash starstaff of war (25-30 power, 3 apr, temporal element)Requires: - Magic 16 Powered by arcane forces Crafted by a master Enchantment: Weapon 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 90% Mag Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +2.5% procs dam / acc Accuracy: +7 Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 111% Damage (Melee): +10 lightning / +7 physical When wielded/worn: Accuracy: +5 (+0 eff.) Physical crit. chance: +6.0% Changes damage: -10% darkness / +25% temporal Talent granted: +1 Command Staff Spellpower: +6 (+1 eff.) Spell crit. chance: +2% Casting speed: +12% Paradox regeneration: -2.00 Staves designed for wielders of magic, by the greats of the art. |
keeper's yew magestaff of channeling (20-24 power, 4 apr, arcane element) keeper's yew magestaff of channeling (20-24 power, 4 apr, arcane element)Requires: - Magic 24 Powered by arcane forces Enchantment: Runes 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% arcane Talent granted: +1 Command Staff Mana each turn: +0.17 Spellpower: +30 (+4 eff.) Spell crit. chance: +3% Casting speed: +12% Paradox regeneration: -3.00 It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
surging ash starstaff (15-18 power, 3 apr, temporal element) surging ash starstaff (15-18 power, 3 apr, temporal element)Requires: - Magic 16 Powered by arcane forces Enchantment: Weapon 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 90% Mag Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +2.5% procs dam / acc Accuracy: +7 Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +10 arcane Burst (radius 1) on hit: +10 arcane When wielded/worn: Changes damage: +15% temporal Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +3 Spellpower: +6 (+1 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
Viperpython Viperpython Requires: Powered 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: +15 (+2 eff.) Defense: +13 (+2 eff.) Effects on melee hit: * Slows global speed by 15% Changes stats: +5 Str / +9 Con Changes resistances penetration: +15% acid / +13% physical / +5% arcane / +5% nature Changes damage: +6% blight / +14% physical Reduced damage from: +33% Summoned Critical mult.: +11.00% Physical save: +16 (+3 eff.) Spell save: +16 (+3 eff.) Mental save: +19 (+3 eff.) Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +8 (+1 eff.) Mindpower: +7 (+1 eff.) Size category: +1 A belt that goes around your waist. |
Belimas (51 def, 12 armour) Belimas (51 def, 12 armour)Requires: Powered by arcane forces Infused by nature Crafted by a master Enchantment: Light Armour 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +12 Defense: +51 (+7 eff.) Damage when hit (Melee): 12 blight Changes stats: +7 Str / +3 Dex / +1 Wil / +3 Cun / +7 Con Changes resistances: +11% acid / +16% darkness / +8% cold / +16% blight / +8% fire / +16% nature / +8% lightning Changes resistances penetration: +14% darkness Changes damage: +3% blight / +17% darkness / +9% arcane Stealth bonus: +17 Physical save: +70 (+12 eff.) Spell save: +78 (+12 eff.) Mental save: +46 (+7 eff.) Life regen: +2.10 Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +12 Only die when reaching: -50.00 life Maximum life: +130.00 Spellpower: +4 (+0 eff.) Spell crit. chance: +2% 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. |
Runeladar the cashmere robe (13 def, 6 armour) Runeladar the cashmere robe (13 def, 6 armour)Requires: Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Armour: +6 Defense: +13 (+2 eff.) Damage when hit (Melee): 8 mind Changes stats: +21 Mag / +1 Wil / +11 Cun Changes resistances: +10% lightning / +21% light / +15% blight / +10% fire / +10% cold / +27% darkness Changes resistances penetration: +22% temporal / +5% mind / +22% physical Changes damage: +28% physical / +14% light / +28% temporal / +3% mind / +8% all Critical mult.: +32.00% Physical save: +16 (+3 eff.) Spell save: +32 (+5 eff.) Mental save: +25 (+4 eff.) Blindness immunity: +15% Hate when firing a critical mind attack: +13.00 Psi when firing a critical mind attack: +8.00 Maximum life: +54.00 Spell crit. chance: +4% Mental crit. chance: +4% Light radius: +3 Reduces paradox anomalies(equivalent to willpower): +26 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Tempestrace the silk robe (20 def, 0 armour) Tempestrace the silk robe (20 def, 0 armour)Requires: Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Physical crit. chance: +6.0% Physical power: +11 (+2 eff.) Defense: +20 (+3 eff.) Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 12 fire Changes stats: +20 Mag / +20 Wil / +9 Cun Changes resistances: +9% lightning / +14% temporal / +26% darkness / +24% fire / +18% acid / +18% physical / +18% cold / +6% arcane / +26% mind Changes resistances penetration: +10% lightning / +5% fire / +10% arcane Changes damage: +12% acid / +14% temporal / +13% physical / +13% fire / +13% cold / +3% arcane / +13% all Talent cooldown: Refit Golem (-6 turns) Critical mult.: +15.00% Physical save: +42 (+7 eff.) Spell save: +55 (+9 eff.) Mental save: +65 (+9 eff.) Silence immunity: +84% Mana each turn: +0.34 Psi each turn: +0.34 Spellpower on spell critical (stacks up to 3 times): +12 Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +5.00 Spellpower: +58 (+7 eff.) Spell crit. chance: +6% Mindpower: +6 (+1 eff.) Mental crit. chance: +6% 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. |
verdant woollen robe of life (12 def, 0 armour) verdant woollen robe of life (12 def, 0 armour)Requires: Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Defense: +12 (+2 eff.) Changes stats: +4 Con Changes resistances: +6% blight Changes damage: +6% nature Physical save: +4 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +4 (+1 eff.) Poison immunity: +20% Disease immunity: +24% Life regen: +2.00 Maximum life: +40.00 Healing mod.: +11% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Ereleromiralach the Fogwing (14 def, 3 armour) Ereleromiralach the Fogwing (14 def, 3 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +9 Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +3 Defense: +14 (+2 eff.) Ranged Defense: +14 (+2 eff.) Fatigue: -12% Changes stats: +4 Str / +4 Dex / +2 Mag / +4 Wil / +6 Cun / +4 Con Changes resistances: +15% fire Changes resistances penetration: +15% darkness Changes damage: +15% darkness / +6% mind Maximum encumbrance: +37 Physical save: +29 (+5 eff.) Spell save: +22 (+4 eff.) Mental save: +20 (+3 eff.) Stamina each turn: +0.70 Mana each turn: +0.38 Maximum life: +41.00 Maximum mana: +44.00 Spell crit. chance: +4% Mindpower: +4 (+1 eff.) Mental crit. chance: +3% Movement speed: +10% Heals friendly targets nearby when you use a nature summon: +20 It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. A pair of boots made of leather. |
blood-soaked pair of rough leather boots (4 def, 1 armour) blood-soaked pair of rough leather boots (4 def, 1 armour)Requires: Powered by arcane forces Crafted by a master Enchantment: Light Armour 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +1 Defense: +4 (+1 eff.) Fatigue: +1% Spell save: +2 (+0 eff.) A pair of boots made of leather. |
pair of hardened leather boots 'Ragefast' (15 def, 3 armour) pair of hardened leather boots 'Ragefast' (15 def, 3 armour)Requires: Powered by arcane forces Infused by nature Crafted by a master Enchantment: Light Armour 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +9 Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +3 Defense: +15 (+2 eff.) Ranged Defense: +7 (+1 eff.) Fatigue: +3% Effects on melee hit: * 10% chance to gain 10% of a turn * 10% chance to disease Damage when hit (Melee): 20 blight Changes stats: +5 Dex / +4 Cun / +4 Con / +11 Lck Changes resistances: +22% lightning / +22% temporal / +6% acid / +6% blight Changes resistances penetration: +25% temporal Changes damage: +9% acid Stealth bonus: +11 Physical save: +18 (+3 eff.) Spell save: +4 (+1 eff.) Mental save: +17 (+2 eff.) A pair of boots made of leather. |
rough leather gloves 'Baletokath' (3 def, 1 armour) rough leather gloves 'Baletokath' (3 def, 1 armour)Requires: Powered by arcane forces Infused by nature Enchantment: Light Armour 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+0 eff.) Damage (Melee): 6 fire Changes stats: +1 Dex / +2 Con Changes resistances: +5% fire Changes damage: +4% fire Spell save: +2 (+0 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Hathynik (1 def, 0 armour) Hathynik (1 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +5.0% Defense: +1 (+0 eff.) Changes stats: +2 Str / +8 Wil / +15 Cun Changes resistances: +8% physical / +18% cold / +18% nature / +7% darkness Changes resistances penetration: +15% mind Changes damage: +8% physical / +8% darkness / +12% cold / +12% nature / +10% all Mental save: +16 (+2 eff.) Hate when firing a critical mind attack: +3.00 Maximum mana: +20.00 Maximum hate: +7.00 Spell crit. chance: +7% Mindpower: +14 (+2 eff.) Mental crit. chance: +7% A pointy cloth hat, very wizardly... |
eldritch cashmere wizard hat of knowledge (6 def, 4 armour) eldritch cashmere wizard hat of knowledge (6 def, 4 armour)Requires: Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Defense: +6 (+1 eff.) Changes stats: +5 Cun / +4 Wil Changes resistances: +4% all Spell save: +2 (+0 eff.) Mana each turn: +1.60 Mana when hit: +0.80 Maximum mana: +64.00 Spellpower: +7 (+1 eff.) Mindpower: +4 (+1 eff.) It can be used to activate talent Manaflow, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 26 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
grounding linen wizard hat (4 def, 0 armour) grounding linen wizard hat (4 def, 0 armour)Requires: Powered by arcane forces Infused by nature Enchantment: Light Armour 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +4 (+1 eff.) Changes resistances: +5% lightning / +5% temporal Spell save: +2 (+0 eff.) A pointy cloth hat, very wizardly... |
Elessra the Burnwind (12 def, 24 armour, 420.5 block) Elessra the Burnwind (12 def, 24 armour, 420.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Alternately Requires: - Strength 48 - Talent Shield Mastery (level 1) Powered by arcane forces Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +7 (+1 eff.) Armour: +24 Defense: +12 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Effects when hit in melee: * 16% chance to daze * 40% chance to blind Damage when hit (Melee): 20 ice / 18 temporal / 19 nature / 36 fire Changes stats: +6 Str / +6 Dex / +14 Mag / +6 Wil / +15 Con Changes resistances: +20% lightning / +20% temporal / +20% light / +27% acid / +16% blight / +59% fire / +20% nature / +20% cold Reduce damage by fixed amount: +0 all Talent granted: +5 Block Reduces incoming crit damage: 20.00% Physical save: +15 (+2 eff.) Maximum life: +110.00 See invisible: +18 It can be used to activate talent Time Shield, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (537) is absorbed, or the time runs out (7 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 44%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
Growvengeance the voratun shield (12 def, 26 armour, 417 block) Growvengeance the voratun shield (12 def, 26 armour, 417 block)Requires: - Strength 18 - Talent Armour Training (level 2) Powered by arcane forces Infused by nature Crafted by a master Enchantment: Heavy Armour 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Physical crit. chance: +12.0% Physical power: +20 (+3 eff.) Armour: +26 Defense: +12 (+2 eff.) Ranged Defense: +25 (+3 eff.) Fatigue: +0% Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 12 arcane / 30 fire Changes stats: +7 Str / +7 Con Changes resistances: +28% acid / +27% light / +48% fire / +6% nature / +30% darkness Changes resistances penetration: +15% arcane / +10% nature Changes damage: +3% arcane Talent granted: +5 Block Physical save: +21 (+4 eff.) Maximum life: +71.00 Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Handheld deflection devices. |
Timekeeper (18 def, 6 armour, 258 block) Timekeeper (18 def, 6 armour, 258 block)Requires: - Strength 0 - Talent Armour Training (level 2) Powered by arcane forces Enchantment: Heavy Armour 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When wielded/worn: Armour: +6 Defense: +18 (+3 eff.) Ranged Defense: +24 (+3 eff.) Fatigue: +0% Changes resistances: +23% temporal / +23% darkness / +23% blight / +23% cold / +23% arcane Reduce damage by fixed amount: +0 all Talent granted: +6 Block Physical save: +5 (+1 eff.) 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. |
Umbraclamor the voratun shield (26 def, 24 armour, 440.5 block) Umbraclamor the voratun shield (26 def, 24 armour, 440.5 block)Requires: - Strength 0 - Talent Armour Training (level 2) Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces Enchantment: Weapon 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Physical crit. chance: +14.0% Physical power: +19 (+3 eff.) Armour: +24 Defense: +26 (+4 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Effects on melee hit: * 13% chance to cause random gloom Damage (Melee): 10 lightning Effects when hit in melee: * 35% chance to cause random gloom Damage when hit (Melee): 46 lightning / 20 nature / 12 darkness Changes stats: +14 Con Changes resistances: +13% acid / +12% cold / +19% blight / +42% fire / +19% nature / +11% lightning Changes resistances penetration: +10% darkness Changes damage: +6% physical Talent granted: +5 Block Reduces incoming crit damage: 10.00% Physical save: +28 (+5 eff.) Only die when reaching: -40.00 life Maximum life: +110.00 Maximum stamina: +25.00 Deflect projectiles away: +19% Handheld deflection devices. |
Sparkstone SparkstoneRequires: - Magic 10 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / wardstone ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +10% lightning Reduce damage by fixed amount: +1 all Maximum wards: +1 lightning Changes damage: +10% lightning Talent granted: +1 Ward Mental save: +10 (+1 eff.) Stun/Freeze immunity: +10% Slows Projectiles: +10% It can be used to activate talent Brain Storm (costing 24 power out of 30/30) : Effective talent level: 1.0 Power cost: 24 out of 30/30. Range: 3 Travel Speed: instantaneous Is: a mind power Description: Mentally focus electricity into a ball of plasma and hurl it at the target. The plasma will explode on impact, dealing 450.3 Lightning damage within radius 2. This talent will apply cross tier Brainlock. The damage will increase with your Mindpower. As you look at this wardstone, a spark catches your attention. Then more sparks suddenly dance around it. The sparks seem to be activated by your thoughts. |
hating obsidian wardstone of dragon warding hating obsidian wardstone of dragon wardingRequires: - Magic 25 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / wardstone ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Changes stats: +1 Wil Changes resistances: +17% lightning / +12% physical / +5% cold / +20% fire / +14% acid Reduce damage by fixed amount: +4 all Maximum wards: +2 lightning / +2 physical / +3 cold / +4 fire / +2 acid Reduced damage from: +11% Dragon Talent granted: +3 Ward Hate each turn: +0.30 Maximum hate: +15.00 Slows Projectiles: +25% Handheld warding devices |
2 agate 2 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 When used as a pommel gem: +1 critical hit chance. Gems can be sold for money or used in arcane rituals. |
804 alchemist agate 804 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 When used as a pommel gem: +3 critical hit chance. Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+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 When used as a pommel gem: +30% damage shield penetration. Gems can be sold for money or used in arcane rituals. |
3 opal 3 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 When used as a pommel gem: +2 critical hit chance. Gems can be sold for money or used in arcane rituals. |
4 sapphire 4 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning When used as a pommel gem: Damage burst on hit (radius 1): +20 cold. Gems can be sold for money or used in arcane rituals. |
2 topaz 2 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 When used as a pommel gem: +10% weapon speed. Gems can be sold for money or used in arcane rituals. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
121 alchemist spinel 121 alchemist spinel0.00 Encumbrance. Type: alchemist-gem / green ; tier 1 When used as an alchemist bomb: Mana regain 10 When used in a prism: Equilibrium reduced 5 Gems can be sold for money or used in arcane rituals. |
79 alchemist turquoise 79 alchemist turquoise0.00 Encumbrance. Type: alchemist-gem / green ; tier 4 When used as an alchemist bomb: Additional 30 acid damage When used in a prism: Additional 30 acid damage Gems can be sold for money or used in arcane rituals. |
emerald 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 When used as a pommel gem: +30 Poison damage on hit. Gems can be sold for money or used in arcane rituals. |
9 jade 9 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 When used as a pommel gem: +20 Nature Slow damage on hit. Gems can be sold for money or used in arcane rituals. |
spinel 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 When used as a pommel gem: +10% damage shield penetration. Gems can be sold for money or used in arcane rituals. |
12 turquoise 12 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 When used as a pommel gem: Damage burst on hit (radius 1): +20 acid. Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Lightglean LightgleanPowered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +6 Physical crit. chance: +2.0% Physical power: +2 (+0 eff.) Changes resistances: +7% blight / +3% physical / +14% darkness Changes resistances penetration: +10% light / +6% all Changes damage: +16% light Damage affinity(heal): +5% light Maximum encumbrance: +20 Life regen: +0.60 Spellpower: +4 (+0 eff.) Spell crit. chance: +4% Light radius: +8 Infravision radius: +4 See invisible: +7 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 63 blight damage or heals 63 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. 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. |
alchemist's lamp 'Lightningvengeance' alchemist's lamp 'Lightningvengeance'Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces -1.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +22 Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 8 blight Changes stats: +3 Dex / +15 Mag / +1 Cun / +5 Con Changes resistances: +21% blight / +8% temporal / +20% darkness / +8% cold Changes resistances penetration: +5% blight / +20% all Changes damage: +3% lightning Reduces incoming crit damage: 5.00% Mental save: +27 (+4 eff.) Maximum life: +64.00 Spellpower: +36 (+4 eff.) Spell crit. chance: +10% Mindpower: +18 (+3 eff.) Mental crit. chance: +18% Light radius: +15 Infravision radius: +10 See stealth: +17 See invisible: +35 Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +22% The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 63 blight damage or heals 63 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
scorching brass lantern of clarity scorching brass lantern of clarityPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 13 fire Changes resistances: +6% fire Mental save: +6 (+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. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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. |
2 bloodstone 2 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 When used as a pommel gem: +10% life leech. Gems can be sold for money or used in arcane rituals. |
5 ruby 5 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 When used as a pommel gem: +4 critical hit chance. Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
Honeywood Chalice Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+2 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
dragonbone totem of thorny skin 'Anandur' [power 126] (25 cooldown) dragonbone totem of thorny skin 'Anandur' [power 126] (25 cooldown)Requires: Powered by arcane forces Infused by nature Enchantment: Charm 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Fatigue: -2% Changes stats: +2 Con Changes resistances penetration: +10% mind Talent cooldown: Invoke Tentacle (+5 turn) Talents granted: +1 Invoke Tentacle +2 Lay Web Equilibrium when hit: +0.12 Maximum hate: +2.00 Mental crit. chance: +2% It can be used to harden the skin for 7 turns increasing armour by 126 and armour hardiness by 70%, putting all charms on cooldown for 25 turns. Natural totems are made by powerful wilders to store nature power. |
quick elm totem of healing [power 67] (15 cooldown) quick elm totem of healing [power 67] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal a target within range 14 (Willpower) for 67, putting all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
amethyst 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 When used as a pommel gem: Damage burst on hit (radius 1): +10 arcane. Gems can be sold for money or used in arcane rituals. |
Sparkhack [power 874] (19 cooldown) Sparkhack [power 874] (19 cooldown)Requires: Powered by arcane forces Enchantment: Charm 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 2 When wielded/worn: Effects on melee hit: * 43% chance to daze Changes stats: +1 Str / +2 Mag / +1 Wil / +3 Cun Maximum wards: +3 lightning / +3 temporal / +3 blight / +2 fire / +3 cold Changes damage: +9% mind Talent cooldown: Void Blast (+12 turn) Talents granted: +6 Void Blast +1 Ward +3 Volcano Light radius: +2 Infravision radius: +2 It can be used to fire a bolt of a random element (dam 437-874), putting all charms on cooldown for 19 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
diamond 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 When used as a pommel gem: +5 critical hit chance. Gems can be sold for money or used in arcane rituals. |
moonstone moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+1 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+1 eff.) When used to imbue an object: Defense: +10 (+1 eff.) Physical save: +10 (+2 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 When used as a pommel gem: On hit: 20% chance to Stun for 4 turns. Gems can be sold for money or used in arcane rituals. |
3 pearl 3 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 When used as a pommel gem: Talent on hit: 10% chance to cast Illuminate level 5. Gems can be sold for money or used in arcane rituals. |
2 quartz 2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold When used as a pommel gem: +15% weapon speed. Gems can be sold for money or used in arcane rituals. |
71 alchemist ametrine 71 alchemist ametrine0.00 Encumbrance. Type: alchemist-gem / yellow ; tier 1 When used as an alchemist bomb: Lights terrain (power 10) When used in a prism: Additional 10 lite damage Gems can be sold for money or used in arcane rituals. |
4 amber 4 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 When used as a pommel gem: On hit: 20% chance to Stun for 3 turns. Gems can be sold for money or used in arcane rituals. |
ametrine 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 When used as a pommel gem: Talent on hit: 10% chance to cast Illuminate level 1. 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 When used as a pommel gem: +5% weapon speed. Gems can be sold for money or used in arcane rituals. |
3 zircon 3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light When used as a pommel gem: On hit: 20% chance to Daze for 2 turns. Gems can be sold for money or used in arcane rituals. |
Achievements
Log
Try deactivates Shielding.
Try deactivates Chant of Resistance.
Try deactivates Vitalise.
Try deactivates Defensive Posture.
Try deactivates Battlesurge.
Try deactivates Shield Guardian.
Try deactivates Arcane Fire Shield.
Try deactivates Inner Power.
Try deactivates Staff Warding.
Try deactivates Defensive Posture.
Try deactivates Shock Hands.
Try deactivates Arcane Harmony.